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.
- Diablol 2 Ep 13 "Arcane Danktuary"
- How exactly does Boss Mode work?
- Blizzconline 4k?
- Dream Team PS4 trophy
- Games similar to Diablo 1 and 2.
- How many people around here still remember how was Diablo 2 vanilla?
- BlueTracker | Compilation of Blizzard's comments of the week
- Diablo 2 RG9 Mod Version 1.3: The Biggest Update Yet!!
- New to D3, Unsure on Stats
- 10 HR challenge! 0-10 HR in 5 hours. Can it be done?
Did a portrait of my SO and I as our Diablo III characters. Posted: 16 Jan 2021 11:02 AM PST
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Diablol 2 Ep 13 "Arcane Danktuary" Posted: 16 Jan 2021 05:00 AM PST
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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? [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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? [link] [comments] | ||
BlueTracker | Compilation of Blizzard's comments of the week Posted: 16 Jan 2021 12:00 PM PST | ||
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). [link] [comments] | ||
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)? [link] [comments] | ||
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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