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    Saturday, January 16, 2021

    Diablo Did a portrait of my SO and I as our Diablo III characters.

    Diablo Did a portrait of my SO and I as our Diablo III characters.


    Did a portrait of my SO and I as our Diablo III characters.

    Posted: 16 Jan 2021 11:02 AM PST

    Diablol 2 Ep 13 "Arcane Danktuary"

    Posted: 16 Jan 2021 05:00 AM PST

    How exactly does Boss Mode work?

    Posted: 16 Jan 2021 06:40 PM PST

    So me and a friend of mine tried to go for the conquest Boss Mode, but it didn't seem to count the bosses he killed for me. I tried looking at a guide where it recommended that you play with multiple players. So do you have to do it solo?

    submitted by /u/brobarb
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    Blizzconline 4k?

    Posted: 16 Jan 2021 08:23 PM PST

    Does anyone know what kind of streaming quality we can expect for the event?

    It sucks that there is no 4k footage of D4 available. The only thing I found on YT was a AI-enhanced 4k which looked pretty bad. It's 2021 Blizzard please make it happen.

    submitted by /u/whatttodo2097845
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    Dream Team PS4 trophy

    Posted: 16 Jan 2021 07:33 PM PST

    Would anyone be able to help me powerlevel? I've done 3 classes already so I only need 3 more. Any help is appreciated.

    My PSN is xdieglocke

    Edit: I just got an old witch doctor to 70. So I only need 2 more classes.

    submitted by /u/DredgenLight
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    Games similar to Diablo 1 and 2.

    Posted: 16 Jan 2021 11:29 AM PST

    Hi, I'm looking for games similar to Diablo 1 and 2. With a dark environment and a dark story.

    I played Diablo 2 recently and really liked the gloomy atmosphere it has, the dark and dim scenarios, and the story.

    submitted by /u/clemenl
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    How many people around here still remember how was Diablo 2 vanilla?

    Posted: 16 Jan 2021 08:37 AM PST

    Watching this video of MrLlamaSC made me desire to play the original experience with all its quirks. However before investing my time more and making larger thread where I post my ideas on what skills to focus on, I'd like to see how many people still remembers the original experience. I did finish Normal difficulty with Sorceress, but that's it. Did someone actually finish the game on Hell?

    submitted by /u/Arrinao
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    BlueTracker | Compilation of Blizzard's comments of the week

    Posted: 16 Jan 2021 12:00 PM PST

    Follow us on r/blue_tracker and @blue_tracker


    You will find all comments below

    submitted by /u/blue_trackerbot
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    Diablo 2 RG9 Mod Version 1.3: The Biggest Update Yet!!

    Posted: 16 Jan 2021 01:35 PM PST

    My brother and I made a mod for Diablo 2. It swaps around some skill tabs drastically changing barbarian, druid and paladin. It also makes golems and skeletal mages more viable. I hope you enjoy it!

    I greatly recommend you play it with plugy (install plugy first): https://www.youtube.com/watch?v=Hj1ax1kvmD8

    The mod works on 1.13c, and I'm playing it with plugy.

    Link for the v. 1.3 of the mod: https://drive.google.com/file/d/1EZBBWD-4QR-nxbfIKMaWW611PIw-oGwV/view?usp=sharing

    This mod has its own subreddit, where you can post questions, suggestions, bug reports, e.t.c. about this mod: https://www.reddit.com/r/Diablo2RG9Mod/

    If you try it out, and find any glitches/bugs, please tell me about it. :) I have tested it myself, and there shouldn't be any major ones, but there could be something minor that I've overlooked.

    Quality of life changes:

    - Doesn't lose corpse on death.

    - Increase inventory and horadric cube size.

    - Increased drop and gambling rates (doesn't apply for runes).

    - Makes it possible to play on difficulties with more players (max 64): This is the pre 1.10 settings.

    - No need for gems in runes recipes.

    - Removed intro cutscene.

    - Fixed the digit "5".

    - Mercenaries can now have belts, gloves, boots, amulets and one ring.

    - Boots, gloves, javelins and other throwable weapons can now be socketed (new for v.1.3).

    -- There's runewords for javelins and throwable weapons, but none for boots and gloves.

    - You can now buy gems and runes from vendors: see "vendors.pdf" for prices and which vendors sell which runes (new for v.1.3).

    -- Gem prices:

    --- chipped (is) 7,0000 (gold)

    --- flawed 11,000 (~1.5*chipped)

    --- standard: 20,000 (~1.75*flawed)

    --- flawless: 40,000 (2*standard)

    --- perfect: 100,000 (2.5*flawless)

    -- Rune prices: p(n) = price for rune # n

    --- p(1) = 20,000

    --- p(n) = p(n - 1) + 1,000*40/27*n , if 1 < n < 11 (approximated to closest thousand) => p(10) = 100,000

    --- p(n) = p(n - 1) + 1,000*50/27*n , if 10 < n < 17 => p(16) = 250,000

    --- p(n) = p(n - 1) + 1,000*50/19*n , if 16 < n < 22 => p(21) = 500,000

    --- p(n) = p(n - 1) + 1,000*25/6*n , if 21 < n < 27 => p(26) = 1,000,000

    --- p(n) = p(n - 1) + 1,000*1,000/177*n , if 26 < n < 33 => p(32) = 2,000,000

    --- p(33) = 3,000,000

    - Complete overhaul of horadric cube recipes: see "horadric cube.pdf" (new for v.1.3).

    -- Key farming is a bit reduced as they can now be crafted (expensively).

    -- Token of absolution can now be crafted relatively cheap as a respec shouldn't be that expensive.

    -- Crafting recipes are still the same as in vanilla, see "crafting.pdf".

    -- Socketed items can be unsocketed relatively cheaply while still keeping the inserted items.

    --- This can also be used to reroll runewords.

    -- They now follow a more systematic system, and each gem type correspond to a item class:

    --- skulls (for) normal (items) < amethysts superior < sapphire magic < topaz rare < ruby crafted < emerald set < diamond unique

    -- Jewels are much more useful as they are included in more recipes.

    --- Magical rings/amulets can now be used to craft jewels of item level 1, which in turn can be used for other recipes.

    ---- This way the jewels found on Hell difficulty can still be used for crafting.

    - Replaced monster immunities with 95% resistances.

    -- This also applies to superuniques (some superuniques have a random mod which can enhance resistance and make them immune).

    -- Unique monsters and champions can still be immune.

    Major Changes:

    - Added new runewords (see "runewords.pdf" for all runewords listed in order of the runes) (new for v.1.3).

    - Skill charges on unique items, set items and runewords are replaced with oskills.

    -- Oskills on Wolfhowl are now regular skills.

    - Swapped skills between characters:

    -- Switched shapeshifting (druid) with warcries (barbarian) (inspired by Wolfhowl).

    -- Switched elemental skills (druid) with offensive auras (paladin).

    -- Switched conviction (paladin -> druid) with Valkyrie (amazon).

    -- Switched battle command (barbarian -> druid) with Shadow master (assassin).

    - Added new magic affixes (rares can also have these): 5% chance to cast level y z on hit.

    -- y = 5 (normal+), 10 (nightmare+), 15 (hell).

    -- z is all kinds of spells (required level 1-12 normal+, 18-24 nightmare+, 30 hell).

    -- Spells with reqquired level 1-6 drop with level 5-10 (normal+), 15 (nightmare+), 20 (hell).

    Changes to Barbarian:

    - Fire Claw only gets synergy from lycnthropy.

    Changes to Druid:

    - Allows druids to summon a bear and wolves at the same time.

    - Druid is now a crazy support character, using auras, warcries and summoners.

    -- Differs from skelemancer as it focuses on buffs instead of debuffs.

    Changes to Necromancer:

    - Revives are permanent.

    - Clay, Blood, Fire Golems and Skeletal mages' damage is increased by twice as much per level (new for v.1.3).

    -- Clay and Blood Golems are still mainly used as support.

    -- Fire Golems Holy Fire aura isn't buffed, although this is mainly for support to finish off enemies when using poison skills.

    - Allows necromancer to summon all golems at the same time.

    -- The maximum number of each number is increased by one every 15th level (doesn't apply to iron golem).

    - Skeletal mages have more life:

    -- (It seems like it originally got 7% more life per level, which is now increased to 10%).

    --- This cannot be seen in the original game since it is not printed in the descriptions (SkillDesc.txt).

    - Summoning necros no longer need to use raise skeletons.

    -- Try skelemages + fire golem + elemental weakness, or an all-out golem build.

    Changes to Paladin:

    - Conversion duration is increased by two seconds per level.

    - Enabled Holy Bolt and the Fist of the Heavens to damage all kinds of enemies (and not just undead).

    - Blessed Hammer gets synergy from Armageddon instead of Concentration (new for v.1.3).

    - Hurricane gets synergy from Zeal instead of Twister.

    - Zeal gets synergy from Hurricane instead of Sacriface.

    - Paladin focuses more on elemental damage, with insane combos like hurricane + zeal or armageddon + blessed hammer.

    Changes to Sorceress:

    - Meteor-delay is one quarter of the original.

    Installation guide:

    - Put the data folder and the two dll's into the Diablo 2 installation folder.

    - Run Diablo 2 from a shortcut with "-direct -txt" added to the target line (in the shortcut's preferences).

    submitted by /u/EirianOdalis
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    New to D3, Unsure on Stats

    Posted: 16 Jan 2021 11:34 AM PST

    As a former fan of D2, I finally got around to getting D3 on PC (I had it on console but hated how it played on console, so stopped playing after a few minutes in). I know stat and theorycrafting and all that I guess gets really complicated, but for the general gist of the campaign, what exactly am I looking for as far as stats? I'm playing as a mage, so I know intelligence is my damage stat, but I have some questions that I can't seem to find spelled out in a simple manner.

    When comparing weapons or armor, am I pretty much just looking at the increase at damage/toughness/recovery (not getting into other forms of builds, but just the basic damage increase/reduction)? Because it's very weird with the items, supposedly damage includes your weapon dps, but is a weapon dps essentially pointless? Because a weapon can have more than double the dps than a currently equipped weapon, but if it has only a few points less intelligence, the damage is exponentially worse; for example, a wand with 30 dps and 20 intelligence somehow has a higher damage than a wand with 60 dps and 15 intelligence, or a shoulder pad with 30 armor and 10 vitality has a higher toughness than ones with 60 armor and no vitality increase.

    So should I just completely ignore the damage/armor stats and just go off the percent increases of items on the 3 stats (damage/toughness/recovery)?

    submitted by /u/Ffsletmesignin
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    10 HR challenge! 0-10 HR in 5 hours. Can it be done?

    Posted: 16 Jan 2021 10:59 AM PST

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