Is that character a variant? (I just love getting asked that in channel.) - Charis

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Diablo 2 Resurrected Runewords and Cube, Etc.

I don't know if Bliz has any plans to incorporate these new info into an official site, in the mean time I am sick of searching for the info over and over again. I will start off with these V2.6 changes and add the others later.

Feel free to add you own info/edits here. Please Change the Title of your reply for easier search



D2R 2.6 New Runewords and Cube Recipes

[Image: Patch2.6%20Runewords-X5.jpg]


    Developer’s Note:

        Bulwark, Temper, and Ground: We liked where they were at and opted for no change.

        Cure: Given Cure’s more niche use cases, we opted to strengthen it with the Cleansing Aura. Note that the base Poison Duration reduction on the item went down, but the addition of Cleansing Aura results in a net-buff to Poison Duration reduction.
       
Hearth: To build on the theme of this Rune Word, we gave it a bit more oomph to solidify it as a go-to gear option when struggling with enemies who deal Cold Damage.
       
Hustle: Most of the feedback we received was around the armor form. The bulk of our focus was to improve that form, but we also saw improvements we could make to the weapon form. For the Armor, we wanted to add more offensive utility and some defensive stats in the form of All Resistances. For the weapon, we wanted to make using it as a primary weapon a more attractive option to increase its viability beyond its pre-buff utility.
       
Metamorphosis: We moved in the direction of a slight buff to Metamorphosis. We want this Rune Word to really compete for best-in-slot for Shapeshifter Druids.
    

   Mosaic: We went all-in on increasing the strength of the Mosaic Rune Word. We wanted to add extra flexibility by increasing the chance to not consume charges from 25% percent to 50% so you can either wield one to get that 50% chance or dual wield for that 100% chance of not consuming charges. We also added an extra effect to how not consuming charges interacts with charge maintenance.



New Cube Recipes

[Image: Patch2.6%20Cube-L.jpg]


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KoP
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... so with dual Mosaic, you have 100% chance not to consume a charge... and each finisher attack refreshes the charge timer... so you can just charge up once and then have infinite consecutive finishers?

Yeah, I think I'll be staying away from this train-wreck of unbalance.
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Yup, because the youtubers were wishing it'll be more than 25%.  protest
Red text means balanced after PTR  bang
And all that for a Gul rune.
Oh, did I mention, yep, they are nerfing Cold Mastery because of Sundered Charms as I predicted banghead  Although in a not so harmful way at least...



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KoP
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D2R 2.6 Bug Fix

Note: Special Assassin love to make the Mosaic more powerful than looking at the rune word itself.

[Image: Patch2.6%20BugFix-X3.jpg]

I really can't wrap my head around these streamers and players who keep begging for more power to make the game easier; who also complain something is OP!


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KoP
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The New Mosaic Assassin

While I was watching this vid all I was thinking was maybe it's time to stop playing D2 for good, it's such a joke now.



KoP
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At this point its a graphics pack + a paid mod.

edit because I sent too early: And since games like civ, (3 or 4?) have a RBD mod, why not Diablo 2 Resurrected? After all, this place got it's name from the original D1.
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Cold mastery though bugs me irrationally: For starters they made enemy cold immunity 130%, as opposed to 108% for fire and 100% for lightning/physical, apparently accounting for cold mastery's effect.

Then they made neither Lower Resist, nor Cold Mastery, nor Conviction apply. (1.08, 1.09 if my memory of history digging is correct)

Then they made LR and Conviction, but not cold mastery, apply to immunes but at 1/5 effect, and supplied conviction to "everyone" (read: botters, RMT buyers, the original microtrandactions crowd) via the new infinity runeword. Lightning (and Fire?) immunity could be broken with the lower resist charges on wands, but not cold either, due to their original design on monster resists, which weren't amended.

Now we have sundering charms, and cold mastery is getting a penalty, but not the ability to work on the immunity that was specifically designed for it.

I'm pissed mainly because my father got to brute force his way through immunes with maxed cold mastery and frozen orb back in 1.07, and I was too late to the party, and it gave me years of self-esteem issues (ah, the folly of youth), but still.
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D2R 2.4 Rune Words and Item Base Changes

Actual 2.4 stuff:

Insight
  • Now can also be used with Bows and Crossbows
Infinity
  • Can now be used by Spears and Amazon Spears
Obedience
  • Can now be used by Spears and Amazon Spears
Pride
  • Can now be used by Spears and Amazon Spears

Quote:Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.

New Rune Word

Plague
Sword, Claws, Daggers
Cham + Shael + Um

20% Chance to cast level 12 Lower Resist when struck
25% Chance to cast level 15 Poison Nova on striking
Level 13-17 Cleansing Aura When Equipped (varies)
+1-2 All Skills
+20% Increased Attack Speed
+220-320% Enhanced Damage (varies)
-23% To Enemy Poison Resistance
0.3% (0-29.7) Deadly Strike (Based on Character Level)
+25% Chance of Open Wounds
Freezes Target +3


Pattern
Claw
Tal + Ort + Thul

+30% Faster Block Rate
+40-80% Enhanced Damage (varies)
10% Bonus to Attack Rating
Adds 17-62 Fire Damage
Adds 1-50 Lightning Damage
Adds 3-14 Cold Damage
+75 Poison Damage Over 5 Seconds
+6 to Strength
+6 to Dexterity
All Resistances +15


Unbending Will
Sword
Fal + Io + Ith + Eld + El + Hel

18% Chance to cast Level 18 Taunt on striking
+3 To Combat Skills (Barbarian Only)
+20-30% Increased Attack Speed (varies)
+300-350% Enhanced Damage (varies)
+9 To Maximum Damage
+50 To Attack Rating
+75% Damage to Undead
+50 Attack Rating Against Undead
8-10% Life Stolen Per Hit (varies)
Prevent Monster Heal
+10 To Strength
+10 To Vitality
Damage Reduced By 8
+1 Light Radius
Requirements -20%


Wisdom
Helm
Pul + Ith + Eld

+33% Piercing Attack
+15-25% Bonus to Attack Rating (varies)
4-8% Mana Stolen Per Hit (varies)
+30% Enhanced Defense
+10 Energy
15% Slower Stamina Drain
Cannot Be Frozen
+5 Mana After Each Kill
15% Damage Taken Goes to Mana


Obsession
Staff
Zod + Ist + Lem + Lum + Io + Nef

Indestructible
24% Chance to cast level 10 Weaken when struck
+4 To All Skills
+65% Faster Cast Rate
+60% Faster Hit Recovery
Knockback
+10 To Vitality
+10 To Energy
Increase Maximum Life 15-25% (varies)
Regenerate Mana 15-30% (varies)
All Resistances +60-70 (varies)
75% Extra Gold from Monsters
30% Better Chance of Getting Magic Items


Flickering Flame
Helm
Nef + Pul + Vex

Level 4-8 Resist Fire Aura When Equipped (varies)
+3 To Fire Skills
-10-15% to Enemy Fire Resistance (varies)
+30% Enhanced Defense
+30 Defense Vs. Missile
+50-75 To Mana (varies)
Half Freeze Duration
+5% To Maximum Fire Resist
Poison Length Reduced by 50%


Mist
Bow & Crossbow
Cham + Shael + Gul + Thul + Ith

Level 8-12 Concentration Aura When Equipped (varies)
+3 To All Skills
20% Increased Attack Speed
+100% Piercing Attack
+325-375% Enhanced Damage (varies)
+9 To Maximum Damage
20% Bonus to Attack Rating
Adds 3-14 Cold Damage
Freeze Target +3
+24 Vitality
All Resistances +40
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(February 16th, 2023, 08:37)Boro Wrote: Cold mastery though bugs me irrationally

Like I said, so much of D2 wasn't really designed, as happened to fall together from bugs and oversights and hacks and mistakes. The underlying problem there is that immunity isn't immunity, it was lazily implemented as "100% resistance" but that's not the same thing conceptually, so there's all sorts of hacks around the math to fake it.

And yet D2 was somehow a better game as a hacky mess than what they've done to it lately. It's ilke Commander in MTG. It was great when the company wasn't actually designing for it. Then once they started making all those Commander products, it all crashed and burned. In both cases, the company-made pieces overwhelm any creativity that the players were putting into it.

(Which happened for D2 earlier than Resurrected, even with the 1.10 ladder runewords. Grind for a Jah and the game starts at Enigma. Bleah. I love my once-through team format so much because that makes for such a high ceiling of player skill and creativity and improvisation to make use of what you do find.)

As for a mod - that happened here for Civ because multiplayer games needed competitive balance. It would happen for D2 only if we cared about pvp dueling, which we don't. For playing solo or even in a cooperative team, you can just not use anything you don't want to, you don't need a mod.
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(February 16th, 2023, 11:39)T-hawk Wrote:
(February 16th, 2023, 08:37)Boro Wrote: Cold mastery though bugs me irrationally

Like I said, so much of D2 wasn't really designed, as happened to fall together from bugs and oversights and hacks and mistakes.  The underlying problem there is that immunity isn't immunity, it was lazily implemented as "100% resistance" but that's not the same thing conceptually, so there's all sorts of hacks around the math to fake it.

And yet D2 was somehow a better game as a hacky mess than what they've done to it lately.  It's ilke Commander in MTG.  It was great when the company wasn't actually designing for it.  Then once they started making all those Commander products, it all crashed and burned.  In both cases, the company-made pieces overwhelm any creativity that the players were putting into it.

(Which happened for D2 earlier than Resurrected, even with the 1.10 ladder runewords.  Grind for a Jah and the game starts at Enigma.  Bleah.  I love my once-through team format so much because that makes for such a high ceiling of player skill and creativity and improvisation to make use of what you do find.)

As for a mod - that happened here for Civ because multiplayer games needed competitive balance.  It would happen for D2 only if we cared about pvp dueling, which we don't.  For playing solo or even in a cooperative team, you can just not use anything you don't want to, you don't need a mod.

I used to call it "perfection via imperfection" in the past when thinking about it, making D2 into more like a toy than a game, allowing us to play a lot of different games with it. Guild Wars had this state early on before it became over/poorly designed.I wonder if its even possible to capture the same kind of magic at all.

(Despite lacking the patience and focus to commit to and play your format, I enjoyed, read and re-read every one of them. It is sad that you run out of builds to make more, but it was inevitable.)

Regarding "just not using them", I made a mod for monster hunter world when doing my kinsect run, to prevent me from accidentally breaking my rule of not using max potions, ancient potions, and farcasters. It's nice not having to worry about slipups when I'm scatterbrained (most of the time).

And as an aside, when I did my modded blood assassin team for Dungeon Siege 2 Broken World, I kept modding things as I was progressing, often cranking the difficulty higher and higher. It is my favorite playthrough so far.
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