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Diablo 2: Resurrected remaster

Ippolit

Scholar
Patron
Joined
Dec 9, 2015
Messages
95
RPG Wokedex Bubbles In Memoria Steve gets a Kidney but I don't even get a tag.
What's the KKK about the Mechanical changes from resurrected?

Top of my head, I think one of the most notable ones is how Druid can now go around with all his summons, instead of the one summon limit from the OG. I definitively want to try a Summon Druid in the future.

I'm not sure what to think of Sunder Charms, seems to me like the OG had enough means to break immunities, like Elemental Masteries and Lower Resistance curse.

Haven't been in a Terror Zone yet, can't give an opinion.
Imho most changes are good. Since Blizz did not remove immunities the break charms are a useful addition. The resulting high resistances behave a bit erratical though. Amplify damage and Decrepify work fully on a sundered enemy but Lower Resist, Conviction Aura and the Cold Mastery only works with 1/5th efficiency.
New runewords are good and very useful, at least the low/mid lvl ones. Mosaic is hilariously OP though.

I really like the changes to the next hit delay and the cast delay of some skills. Also some skills got finally useful, like fist of heavens or the fire traps. QoL is also nice, shared stashes for example.
Some monsters got quite dangerous now like the death maulers in act 5 with their weird spike attack. Before the nhd change, these spikes would often do no damage because 1 hit prevented further damage from the other 13 or something attacks. Now all attacks can damage you independently of each other. Same with the siege beasts with their big stomp. This does physical damage in an area now (before it had no damage entry) and if you are cursed, it can be surprisingly deadly.

I like the mercenary change as well - they have the same stats in every difficulty now.

Really annoying though are the loading times. If you visit the first waypoint in act 5 often, some enemy constellations can surprise you at the wp and whack you down to 50% hp before you can even act.
And some shitty things are still in the game like some underpowered skills or most of the guest monsters in act 5 (Druid summoner against frozen arrow rogues, yay :roll: ) or the spear throwing cats in act5 whose spears pierce but (due to a bug?) cannot even hit your minions or the merc so every spear can and will only hit you. At least you got Dim Vision for these fuckers :?
 
Joined
Dec 24, 2018
Messages
1,945
What's the KKK about the Mechanical changes from resurrected?

Top of my head, I think one of the most notable ones is how Druid can now go around with all his summons, instead of the one summon limit from the OG. I definitively want to try a Summon Druid in the future.

I'm not sure what to think of Sunder Charms, seems to me like the OG had enough means to break immunities, like Elemental Masteries and Lower Resistance curse.

Haven't been in a Terror Zone yet, can't give an opinion.
I think sunder charms are the gayest shit since the American Revolution.
Immunes were a good thing, they made it so you sometimes had to switch tactics and couldn't just faceroll everything.
No immunes are not, at least not in a game where you need to spend 80 points into one skill and its synergies and you got nothing left for other elements.
So called tactics was running past enemies immune to your element and only farming areas where there are none of those. That is terrible gameplay.
You shouldn't be able to just spec into doing one thing and faceroll everything. There's a reason it's customary to, for example, run dual element builds as a sorceress.
 
Joined
Jan 7, 2012
Messages
15,556
Personally I don't like it except as a single player option to let you eventually do everything long after you've finished hell. Multiplayer is twinkled enough to let you make powerful multi element builds with no problem
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,730
What's the KKK about the Mechanical changes from resurrected?

Top of my head, I think one of the most notable ones is how Druid can now go around with all his summons, instead of the one summon limit from the OG. I definitively want to try a Summon Druid in the future.

I'm not sure what to think of Sunder Charms, seems to me like the OG had enough means to break immunities, like Elemental Masteries and Lower Resistance curse.

Haven't been in a Terror Zone yet, can't give an opinion.
I think sunder charms are the gayest shit since the American Revolution.
Immunes were a good thing, they made it so you sometimes had to switch tactics and couldn't just faceroll everything.
No immunes are not, at least not in a game where you need to spend 80 points into one skill and its synergies and you got nothing left for other elements.
So called tactics was running past enemies immune to your element and only farming areas where there are none of those. That is terrible gameplay.
You shouldn't be able to just spec into doing one thing and faceroll everything. There's a reason it's customary to, for example, run dual element builds as a sorceress.
And then both do crappy damage and you can also run into rares that are immune to both elements.
The end is that people just avoid combat and run maps where their element prospers.
 

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