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    Tuesday, February 23, 2021

    Diablo With the D2 announcement I thought it would be cool to share my Diablo 1 Minecraft build with all of you!

    Diablo With the D2 announcement I thought it would be cool to share my Diablo 1 Minecraft build with all of you!


    With the D2 announcement I thought it would be cool to share my Diablo 1 Minecraft build with all of you!

    Posted: 23 Feb 2021 03:53 PM PST

    Resurrected got me all excited to play right now

    Posted: 23 Feb 2021 01:29 PM PST

    Who else is excited by BOTH D2R and D4 ?

    Posted: 23 Feb 2021 03:27 AM PST

    I have been playing r/projectdiablo2 for the past season, and was very skeptical on the idea of a D2 remake. Not only did Vicarious Visions show that they worked on a graphic remake respecting the integrity of the original game, they confirmed mod support, which will hopefully translate into project diablo 2: resurrected.

    Now Diablo 4 is straying from Diablo 3 cartoonish look and simplified mechanics, and seems to be a modern Diablo 2 with open world and 20 years of improvements. I like the slower, heavier approach D4 takes compared to D3, and the reintroduction of actual stats, runes and hopefully runewords, skill trees, and seemless visual transition with weapon swaps

    I am alone in both hype trains, or...?

    submitted by /u/Big_polarbear
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    It's actually pretty shocking to me that so many D2 players see hacks, bots, and dupes as necessary to enjoying D2 and D2R. Can we talk about this?

    Posted: 23 Feb 2021 05:33 PM PST

    Like many people, I got Diablo and Diablo 2 at launch and put thousands of hours into these games. My family and all my friends played. We had clans, PVP fights, and the fun went on for years well into LOD, 1.10, and beyond. I assume a lot of people did.

    What I'm surprised to learn this week is while me and my friends thought it was normal to play without botting, using hacks, buying items with cash, or hoarding duped items, apparently to many people here this stuff is actually very important to gameplay. I have seen several players talk about the game isn't playable without Enigma, or that things will cost a lot without dupes and bots.

    Is this something we can discuss without downvotes? In a thread this week the three first posts saying they preferred "no hacks" were instantly downvoted. I don't understand.

    I don't know what percentage of players used hacks, or ran bot farms. I just think personally I was always let down by seeing so much non legit high tier loot float around. I wanted to be blown away by someone owning a Zodded ethereal item, instead of it feeling common. And the people I knew still got thousands of hours of fun out of the game without that kind of thing.

    Do you personally want bots and dupes to be normal? Will it hamper your enjoyment of the game not to have it? If so, why?

    submitted by /u/wingspantt
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    Diablo 3 PTR 2.7.0 Preview - Huge Follower Rework, Bones of Rathma & Firebird's Finery Changes, and more

    Posted: 23 Feb 2021 10:20 AM PST

    Why not check two archetype boxes and showcase an all new fifth class: the Inquisitor

    Posted: 23 Feb 2021 02:35 PM PST

    My brother and I were doing a sorc/paladin playthrough on hardcore. I watched him charge into a beetle boss pack, forgetting to put Resist Lightning Aura on. He died instantly at the top corner of my screen just outside Lut Gholein. I later made this and sent it to him as a joke.

    Posted: 23 Feb 2021 02:29 PM PST

    PTR 2.7.0 Follower Hype!

    Posted: 23 Feb 2021 11:25 AM PST

    Hey guys!

    Some nice changes coming to d3 on ptr this thursday!

    New solo leaderboards filter and big follower update, new skills and gearing!

    Here my cover vid = https://youtu.be/U0kQQnlaiiE

    Source = https://www.diablofans.com/news/49319-diablo-3-ptr-2-7-0-preview

    Great time for being a Diablo fan for sure!

    Tony x

    submitted by /u/Bigdaddyden76
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    Everyone should play Diablo 1 right now so that they’ll appreciate the upcoming sequel even more instead of having a fresh memory of D2 right before it’s release.

    Posted: 23 Feb 2021 05:46 PM PST

    Because D1 still needs love and it's one of my favorites. But play whatever you want , I'm no one to tell you 😆

    Fluff aside: Here's a link of a cool article explaining all available and most popular D1 mods if you want vanilla or worthwhile rehauls of the base game. I went with devolutionx on my first playthrough and started my second with Belzebub to experience the removed content and some new tweaks.

    submitted by /u/OfficeGossip
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    Any chance we could rope one of the D2R devs into a AMA with this subreddit?

    Posted: 23 Feb 2021 03:12 PM PST

    I know this is a relatively small audience compared to the potential player base at large but it would still be an easy way to consolidate questions and opinions. It also allows for it to be archived for public access

    submitted by /u/MD_burner
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    Working on a 5 Piece set, 4th one finished (minus a touch up or two)

    Posted: 23 Feb 2021 03:52 PM PST

    Unpopular opinion: Not everyone should have the best runewords

    Posted: 23 Feb 2021 08:52 AM PST

    I have seen that many people want the rune drop rates lowered, because runes are way too rare without duping/bots.

    I have found many Lo runes, a Jah and a Ber rune on closed battlenet. They are rare and its the greatest feeling if you finally get any high rune.

    I would prefer to be in awe if I rarely see someone with one of the best runewords.

    submitted by /u/Eriktion
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    D2R: with the new dynamic lighting, Imagine throwing a Lightning Fury jav into a pack of Cows.

    Posted: 23 Feb 2021 08:08 AM PST

    Must be so pretty,

    or a pack of Souls, pretty but painful.

    Can't wait!

    submitted by /u/Keemerah
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    Something Cool about the idea of a shared stash in D2R that idk if anyone really thought of or touched apon.

    Posted: 23 Feb 2021 02:52 PM PST

    So, a lot of characters like to use some of the same items you want on other characters (Shaco, Enigma, Anni, Etc) With a shared stash you can just throw your movable items into the stash and go from your Hamerdin to your Ele Druid seamlessly. Meaning you can fully deck out all the characters you want without needing doubles of the same items.

    Maybe it's just my opinion, maybe that's actually lowkey broken, I know I did this with Plugy, but it being in the actual game is kind of cool.

    submitted by /u/MrHaZeYo
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    How are paladin buffs going to work with controller/consoles? (D2R)

    Posted: 23 Feb 2021 07:50 PM PST

    The buffs only work when you have it set on your skill tab (which was only 1 right?) but with controller/console the tab has many skills at once

    Found here: https://images.blz-contentstack.com/v3/assets/blt45749e0fed8aa592/blt4b3e829eee1666c4/601dc7d214a90a0bfc552e40/cross-platform-save-4k.jpg

    I mean... being able to have more than 1 buff would both be funny and broken but i'm guessing the devs are going to hard set it to only work with 1 passive at all times?

    submitted by /u/CristalScarlet
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    D2R Can’t Wait!

    Posted: 23 Feb 2021 03:51 PM PST

    But when tho!?

    submitted by /u/Monsieur_Wizard
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    [D4] Thoughts on Itemization and Stats

    Posted: 23 Feb 2021 07:54 AM PST

    Following the BlizzCon gameplay footage of Diablo 4, there have - once again - been plenty of complaints regarding itemization and stats. Since "It's too much like D3" is in itself not helpful criticism, I believe many opinions boil down to these three core issues:

    • The numbers are too big
    • Items are not interesting
    • Most affixes won't matter

    Re: The numbers are too big

    This statement generally refers to two things: The attack & defense values on items are in the thousands and that's too much; and: Items have hundreds of stats on them, making level up stat allocation not matter.

    Concerning the first point, we have no idea how attack & defense even work and how they interact (your attack with enemies' defense and vice versa). Attack may very well not be equal to damage, but a layer of abstraction beyond that. It may well be that the attack values we see translate into... acceptable damage numbers in combat.
    I agree that the damage dealt and taken in combat should be easily readable which isn't the case for numbers in the millions or billions (even tens of thousands are rough, imho). Stating that is perfectly fine, but complaining about the attack values when we don't know what they even mean is premature, at best.

    I agree with the second point: that an item with ~200 to two stats and ~70 to the two others essentially invalidates your level up stat allocations of 5 points per level = 200 at max level 40. If that was indeed a legitimate, droppable item, then that's an issue. Your stat allocations should have impact. In D2, a lot of that impact came from Str and Dex being required to equip certain items. D4 lacks those requirements on items, but has them on secondary skill effects instead, but the shown item would completely destroy those requirements, too. However, I believe that this may not actually be an issue, see the 2020 Q4 update again:

    You can supplement your character's stat build with items to give you a little more Willpower here, a little more Strength there, but the vast majority of your stats will come from how you choose to spend your points.

    If the team sticks to this idea, then such an item as seen in the demo should not exist. That would mean that it was merely a stat-stick specifically for demo or testing purposes.
    I hope the team has heard the fan outcry on this type of design and has not, in fact, done a 180 on their previous statements. A short confirmation on whether or not this thing can drop in the game or exists just for demo/testing purposes would be nice and soothe the waves.

    Outside of that, I'm actually not even opposed to the amount of stats on the item, considering that these stats function differently than in D3. As shown in the last quarterly update, even the main stat only increases skill damage by 0.05% per point, only 1/20th of D3's 1%. Meaning 200 points are a damage increase of 10% of the base value. Not the end of the world, imho.

    Re: Items are not interesting

    The core of each Diablo game is the item hunt, so making items interesting is absolutely essential. Meaning that this criticism is a serious one.
    I've already stated why I believe that the worst offending item we've seen is probably not 'real', so let's move on to the more general problems people seem to have: uninspired affixes and boring base items.

    Of course, it's highly subjective what constitutes a good or interesting affix on an item. Still, I believe we can agree that a pure "+ x damage" or "+ x health" is pretty boring. We've so far seen much more than that though: "x% control duration", "x% reduced potion cooldown", "+x points to skill y", "x% damage while healthy". All those and more were not in D3.
    Additionally, one might argue that the truly cool affixes should be exclusive to Legendary and Unique items to make sure those feel special. In D2, many Uniques had affixes that you'd normally not find on that slot (or only with lower values), but ultimately were often not truly unique. They were just more of something you could already get elsewhere. Of course, that might have a large impact on your build but I prefer Uniques to have something to them that truly makes them stand out.

    Concerning boring base items, people bring up the point that everything has attack or defense, depending on slot. That there is no damage range on weapons. That the base items are just referred to by their slot or weapon type and have no further distinction.
    I guess most people would agree that armor pieces all have an armor value is fine - and if that's called "defense" here, so be it. One of the main complaints regarding D3 was that everything is based on weapon damage. In D4, it looks like more items slots will contribute to that base attack value (assuming that somehow correlates to D3's weapon damage). This is, imho, a good thing since it allows you to make up for a lower damage value on your weapon on other slots. Maybe it doesn't make a ton of sense for a ring to increase the damage of the axe, but we're talking about magic items here; they already have a bunch of illogical effects.
    There's also the argument that skill damage shouldn't be based on weapon damage at all, at least for magic users. There's little arguing against that. It's a design decision that will make scaling and balancing easier at the cost of some build diversity. That's a tradeoff worth considering, but impossible to tell whether it's the right decision.

    Finally, the team has stated that each zone will have a unique look to the base items (weapons only?) dropped there. I love that change from a flavor perspective, but believe it has more potential. First off, please give us proper base item names again: Every bow being just named "bow" is really bland, especially if there are already different looks to them. I assume this is the plan anyways and we just haven't seen it yet.
    Then, why not extend the unique base affix per weapon type to be slightly different per zone? Even if the values are really minor, it might add a lot. As long as there isn't an across the board best base affix per slot, at least weapons would greatly benefit. It'll make them not only look different, but also feel different. Maybe a certain zone's axes are more efficient against demons, or have their bleed chance increased, or have a slightly increased attack speed. For most casual players, this won't matter much, but if you want a GG item, you could now target your farming a bit.

    Re: Most affixes won't matter

    A lot of this complaint comes down to the "weapon damage trumps all" worry carried over from D3, which I already addressed above. But there is another dimension to it: In D3, most builds care about main stat, crit chance, crit damage, and cooldown reduction above all. There's some others, dependent on build, but those are top priority almost across the board.
    I fully agree that this isn't how things should be. Ideally, every affix is highly desired for some build(s) and none are used by all of them. But this isn't some arcane wisdom; the dev team knows this.
    Thing is, that is a pure balancing issue: if Diablo 3 suddenly dropped Crit Damage on all items down to a quarter of what it is now, things would look very different. The game is in pre-alpha, balancing is far from the number one concern right now. Sure, it will be important down the line, but there's little sense in complaining based on what's in the game long before all the balancing passes have happened.

    Other Thoughts

    I'm not worried about the balancing of skills and itemization at release. The absolute top builds won't be found by the developers anyways, there are just too many possible combinations of skills and items. It'll be the millions of players that figure out those most powerful combinations. Some balancing will always need to happen after that.
    What I am worried about is the team adapting the D3 strategy of not nerfing things, but buffing everything else to be on that same level. This is what leads to everything being overpowered and trivializing existing content. It's what brought us higher and higher Torments which needed better rewards, so higher drop rates, leading to even more power creep. I understand that logging in after a patch and finding your character weaker does not feel great, but we've seen the alternative and I'd argue that the latter is worse. So I hope that the dev team won't be afraid of the nerf hammer.

    There has also been plenty of talk about the cooldown-based abilities. I prefer them, and here's why: A purely resource-based approach will often lead to one-button builds. There will simply be a single best bang-for-your-buck skill and therefore little reason to use anything else. You'd use that one to kill stuff and the rest of your skills will be utility or support skills. That's not exactly inspired. If skills have cooldowns, you can have high impact skills that can't be used as the only damage skill because you simply can't spam them.
    Diablo 3's 2-minute buff cooldowns went too far, though. Without cooldown reduction, they're useless and with it, they're OP because they're always on. There is no real middle ground. I don't mind cooldowns of up to, say, 20 seconds, that limit me to 1 or 2 uses of a skill in a single fight. But I don't want to waste a skill slot on something I can't even use in the majority of encounters because it'll still be on cooldown.
    One thing I'd like to see more of are skills with conditional cooldowns or charges. Something like: "Gain a charge after freezing 3 enemies" or "Reset cooldown after triggering Exploit Weakness (Rogue only)". Things like this make you adapt to each situation. If those don't exist, your cooldowns might turn into a mindless rotation.

    submitted by /u/Angzt
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    Think they remove the mana burn bug?

    Posted: 23 Feb 2021 08:09 PM PST

    I'm not asking if you think they should(they should, it was 100% an unintended bug in the game.)

    Do you think it's possible for them to and will they?

    submitted by /u/exofive
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    Diablo 2: Resurrected devs reveal biggest challenges of pulling off remake - Dexerto

    Posted: 23 Feb 2021 10:19 AM PST

    Anyone here used to post on the old official Diablo II forums?

    Posted: 23 Feb 2021 09:50 PM PST

    It was a really tight knit community and I know the people who used them regularly would remember usernames. I do, and I figured if you used forums in 2005 you probably use Reddit in 2021.

    oggi_1 here 👋

    Anyone out there from the good old days?

    submitted by /u/coalp0wered
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    The D2 Guild House that never was. Should it come to D2 Remastered?

    Posted: 23 Feb 2021 12:58 PM PST

    On Runewords and the Horadric Cube in game

    Posted: 23 Feb 2021 05:33 PM PST

    D2 is one of my fav games, definitely stoked for resurrected.

    Something that occurred to me in reminiscing about the game was how confused about runes I felt in my first ever play through of LoD. We all know the great runewords are now, but does anyone remember how it felt trying to find them before the Arreat Summit had them all listed? It was this pretty weird discovery moment you could have in the game, there was a brief time in my gameplay experience where runewords and the horadric cube felt like this forbidden arcane knowledge that I thought the game would reveal to me the more I played. But it didn't really happen that way, which brought to mind a question, "does the game do enough to teach you about runewords and the horadric cube?" This could be a relevant question seeing as there will be an influx of new players who know nothing about runewords or cube recipes.

    Maybe I'm remembering wrong, so please correct me if I'm mistaken, but in my recollection there is no actual way to learn about runewords in-game other than simple trial and error, which is obviously extremely costly with rare runes, especially before you could unsocket. Like imagine finding a Ber rune, not knowing anything about how amazing it actually is, or what it could be used for? How are you meant to learn about what to do with it other than by leaving the game and reading the wiki about the various amazing runewords?

    I think that's actually quite a significant issue. I love that some the games mechanics and features can be learned about only through experience and sharing knowledge with other players, it's one of the games strengths for sure, but in this case it's kind a bit much when it's a significant endgame system! Presumably the devs figured that by the time high level runewords are relevant to the players experience, they will have discovered the Arreat Summit, but my question is why did they think it was a good idea to pull players out of the game this way?

    I just wonder if having something like an in-game NPC that could more or less function like the Arreat Summit would be a good addition to the game without changing it too much, and keep you in game. With more development maybe there could even be more nuance to the character, that would give you clues instead of the direct recipes, or send you on rune quests or something like that. Maybe some kind of runeword/horadric cube/crafting progression system could help make it feel a bit less about trial and error and more about deduction and reasoning. It would be cool to gradually learn more about these awesome systems as you play, expanding you recipe/runeword knowledge as you play. I think there are some cube recipes that a lot of players deduced, like gem progression, but there are so many others that are just random combinations. It just seems like there is a missed opportunity in terms of gameplay experience of players really discovering these things on their own. I remember the feeling of that happening one time with the horadric cube and feeling elated, but it was totally by chance, which I suppose makes some kind of sense given the "dice rolling," nature of the game, but that is completely undone by the very existence of Wikipedia. Anyway just a random thought I had. Cant wait for Resurrected!

    submitted by /u/c5ly
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    Will D2:R be the new ‘Primary’ Diablo?

    Posted: 23 Feb 2021 04:26 PM PST

    Just curious, I played a lot of D2 back when I was younger and I've enjoyed D3 well enough. But do we suppose that Resurrected will be the new game that gets the bulk of the player base, as well as potential updates etc, until the point that 4 releases?

    Bonus points if anyone can remind me what the end game of D2 is. I remember farming for Zod runes or something but I wasn't very hardcore about it. I'm somewhat worried that rifts have become such a nice endgame activity that doing endless Mephisto runs might seem a bit 'meh' in comparison, but I'm probably forgetting something.

    submitted by /u/AmateurOutdoorsman
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