I just bought the D2R + D3 package on sale. I played D2 to no end in the past (single player, and never played D3), but I don’t know much about D2R other than it gives a facelift to the game.

So what are the most significant balance changes compared to the original? Skills, uniques, affixes? Runewords? New item types even? My general assumption is that most builds that worked well in the past will still work well now.

  • Shiimiish@lem.ainyataovi.net
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    1 year ago

    Biggest change, imo, is the addition of Terror Zones. How this works is that a number of zones in each act can become terrorized (one at a time, lasts for 1 hour, changes to a different zone after that). When a zone becomes terrorized, the monsters there will adjust to your lvl+2 (champions and bosses adjust +4 / +5), with all consequences of that, e.g. they grant the respective xp and their treasure class also changes accordingly (which means they can drop better loot). Terror Zones open up after killing Baal in that difficulty, so you’d need to beat the game before you can start farming terror zones. However, these zones (in hell difficulty) are really one of the prime farming spots now and also help to level once you’re in the 90’s as you’re not bound to xp penalties due to outlevelling monsters.

    Second biggest change is the introduction of Sunder Charms (only obtainable in hell terror zones) which allow to break immunities (each immunity has their own charm). This makes it really viable to go for single element builds now.

    BEside that there are a bunch of new runewords and fixes to skills (ias calculation has been changed on some skilles and next hit delay has been fixed among other things), which opened up quite a few new builds.

    • glau@lemmy.worldOP
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      1 year ago

      Thanks, I read about Terror Zones and Sunder Charms. The main thing for me is if I can just jump in first with some tried and true build from like 15 years ago or I should research a bit more. It sounds like I’m good to go.

      • Shiimiish@lem.ainyataovi.net
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        1 year ago

        If you stopped after patch 1.10 (with the runewords like Enigma or Infinity) all tried and true builds from then will still work well: Hammerdin, BlizzSorc, Javazon, Summon Necro, Trapsin, WindDruid, Frenzy Barb … all still work well. The only “old” build that got hampered a bit is WW - Barb, because of the changes to attack speed. D2R mostly opens new possibilities and didn’t nerf anything (aside from arguably WW - Barb)

  • Frog@lemmy.world
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    1 year ago

    Mostly bug fixes honestly. Some skill viability as well, like Fist of Heavens. Some new runewords as well. You can also kill the Cow King and still open new portals to the Cow level. Enough to keep it fresh but not too much to get overwhelmed. You could prob even read through the patch notes and get to grips with it all.

    • glau@lemmy.worldOP
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      1 year ago

      Nice, thanks. I guess there are no big nerfs then? I started reading the patch notes thinking it’ll be mostly fixes, but it looked to be a lot of small tweaks to skills in some of them too.

      • Frog@lemmy.world
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        1 year ago

        Yeah but nothing major imo. Nothing that breaks builds from what I can recall. Easiest is probably checking a tierlist. If the build you thought of is rock bottom maybe only do it if you really enjoy it :)

  • Wr4ith@lemmy.world
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    1 year ago

    Can’t cheese a3 anymore, people constantly getting confused when it doesn’t work.

    Now at least one person needs the organs and break the orb, but it counts for all present in game