Diablo 2 Resurrected

[QUOTE=djnat;20502081]Ho droppato una Sur e una Ber a distanza di 3 partite, entrambe dalle mucche. :rotfl:[/QUOTE]

difficoltà? ieri ad HC incubo, atto2 un soj .

Sur e Ber possono droppare soltanto in Hell. Per il SoJ non mi stupisco, visto che in assoluto il mob che abbia maggior probabilità di dropparlo è Andariel ad incubo.

[QUOTE=djnat;20502247]A me sembra lo stesso dalla 1.13 in poi (la patch in cui era stato già ritoccato a suo tempo, diversi anni fa).[/QUOTE]

Può essere che abbia avuto solo culo, ma te lo dico quando ho girato un po’ hell, son ancora a incubo Liv…boh tipo 68

Ma già che c'erano non potevano modificare ste cacchio di percentuali di drop?
E' assurdo che si possa giocare 20+ anni e non riuscire a fruire di tutto quello che il gioco offre: che senso ha mettere nel gioco la runeword Breath of the Dying se poi la possono effettivamente craftare in 3 al mondo?

Io sto serenamente giungendo alla conclusione che Ice non la farò mai e che mi dovrò accontentare di una più sobria Silence (sobria per modo di dire...).

Piuttosto, come funzionano le runeword ladder only? Se non sono ladder e metto le rune non mi si attiva?
Ma soprattutto: se trovo un arco normale (aka, bianco) con bonus a bow/crossbow, castonato (vabbè grigio, non bianco), e ci sbatto una runeword, mantengo il bonus alle skill o lo perdo?

Sto gioco deficita di archi decenti, per non parlare dell'early game.
Breath of the dying in realtà è molto semplice se giochi online, perchè le Zod in trade si trovano abbastanza facilmente e non valgono tanto (per dirti, attualmente una Zod vale un quinto circa di una Ber) avendo molto meno mercato di altre HR.

La Vex è una runa che fai in trade vendendo 2 set 3x3 di keys.

Le runeword davvero dure da fare sono Infinity, Enigma, Last Wish, perchè richiedono 2 HR+ ciascuna e delle basi di craft diciamo "impegnative".

Le runeword ladder only non esistono più. Ora tutte le runeword sono sempre disponibili in game in qualsiasi modalità tu giochi.

Se l'arco è "normale" o "superiore" con i socket (ovvero non blu, non giallo, ma grigio) puoi farci la runeword a patto che il numero di socket sia giusto, e mantiene le proprietà della base di craft, quindi anche l'eventuale skill bonus che trovi, ad esempio, sugli archi da amazzone.

In realtà di archi buoni per livellare ce ne sono a tonnellate, è in endgame che le scelte sono molto limitate perchè o usi Windforce o usi la runeword Faith.

Ice è una runeword bella ma la build per usarla è una roba estremamente scomoda e poco efficiente che deve proprio piacerti per volerla giocare (stiamo parlando di un'amazon con le frecce congelanti, ovvero un personaggio che ciuccia una quantità di mana abnorme a regime e che quindi campa con 3 file di pozze mana nella cintura).

[QUOTE=djnat;20503222]un personaggio che ciuccia una quantità di mana abnorme a regime e che quindi campa con 3 file di pozze mana nella cintura). :asd:[/QUOTE]Conosco la problematica

E’ uscita LA patch.

2.3 up!

[quote]GAMEPLAY
Players now have a “Game Difficulty Scale” available in the options menu for offline games, which provides the same function as the /players debug command

Players can now enable “Force Move,” an option available in the control settings which can allow the player to command their character to move to a specific location without targeting monsters

Players can now enable “Quick Cast,” an option available in game settings which can allow the player to use abilities with hotkeys without having to select the skill in the UI

Players can now enable the “Active Skill Bindings” bar. This additional bar shown above the standard HUD represents the skills (up to 16) players have mapped for their character.

ACCESSIBILITY & GRAPHICAL IMPROVEMENTS
GAMEPLAY
A visual indicator has been added to show when a character’s attack misses an opponent in PvP (please reference the options menu to enable “Miss Text”)

Pets, Summons, and Mercenaries will now warp to a player’s location if they are far away from the player’s character

Pathing has been improved for player summons

CHAT & SOCIAL
Players can now use the TAB key to cycle through all channels in-game and in lobby

The text color for Whispers now shows as a different color than system messages

Battle.net Real ID friends now show the Real ID names on your friends list in-game

LOBBY MENU
A visual indicator has been added to represent PC lobby characters who are muted or ignored players

A visual indicator has been added to show character level and expansion type to PC lobby characters

GRAPHICS
NVIDIA DLSS (Deep Learning Super Sampling) is now supported. To enable, please reference your options menu.
MISCELLANEOUS
Added proper error messaging in cases where the game couldn’t retrieve online characters from the server

Deleting your character will no longer jump your character selector to the top of the list, instead, your character selector will progress to the next sequential character

BUG FIXES
ART | ENEMIES
Fixed an issue where NPC Talic, Korlic, and Madawc’s VFX may not always play

Fixed an issue that caused Hell Swarm enemies to appear as white when they spawned for a short amount of time before changing to their correct color

Fixed an issue preventing the Abyss Knight from receiving full color tinting on frozen or poison effects

Fixed an issue preventing the Imp monster deaths from being correctly tinted to match the monster’s color variant

Fixed an issue preventing the Amazon’s Valkyrie skill from showing as the correct color

Fixed an issue preventing part of the Willowisps from receiving the correct color tinting

ART | WORLD
Fixed an issue where the exploding cow could reappear unexploded

Fixed issues where in certain areas, players could partially fall into the floor or float above the ground

Fixed issues where secret objects were incorrectly highlighting

Fixed issues where some assets could disappear incorrectly while on-screen

Fixed issues where some assets on lower detail levels had distorted geometry

Adjusted red light intensity in Throne of Destruction

Fixed various texture issues and graphical bugs

ART | PLAYERS
Fixed an issue affecting the Necromancer where the Dim Vision VFX could stretch when teleporting

Fixed an issue where animation stutters could occur when continually casting Inferno or Arctic Blast

Fixed an issue affecting the Assassin’s Phoenix Strike VFX which could remain on screen for other players after the charges had been used

Fixed an issue affecting the Necromancers Fire Golem death VFX appearing offset from the corpse

Fixed an issue with Wolf and Dire Wolf summoning VFX causing poly-storming

AUDIO
Fixed an issue preventing audio from properly playing in the Options menu when using a controller

Fixed an issue preventing the audio of auto-filling the belt from playing when pressing R3 on a controller

Fixed an issue causing an infinite looping of voice lines when Diablo spawned in a game with a Classic character

Fixed an issue causing music to start over while toggling in and out of the Legacy Mode

Fixed an issue in Act 3 where some quest items would not play audio when picking them up

CRASH & STUCK FIXES
Fixed a crash that could occur if the Act 2 Mercenary uses Jab while transformed with the Delirium Rune Word

Fixed a crash that could occur if you max out your channel name length and select that channel in the dropdown menu

Fixed a rare issue where a player could become stuck in the Join Game state after failing to create an Online game

Miscellaneous Crash Fixes

GAMEPLAY
Online

Fixed an issue in multiplayer sessions where if one player smashed another player’s Soulstone on the Hellforge, that player would be unable to interact with their inventory

Fixed an issue in online games where waypoints could become unselectable when surrounded by monsters

Fixed an issue in online games with Korlic’s Leap Attack

Fixed an issue where entering a Town Portal of another player could cause you to load into the next area, before teleporting your character back into town

Fixed an issue with client to server synchronization when using Holy Shield

Fixed an issue where when attempting to trade a player who was either in their stash or hovering their cursor over an item would flash the trade prompt

Improved synchronization of ability and attack animations in online games

Fixed an issue where your trade with another player could close if another player joins the game session

Fixed an issue where other players’ corpses wouldn’t appear until they chose to respawn

Fixed an issue where player attack and skills would not always stay in sync between client and server

Player Abilities

Fixed an issue where going hostile with a Druid character could show their summons at 1/3 of their actual health

Fixed an issue where using Telekinesis on the Altar of Ancients wouldn’t activate the Ancients

Fixed an issue where way pointing in Legacy mode while the Hurricane skill is active could cause a long loading screen

Fixed an issue with the Assassin’s Dragon Talon skill animation playing an extra kick

Fixed an issue where the Druid’s Fury skill was not properly animating as many hits as it throws when using the Werewolf and Werebear form

Telekinesis no longer requires line of sight to interact with a target

The Throw skill can now be equipped even if you aren’t holding a throwable weapon

Fixed an issue where overlapping Fire Wall or Blaze missiles could cause increased damage

Fixed an issue where a player would use Telekinesis on the Orifice in Act 2 that would cause an interface screen to become stuck on screen

Fixed an issue where if you are in town and cast Enchant on another player it could initiate a trade

Fixed an issue where Paladin characters couldn’t interact with their stash if they had certain abilities mapped to specific controller buttons

Fixed an issue where auras could toggle off and on briefly while performing inventory functions

Fixed an issue where the Paladin could begin rubber banding when his mana was depleted while holding down the Charge skill

Fixed an issue where you couldn’t equip Conviction if you were using a bow or crossbow

Fixed an issue where Shadow Master would not teleport when using the Dragon Flight ability

Fixed an issue where on occasion, monsters revived by the Necromancer couldn’t be unsummoned

Controller

/nopickup now works properly for controllers on PC

Fixed an issue on controller where binding an oskill to a button and then binding a common skill would cause the incorrect tooltip to display

Fixed an issue where other party members death could cause vibration on other players’ controllers

Fixed an issue where quick moving items between stash and inventory could fail

Fixed an issue where the toggle “run” UI would display the wrong button if Swap Sticks option was enabled

Fixed an issue where if you accept a trade and then loot your corpse before the other player accepts, the trade would look like it was successful but was not

Fixed an issue where navigation past either end of the channel list would cause the user to be unable to navigate the channels again

Fixed an issue where players could not use UI buttons or pick up items when imbuing

Fixed an issue where using “R3” to autofill your belt would occasionally fail part way through

Fixed an issue where typing a message in game chat while on the quest panel would remove the quest UI

Fixed an issue where a key bind for run/walk toggle would interfere with Paladin auras

Fixed an issue where having a trade initiated while in the skill bind menu would cause players to lose controller capability

Fixed an issue where if the emote wheel was on-screen and a trade was initiated, the emote wheel interface screen would overlap the trade interface screen

Mercenaries

Dead Mercenaries will no longer appear in town

Fixed an issue where a player with a dead mercenary joining another player’s game could cause the dead mercenary to appear in an idle animation

Fixed an issue where an Act 2 Mercenary could display the incorrect Aura

Fixed an issue where Mercenaries would not always teleport with the player

Enemies

Fixed an issue where stunned Grotesques were not targetable

Fixed an issue where Tomb Vipers’ Poison Cloud attack was improperly dealing physical damage.; the poison clouds now deal proper poison damage

Fixed an issue where some of Baal’s projectiles and attacks could display different VFX for different players in the session

Fixed an issue where Death Lords’ frenzy attacks wouldn’t animate correctly

World

Fixed an issue where hatched cocoons could reset and become unhatched
Stash

Fixed an issue where if you attempted to deposit more gold into your stash than the stash could fit, no gold would be deposited at all
PERFORMANCE
ABILITIES

Optimized various player abilities
ENEMIES

Optimized various boss encounters and monsters
LOCALIZATION
Corrected audio translation on Greiz’s voice over for “Who goes there?” when playing in Chinese

Corrected audio translation on Kashya’s voice over for Act 1, Quest 5 when playing in Chinese

Corrected issues where some text in some languages could align improperly with the UI bounds

Removed the gender prefixes for the speaker’s name in non-English translations

Fixed an issue where in certain languages the voice lines were not translated in chat after defeating Baal for the first time

USER INTERFACE
GENERAL

Fixed an issue where the player hostility tooltip would be difficult to click to display in Online mode
CONTROLLER

Fixed an issue where a red screen flash would appear when unequipping items that give life bonus or dropping specific items

Fixed an issue where the skill icon for Town Portals on controllers wouldn’t turn red when it should

Fixed an issue where a player’s cursor could get stuck on the potion belt if they had a sash equipped and used the directional pad while hovering over belt slots

Fixed an issue on controller where the join game button in the Lobby would unselect and go back to the lobby list if another person joins the game

Fixed an issue where the player could not navigate to buttons below the game creation options panel when using a controller

Fixed an issue where Baal’s health bar while using a controller would be improperly sized

MERCENARIES

Fixed an issue where Mercenary skills would be displayed in the incorrect order when using a controller
CHAT

Fixed an issue where if the chat channel list was large enough to create a scroll bar, and then channels are left, the player could have difficulty scrolling back to top of the channel list

Fixed an issue on where longer chat messages could be getting cut off by the chat window

Fixed an issue when clicking on a linked item, the game could incorrectly display the previously clicked linked item

Fixed an issue with the Chat window on blocking the player from casting

Using the /whois chat command without a username will no longer cause the game response to display twice

LOBBY

Fixed issues where certain button highlights would be misaligned

Fixed an issue where clicking and dragging to highlight text didn’t display until the player let go of the mouse

Addressed inconsistencies with text highlight behavior

AUTOMAP

Fixed an issue with the automap not showing explored areas when entering a new area from a portal until the player moves around

Fixed an issue where level exits wouldn’t always load on the Minimap when rapidly teleporting

INVENTORY

Fixed an issue where the button highlight is improperly sized on the “Imbue” and “Add Sockets” button when using a controller on PC
FRONT END

Fixed an issue where indestructible items weren’t visible on your character in the menus

Added error messaging for when a player attempts to create a channel with a name longer than 15 characters

Fixed an issue in the credits where music could stop playing

Fixed an issue where holding the “Escape” button caused the exit screen to keep popping up repeatedly

Fixed an issue where the players lobby character would be cut off if the player had an equipped helmet that was too tall

Fixed an issue where newly created characters were not selected or sorted properly upon returning to the front-end

Weapons, armor, and shields with no durability remaining will no longer appear on your character in the front end

SETTINGS

Fixed issues where certain button highlights would be misaligned

Fixed an issue where the player could lose controller input when switching between Controller and Keyboard & Mouse on the HDR calibration screen

PANELS & HUD

Fixed issues where certain button highlights would be misaligned

Fixed an issue where the Necromancer class text in the Party Menu would get cut off in Large Font Mode

Fixed an issue when swapping in and out of Legacy mode that was causing certain tooltips to shrink[/quote]

La skillbar su keyboard / mouse è MERAVIGLIOSA. :love:

buona patch ma le ladder le hanno messe alla fine ?
imho finchè non sistemano il problema dei database dei pg per la creazione dei game, non la faranno startare.

[QUOTE=Energia;20504793]imho finchè non sistemano il problema dei database dei pg per la creazione dei game, non la faranno startare.[/QUOTE]
Anche secondo me. E hanno detto che prima devono aprire un PTR, quindi secondo me prima di Gennaio la ladder non la vediamo.

Sta cazzo di moda di far uscire i giochi incompleti e per di più questo è un remake di un gioco di 20 anni fa

[QUOTE=Wygga;20504936]Sta cazzo di moda di far uscire i giochi incompleti :dunno: e per di più questo è un remake di un gioco di 20 anni fa :wall:[/QUOTE]

vabbe’ e’ una barbonata per pagarsi gli avvocati prima del tracollo definitivo :asd: , budget una spicciolata che organizzo in un pomeriggio e profitto sicuro :asd:

[QUOTE=Wygga;20504936]Sta cazzo di moda di far uscire i giochi incompleti :dunno: e per di più questo è un remake di un gioco di 20 anni fa :wall:[/QUOTE]

beh dio, di “incompleto” qui c’è ben poco, il gioco è finito 20 anni fa :asd: tutto quello che è ladder è già up non ladder, quindi non manca nulla.
Se l’incompleto è la barretta dei nomi di chi ha il bot migliore per far 99, sticazzi.

Poi puoi non concepire il “pensavamo che il sistema dei db del 2000 fosse adatto anche oggi”, che vorresti bruciargli le dita dei piedi… ma il gioco non è “incompleto”

[QUOTE=Wygga;20504936]Sta cazzo di moda di far uscire i giochi incompleti :dunno: e per di più questo è un remake di un gioco di 20 anni fa :wall:[/QUOTE]
Il gioco è completissimo ed io lo sto trovando assolutamente fantastico, la barra delle skills è stata un’ulteriore ciliegina sulla torta di un capolavoro immortale; il PTR servirà a stress-testare i server in previsione della prima Ladder (che sarà popolatissima secondo me) e l’unica cosa che potrebbero aggiungere sarà qualche nuova runeword ladder only imho per incentivare ancora più persone a giocarci.

Anzi no, una cosa che effettivamente è davvero obsoleta e che cambierei istantaneamente c'è: il metodo di spawn del Diablo Clone per l'Annihilus. Fa cagare, è ora di renderlo decente.
1 Like

[QUOTE=djnat;20505141]Anzi no, una cosa che effettivamente è davvero obsoleta e che cambierei istantaneamente c’è: il metodo di spawn del Diablo Clone per l’Annihilus. Fa cagare, è ora di renderlo decente. :asd:[/QUOTE]

Riporto qua i valori delle rune in trade visto che mi sono arrivate un paio di richieste in PM, così tutti possono consultarli. Sono basati sulla mia esperienza attuale, quindi credo siano abbastanza veritieri:

Valuta di riferimento: runa IST


7 PUL = IST
3 UM + PUL = IST
MAL + UM + PUL = IST
GUL = IST + MAL + UM
CHAM = 2 IST + MAL
VEX = 3 IST + MAL
ZOD = 5 IST (o VEX + GUL)
OHM = 7 IST
SUR = 13 IST
LO = 14 IST
JAH = 20-21 IST (o OHM + LO)
BER = 26-27 IST (o OHM + JAH)
'rcamatò

Comunque io capisco il random e tutto, ma ieri sera scendo dal terzo al quarto livello della torre della contessa e trovo ATTORNO ALLA PORTA un arciere unico con una decina di minion. Fanno fuoco all'unisono e fanno di me un san Sebastiano 2.0 in una frazione di secondo. Valuto rapidamente se posso recuperare il corpo, vincere lo scontro e proseguire. Salvo ed easco.

Fosse stato HC altro che madonne.
Meno male che non hai mai giocato a PoE va
mi sapete spiegare perché sebbene abbia il monitor a 144hz, fps cap a 144 e vertical sync attivo, durante gli spostamenti l´eroe é bene messo a fuoco mentre il terreno circostante "sfoca" leggermente? Questo mi sbarella gli occhi dopo poco e mi causa motion sickness..

sono vecchio o sto sbagliando qualcosa?