PATCH 2.4 MASSIVE NOTES RELEASED - FULL REVIEW

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  • เผยแพร่เมื่อ 17 ก.ย. 2024
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ความคิดเห็น • 1.4K

  • @Badkitty24
    @Badkitty24 2 ปีที่แล้ว +227

    Timestamps for you all :D
    5:05 - Amazon
    18:07 - Assassin
    25:58 - Barbarian
    30:00 - Druid
    39:17 - Necromancer
    43:20 - Paladin
    48:15 - Sorceress
    53:32 - Mercenaries
    1:01:12 - Rune Words
    1:13:17 - New Horadric Cube Recipes
    1:14:15 - Set Item Bonus Changes
    1:18:45 - Level Area Changes
    1:20:40 - General Gameplay Changes

    • @ReadyToRek
      @ReadyToRek 2 ปีที่แล้ว +10

      1:28:15 - Oh, penis
      You left one off the list but I gotchu.

    • @RobertHanket
      @RobertHanket 2 ปีที่แล้ว +1

      Ty, no idea why OP doesnt put these in himself.... I would not watch this video w/o this timestamp.

    • @richierich6389
      @richierich6389 2 ปีที่แล้ว +1

      Cheers pal, i was about to make the same post too 👍

    • @sheikhrushdan3257
      @sheikhrushdan3257 2 ปีที่แล้ว

      Can i ask something, did this change got pacth old diablo 2? Or just for diablo 2 resurrected only?

    • @geoffkannenberg6167
      @geoffkannenberg6167 2 ปีที่แล้ว +1

      @@sheikhrushdan3257 D2R only

  • @hitlord
    @hitlord 2 ปีที่แล้ว +111

    Just a P.S.: here, from the moment Llama read those notes to now when he posted them, the notes have already changed. Specially in regards to Werewolf/Werebear forms, saying they'll fix the attack speed bug they have when compared to human form. There are some other small changes as well.

    • @aureliandragomir2731
      @aureliandragomir2731 2 ปีที่แล้ว

      What are you talking about? Just checked the notes and nothing seems changed. How can I view the changes you mention?

    • @hitlord
      @hitlord 2 ปีที่แล้ว +2

      ​@@aureliandragomir2731 Go through the BNet link to see the notes, down to Shape Shifting on the druid. The change I mentioned is there. Can't be sure if there are more, but I thought I should mention.

    • @1TotalJabroni
      @1TotalJabroni 2 ปีที่แล้ว

      What exactly does this mean? As it has always been, shapeshift form attack speed was solely tied to weapon IAS%. Is global IAS% now factored in? I.e., does the Sigons 30% IAS bonus now apply to Werewolf/Werebear attack speed?

    • @hitlord
      @hitlord 2 ปีที่แล้ว +1

      @@1TotalJabroni From my very sparse understanding of the mechanics under the hood and the explanation they gave, attack speed will now match animations between forms.
      Basically, it's very perceptible when you are in human form with a VF weapon and the attacks go fast as fuck, and then you change to Werewolf, which has a bonus attack speed and everything, and the attack speed feels MUCH slower than in human form. Essentially, werewolf will probably become hella fast. Either animation wise or animation and hit wise.

    • @henrychiu9323
      @henrychiu9323 2 ปีที่แล้ว

      Does that mean attack speed in wereform will be faster or slower? The way they worded it is unclear. I guess I'll just have to find out in the ptr anyways.

  • @jakubzaborowski9740
    @jakubzaborowski9740 2 ปีที่แล้ว +348

    Not only Mario's second brother exist, he also is an expert d2 player. Insane

    • @cherriagana
      @cherriagana 2 ปีที่แล้ว +34

      If Freddie Mercury was a gamer

    • @Shodanrua
      @Shodanrua 2 ปีที่แล้ว +9

      The fact that he is simping the d2 team makes him the ultimate Luigi character lol!

    • @DirkvanBoxtel
      @DirkvanBoxtel 2 ปีที่แล้ว +7

      Primus sucks.

    • @joselase6894
      @joselase6894 2 ปีที่แล้ว

      How old was Mario when he went after Princess Peach, and how old was she?

    • @pokermitten9795
      @pokermitten9795 2 ปีที่แล้ว +1

      @@joselase6894 I never got the vibe that Peach was a minor if that's what you mean.

  • @Jchmcom
    @Jchmcom 2 ปีที่แล้ว +25

    Updating Set items is SO FUCKING BIG BRAIN. I am so very happy. Gonna be rocking the Arctic set in hell finally. Legit something I've wanted to do for 20+ years.

    • @natalieharris3869
      @natalieharris3869 2 ปีที่แล้ว +1

      You're trolling right? The sets went from garbage level to dog poop level with these changes.

    • @alisaforster28691
      @alisaforster28691 2 ปีที่แล้ว +2

      i always thought, man if you could just upgrade that armor...325 ed. at every ladder reset.

  • @m0002856
    @m0002856 2 ปีที่แล้ว +59

    I like what they’ve done, and it seems like they did nearly everything I had hoped for.
    Essentially making the game less punishing for choosing the “wrong” skills.
    Imagine some guy picks up D2 for the very first time and is like “oh wow, the Martial Arts assassin looks really cool!” then he gets to Act 2 Nightmare for the first time and quits the game because it’s too hard.
    I say this because this was LITERALLY ME back in like 2010-2011. I respec’d to trapsin, but I lost the desire to play the game since I felt like the fantasy I had chosen my character to fulfill just wasn’t a viable option even for a casual play through of the game. I cleared Act 2 and then didn’t touch the game until D2R came out. I made sure to look up several build guides (all on your channel i might add) before the game launched and was able to better choose the class that ACTUALLY fit my preferred fantasy instead of just assuming that Martial Arts or Fend Amazon would just work because why would they make a build in the game that literally can’t beat the game? Oops LOL
    But I’m glad. Just smoothen out that curve so you don’t feel like you screwed yourself in the early game for a new player. The merc changes also play into this a bit for the same reason. I didn’t know Act 2 Mercs were so godly until D2R. Smoothing out that power curve means you’re making less “mistakes” in a blind play through.
    And I want to reiterate the difference between a mistake and sub optimal. It’s totally fine to play a sub optimal build. Maybe Javazon is just superior to Bowazon BUT Bowazon can at least clear Act 5 on Hell. That’s not a “mistake” it’s just sub optimal. A mistake is when you can spec into a build that literally cannot complete the game unless you get some god tier impossible luck drop. Like “oops I accidentally got Grief while trying to make this melee build work” when you should realistically not have access to Grief until significantly later on. Like after you’ve cleared Baal and have been farming 8 hours a day for months.
    Something like trying to make a pure Martial Arts assassin work solo self found because you’re 12 and you like kung fu.
    All these changes do is prevent those new players from feeling like they screwed up while keeping the meta probably mostly intact for us veterans and I think that’s totally fine.
    If they want to shake up the meta later they can, but these changes are a really good start to make the overall game experience more positive for everybody while not dramatically changing the things that we love about Diablo.
    Good stuff I think. Only thing I wish they had done was make it possible to summon a combination of a few animals like 1 bear, 1 spirit wolf, 2 dire wolves or something like that. That way you can change what is actually out there to suit your needs. Maybe you want two bears because you need extra thick tanks for some reason. Or maybe you roll full 6 wolves because you need straight damage. Or whatever, right? Seems like it would make more sense as the summoner style fantasy to be able to mix and match A LITTLE BIT.

    • @Schilani
      @Schilani 2 ปีที่แล้ว +3

      I pretty much had the same experience with the game. Martial arts just sounded so cool when LoD dropped. I had played classic a bunch before, but LoD was pretty much a completely new game. Another problem I had with that was, that I not only had no idea that Martial arts was just crap, but that mercs could be good. I was young, got the game from my brother, I had no idea what patch notes or something along those lines actually were. I was used to the mercs just randomly dying, not worth the gold invested, so I never bought any of them. And for a decade I didn't touch the game again.
      Finding Llama at GDQ really renewed my interest in this game, made me try new stuff that would have just sounded ridiculous to young me back then. And seeing these new changes just adds to it. I really can't wait for this to come around (even tho I would totally accept some buffs to be adjusted downwards)

    • @m0002856
      @m0002856 2 ปีที่แล้ว +1

      @@Schilani
      Yeah pretty much was like.. I played D2 on and off post LoD (I was like 6 when D2 came out I think?) so I didn’t get into it early cuz I was too young.
      I was just trying to have a fun, casual, blind play through of the game. Nothing sweaty, but I figured I wouldn’t need to worry about sweat until Hell difficulty where there immunities everywhere and whatnot. I DID know about the difficulties at the very least.
      But I just assumed they wouldn’t leave an entire skill tree incapable of clearing NIGHTMARE at the very least. I mean I knew of course about barbs having like two support trees and only one tree that actually did damage, but Martial Arts was full of damage abilities! There’s no way they would leave AN ENTIRE DAMAGE BASED TALENT TREE USELESS, RIGHT?! LOL
      Also let’s not talk about those poor suckers who tried Blade traps out ;~;

    • @Musicpins
      @Musicpins 2 ปีที่แล้ว

      @@Schilani same could be said for fire druid, its pretty good for normal and nightmare, hell, not so much, with the new buffs I think it could be a working build really, and much more 85 areas with less fire immunes,

    • @ianatwood5253
      @ianatwood5253 2 ปีที่แล้ว

      Very good point you bring up and I think you're right. They're headed in the right direction to improve the game for all. Whether it be a new player, casual, hardcore, or veteran player. Seems like they're creating different play through options/builds/capabilities
      In terms of your summon druid comment, I like the general idea. Perhaps that could be one of their next steps? IMO the change to ravens is substantial and absolutely in the right direction... I think it really begins to define a summon druid allwhile also differentiating himself from a summon necro. However, I've always seen the druids summoning tree as a kind of support tree, similar to the necros curse tree

    • @rabbitcreative
      @rabbitcreative 2 ปีที่แล้ว

      > Act 2 Nightmare ...
      > a casual play through...
      We have different definitions of 'casual playthrough'.

  • @svanhyal
    @svanhyal 2 ปีที่แล้ว +24

    Summon druids still need to be able to have more than choose one: woof, woof, or bear.
    Also like to see act 1 mercenaries get access to crossbows, so we have a reason to keep any of them.

    • @RichterBelmont2235
      @RichterBelmont2235 2 ปีที่แล้ว +1

      I think this could be done even with the old D2. Seeing that Rogue/Corrupted Rogue's model were the very first model created to test all the playable character, thus they have access to all weapon animations including crossbow.
      fyi to those who didn't know. Old D2 models are not true 3d but are set of sprites rendered from actual 3D models. So if they want to create a new animations, they can't just create it but have to get their hands on that original 3D model file which are probably lost after 20 years if they are not important or belongs to minor NPCs/creatures.

  • @agushex
    @agushex 2 ปีที่แล้ว +79

    1:09:00 this moment are the moments that Diablo 4 has to generate on the player... comparing HOTO+Spirit vs New Runeword Obsession makes the player think, wonder, re-evaluate decisions, and at the end generates a need, it generates a market change, it generates a new hunt, now I want 6 os or no os (with max 6 os) staves with valuable skills making them very valuable and with huge ranges like, a 3/3/3 of good skills would be worth more than just a 3/0/0... it increases the value of Zod... this is what items should mean on a Diablo game.

    • @peterjackson7089
      @peterjackson7089 2 ปีที่แล้ว +5

      Could not agree more!

    • @hezerd7184
      @hezerd7184 2 ปีที่แล้ว +1

      Yeah

    • @NVMDSTEvil
      @NVMDSTEvil 2 ปีที่แล้ว +1

      It only took nearly 22 years to get here.

    • @lepe
      @lepe 2 ปีที่แล้ว +1

      That's a very complicated way of saying something as simple as "it's better to have a bigger item choice" lol

    • @agushex
      @agushex 2 ปีที่แล้ว +4

      @@lepe I don't pay for words, I like to express myself and it also helps me practice English, and the effort for me is less than the benefits that I already told.

  • @johanbrown473
    @johanbrown473 2 ปีที่แล้ว +46

    Now we really need the mercs to stay hired and some way to swap between them, while they still keep the gear! Would be awesome to be able to just grab a different merc for farming different areas as an example. Keeping gear loadouts for multiple mercs in stash would be a horrible task...

    • @danielperkins9347
      @danielperkins9347 2 ปีที่แล้ว +5

      Unpopular opinion probably but I’d love to have more than 1 at a time. Create a little party.

    • @sapphiresquire2943
      @sapphiresquire2943 2 ปีที่แล้ว

      U

  • @KingCtm
    @KingCtm 2 ปีที่แล้ว +88

    I'm disappointed that we still can't summon both types of druid wolves and bears at the same time. Please let us play a proper summon Druid

    • @m0002856
      @m0002856 2 ปีที่แล้ว +3

      Dude same.
      I liked the idea going around where you could have a certain number of total pets based on the value of each like… 1 Grizzly would be worth X amount of Dire Wolves and Y amount of Spirit Wolves so you could choose maybe 1 bear, 2 dire, 1 spirit or 2 bears, 2 dires, or 5 dires 1 spirit or something like that, right? I think that makes sense for the flavor of summoner. As a summoner in an RPG, you’re looking to diversify your summons based on the circumstances. You wouldn’t lock yourself to one type at a time unless the summon is extremely powerful like… summoning a Golden Dragon or something. 1 golden dragon or 20 regular wolves or 10 wolves and 2 bears. Stuff like that.

    • @ryu-ken
      @ryu-ken 2 ปีที่แล้ว +1

      True. That and the new rws just prove these guys are out of touch

    • @十十十-s1y
      @十十十-s1y 2 ปีที่แล้ว +4

      A shared limit scaling with char level sounds good, love the idea of being surrounded by a real zoo.

    • @budobearandfriends
      @budobearandfriends 2 ปีที่แล้ว +4

      True. Mr. Llama pls convince them devs. 😁

    • @bobsmith6370
      @bobsmith6370 2 ปีที่แล้ว +1

      I mean, tons of ravens and wolves would hopefully be pretty good. Ravenlore just got a lot better.

  • @hossman7432
    @hossman7432 2 ปีที่แล้ว +2

    Wow. New player here and love the channel, I remember my lil brother playing this game back in the day on PC WIN'98, I am loving the game and your info is so helpful, my bro just got back into D2r and and told me to try it and I missed out I am realizing way back when but I'm having a blast now. Keep up the great work Mr Llamasc!

  • @charlestracy6915
    @charlestracy6915 2 ปีที่แล้ว +25

    Overall, great work by the developers with the upcoming changes outlined in Balance Patch 2.4, but would like them to consider the following changes listed below:
    Amazon
    Immolation Arrow casting delay halved and tune damage accordingly
    Inner Sight now lowers enemy elemental resistance by 1-2% per level
    Assassin
    Improve Blade Sentinel, Blade Fury and Blade Shield by adding bonus to Attack Rating per level
    Druid
    Summon Spirit Wolves OR Dire Wolves AND Grizzly (one type of wolf + bear)
    Improve Ravens by summoning 5 ravens per cast instead of 1 per cast and increase number of attacks. To balance the change, the damage could be slightly lowered to compensate
    Improve survivability of Oak Safe, Heart of the Wolverine and Spirit of the Barbs by adding a small resistance to elemental damage (10-15%)
    Improve Armageddon to hit monsters more frequently and consider removing all wind skill prerequisites
    Consider allowing Teleport to be used in shapeshifted form
    Reduce the cooldown on Volcano
    Barbarian
    The two skills Increased Stamina and Increased Speed should be combined into one skill called Athletics. Stamina is worthless since Barbarians tend to maximize points into vitality, which adds stamina anyway
    Improve Throwing Mastery by adding +X% chance to not consume a quantity of thrown weapons per skill point. Playing Throw Barb in current state is awful. Going back to town and repairing many times per run is highly discouraging and ultimately not fun. This change could double or triple quantity of thrown weapons
    Improve Grim Ward by removing the fear effect while keeping the slow effect and damage bonus. The fear effect is redundant with Howl and just annoying while trying to clear an area. Consider changing Grim Ward synergy from Find Potion to War Cry
    Improve War Cry by increasing the skill’s radius by 1% per skill point
    Improve Find Potion by adding small bonus to Gold Find
    Sword/Axe/Mace/Polearm/Spear Masteries now add Increased Attack Speed and +X% Damage per skill point when 2H weapons are equipped (does not work w/ 1H weapons). Greatly improves build diversity by making 2H weapons become viable and competitive vs. duel-wield builds. I miss good ole days of seeing Barbarians slaying enemies with giant swords
    The knockback ability from Bash needs to be moved to Stun. I’ve seen too many players completely ignore Bash through an entire playthrough (even MrLlamaSC) because you have to chase enemies
    Lastly, and most importantly, Whirlwind targeting/bugs/controls needs to be fixed and the damage scaling for early levels needs to be tuned. Currently, at first skill point, Whirlwind starts at -50% damage. At 20, it is 102% damage. Change scaling at first skill point to 7% and increase 5% thereafter for every skill point. At 20 points, you will arrive at same 102% damage. This will greatly improve the playthrough at early levels
    Necromancer
    Improve Blood Golem by increasing maximum life of player by 10-15%
    Improve Poison Dagger by adding bonus to increased attack speed per level
    Improve overall Curse Tree by removing all prerequisites to allow more build diversity and incentivizing players to use another miscellaneous curses without requiring a heavy skill point investment to unlock
    Sorceress
    Improve Thunderstorm by increasing the frequency of lightning bolts and chance to hit multiple targets
    Frozen Orb casting delay removed and slight increase to damage by increasing Ice Bolt synergy from 2% to 3% per level (missed opportunity to make Frozen Orb competitive vs. Blizzard)
    Frozen Armor, Shiver Armor, and Chilling Armor should not have synergies with each other. No one is going to invest 20 skill points each for all 3 armors. They should instead have synergies with other skills, such as Frozen Orb, Frost Nova, Ice Bolt, etc. For example, an Ice Bolt synergy for Chilling Armor would be nice so Chilling Armor Ice Bolts could do decent damage
    Act 1 Rogue Scouts
    Can now equip crossbows (allow more build diversity for your merc)
    Inner Sight now lowers enemy elemental resistance by 1-2% per level
    Act 3 Iron Wolf
    Cold variant can now cast Frost Nova
    Act 5 Barbarian Warrior
    Mercenary now has three different variants: Battle Cry, Taunt and Shout
    Can now dual-wield swords (this change allows more build diversity with aura combinations such as: Last Wish (Might Aura), Lawbringer (Sanctuary Aura), Plague (Cleansing Aura)
    Plague Runeword
    Developers missed a key opportunity for the Plague runeword by making it allowed in swords only. This is a mistake and the runeword is mediocre at best! With all the great changes to martial arts, this runeword screams Assassin and is probably best in slot for claws. This design decision is very disappointing. I recommend changing Plague to allow it to be made in swords, claws and daggers (or all melee weapons)
    Obsession Runeword
    With the very elusive Zod, I would like to suggest the developers consider adding three rolls to minus enemy resistance on the Obsession Runeword as follows:
    Add -10-20% To Enemy Fire Resistance
    Add -10-20% To Enemy Cold Resistance
    Add -10-20% To Enemy Lighting Resistance
    Polearm Runewords
    All polearm runewords can now be made in spears
    Area 85 Levels
    Add Tristram (Hell)
    Add Maggot Lair (Levels 1 and 2)
    Uber Portals (Matron’s Den, Forgotten Sands and Furnace of Pain)
    Bul-Kathos’ Children
    Knockback ability removed from Bul Kathos’ Sacred Charge Colossus Blade

    • @Marcv1285
      @Marcv1285 2 ปีที่แล้ว

      i like your idea of thunderstorm hitting multiple target.

    • @altairezgame9222
      @altairezgame9222 2 ปีที่แล้ว

      conviction aura replacing weaken on obsession seems a great idea since sorcs heavily rely on the aura anyway in the endgame and opens up new mercenary choices as well

    • @altairezgame9222
      @altairezgame9222 2 ปีที่แล้ว

      whirlwind buff on early levels is also a must-have since it is a pain to level up barbs early compared to the rest of the classes

    • @aaakitsune
      @aaakitsune 2 ปีที่แล้ว

      I am not sure if the Act 1 Rogue buffs are enough. The changes we get are great, but we are giving up 1 aura and a tanking Mercenary. I belive she needs more buffs in the damage department to compete with the other Mercenarys.

    • @Marcv1285
      @Marcv1285 2 ปีที่แล้ว

      @@aaakitsune I don't mind having 1 of the merc less potent, now at least we have more options between act 2-3 and 5 having. I personally like a lot act 3 fire enchant, will probably be good with all melee characters and maybe even with summoners, does enchant works on minions?

  • @Kuddochan
    @Kuddochan 2 ปีที่แล้ว +54

    This is the one thing D2R still needed to really feel like a proper remaster to me. Now it's more than just a graphical/QoL enhancement, it's actually updating things for real

    • @readifdumb
      @readifdumb 2 ปีที่แล้ว +7

      100%, I feel more justified in my purchase and the pricing seeing them actually update the game.

    • @JFlynn1207
      @JFlynn1207 2 ปีที่แล้ว

      I agree and I would like to add that I am hyped!

    • @FartSmucker
      @FartSmucker 2 ปีที่แล้ว +2

      I said left and right once this game came out that they could take this product and move forward with it like its a new game almost. Patch, balance, add things to it etc etc. Like in poe do a new league every so often as in d2 we have ladder resets so at the beginning of each new ladder make balance patches, some new content, hell even lean into another expansion or at least some new items in the game or some new smaller mechanics to do

    • @stiimuli
      @stiimuli 2 ปีที่แล้ว +7

      still needs more stash space.
      Or at the very least a tab to stack gems and runes.

    • @FPChris
      @FPChris 2 ปีที่แล้ว +1

      Nothing nerfed it seems which is great

  • @bumbleguppy
    @bumbleguppy 2 ปีที่แล้ว +44

    My first thought considering the Act 3 fire merc was using him as an Enchant-bot for my Necro Summoner for fun.

    • @Kenshin.19K
      @Kenshin.19K 2 ปีที่แล้ว +2

      I was wondering the same thing. If we get Mercs that are Character Lvl im thinking about having 2 sets of Merc gear. Getting the fire merc once I have my army and then switching back to my might merc with pride. Wouldnt do it all the time but it would be kinda fun to play around with for enchanted army.

    • @alisaforster28691
      @alisaforster28691 2 ปีที่แล้ว +2

      even at lvl 20 it will only add around 100-200 fire damage and 191 ar. won't be worth it.

    • @stevenvanderkolk3613
      @stevenvanderkolk3613 2 ปีที่แล้ว

      I was thinking Avenger paladin, but on summons sounds even better!

    • @rafaelb.m.4756
      @rafaelb.m.4756 2 ปีที่แล้ว +1

      @@alisaforster28691 That's per skeleton, though. And that's without +skills. If you don't have a good aura runeword for your might Merc, it might be decent, especially against physical immunes. Depends on how fast/often he buffs the army too.

    • @alisaforster28691
      @alisaforster28691 2 ปีที่แล้ว +1

      @@rafaelb.m.4756 yes. the 100 x 20. and the ar is really nice. 3x your skellies ar. the lvl is guessed, most mercs secondary skills max out at lvl 20 at lvl 98. with proper gear you can add 11 levels to the merc (hexfire, +3 diadem, +3 ormus, spirit) but even at lvl 30 the damage is 176-214. the ar gets to 281%. the ar is the main selling point there.

  • @tildeshambles-highlights
    @tildeshambles-highlights 2 ปีที่แล้ว +11

    These changes sound pretty sweet, the one thing I hope they do though as a general QoL change is to add more shared space. The less we need to rely on mules the better. Fingers crossed.

  • @alexqian330
    @alexqian330 2 ปีที่แล้ว +22

    Great changes, wish our boy barbo got more.
    -Make Bash, Stun, and other useless abilities usable.
    -A cleave type ability using a two hander would be sweet.
    -Make it masteries split between 1 hand vs 2 hand, so a play through isn’t super super reliant on specific weapon type drops

    • @heidevolk_le_gueux
      @heidevolk_le_gueux 2 ปีที่แล้ว +3

      and throwing weapons including xbow/bow

    • @nikwaggoner2480
      @nikwaggoner2480 2 ปีที่แล้ว +2

      Make masteries still weapon types but with synergy overlap of similar weapons as well as auxiliary effects on basic attack, so it feels rewarding to level them.
      Edit: for example spear mastery causing a bleed effect based on % of base damage, with polearms having an increasing sized cleave, with axes having minimal open wounds chance, and so on

    • @olav947
      @olav947 2 ปีที่แล้ว +1

      This, even when paladin has 2 of the iconic builds to solo endgame it still got more buffs imo. Only leveling aid baba got was 30% damage increase on level 30 shout lol.

  • @fostena
    @fostena 2 ปีที่แล้ว +42

    "It's not like they are improving the OP-ness"
    MrLlamaSC 2022

    • @nikwaggoner2480
      @nikwaggoner2480 2 ปีที่แล้ว +5

      Oh-pee-nis?

    • @AnonCoder37
      @AnonCoder37 2 ปีที่แล้ว +3

      Highlight of this video

    • @Unbiter
      @Unbiter 2 ปีที่แล้ว +2

      Makes me glad I watched to the end

    • @triy7198
      @triy7198 2 ปีที่แล้ว +1

      1:28:11

  • @5chr4pn3ll
    @5chr4pn3ll 2 ปีที่แล้ว +5

    Me:
    Oh I'm gonna play that one.
    Oh no, I'll play that one.
    No that one!

  • @OptLab
    @OptLab 2 ปีที่แล้ว +1

    - Cleansing removes Shrines. Will Cleansing provided by runeword "Plague" also remove shrines?
    - for Obcession runeword, does 25% life adds up or multiply with battle order? a*b or a+b?
    - New upgrading recipes should have used io, shael. Ral and sols are already very needed for crafting.
    Great update to our fantastic game. Thanks for the video Llama. Thanks to the devs.

    • @AnoterosHershy
      @AnoterosHershy 2 ปีที่แล้ว +1

      As for the life increase, its almost certainly additive.

  • @PeterLE2
    @PeterLE2 2 ปีที่แล้ว +11

    To me the changes are quite promising. Impale and fend for example might not become op but if I can use them to kill lightning immunes I'll be happy

  • @Xainfinen
    @Xainfinen 2 ปีที่แล้ว +9

    The only thing missing for the mercenaries is the ability to cycle them without losing the gear.

    • @datiger39
      @datiger39 2 ปีที่แล้ว +2

      And auras, no reason there shouldn’t be auras for all mercy especially considering infinity is so good on a2 merc

  • @CoolWzzrd
    @CoolWzzrd 2 ปีที่แล้ว +17

    Make it so A1 Merc casts the new Slow Missiles instead of Inner Sight and she will be really nice and viable. Also yo can we get a screen that shows the equipment a Valkyrie or Shadow Master spawns with?

  • @AlexandreBackes
    @AlexandreBackes 2 ปีที่แล้ว +6

    Druid patchnotes that druid players wanted to see: Able to use all druid summons at the same time so it becomes a viable build in D2R :D

  • @Nianque2
    @Nianque2 2 ปีที่แล้ว +9

    A few more changes I'd prefer to see:
    Buffs to more of the item sets (in particular Aldur and Griswold) and fixing the dang cast rate problem with Trang set vampire form. You're rewarding for completing a difficult set with... neutered cast rate? What?
    Letting us summon bear and either spirit or dire wolves at the same time is also a good suggestion I've seen.
    Plague definitely needs to be made available in all weapons. Nerf it to +1 all skills if you have to, but claws have too few options as is.
    The suggestion to replace the Pul in Wisdom with a Lum (or similar) would ensure Wisdom sees far more play than it will currently receive.
    Low level whirlwind scaling would also be appreciated.

  • @daviiinsky1939
    @daviiinsky1939 2 ปีที่แล้ว +1

    This is so cool!!!!
    I really like a lot of the updates being made. My initial impressions from seeing this is:
    *** Characters ***
    - I'm not sure if Frozen Nova needed the boost. From my understanding that was the trade off between the two novas. One did more damage while the other would freeze mobs (at least for early game)
    - It also would be cool to see Frozen Orb get a small buff on it's synergy
    - Necro golem buffs look interesting, but not sure if it'll make that much a difference to use anything besides Clay and Fire like before. If the thorns golem aura populated throughout the other summons it could also become another option, but the Thorn change has to be tested out more
    *** Mercs ***
    Overall really cool to see other mercs get buffed
    It would be cool to see each Merc specialize in a stat category. i.e. Barb has the highest health, so maybe Iron Wolf has highest defense because of their shields. Act 2 has highest attack but are a bit fragile. Act 1 could be balanced all around. Just a thought to show more pros and cons between using each merc
    *** Runewords ***
    - I agree with other community members that Plague should be in multiple weapons or perhaps even a shield so poison amazon can use it too
    - Same comments with Wisdom that a Pul rune seems expensive for what it does
    - I do think Obsession is also bit expensive for what it gives and perhaps adding an aura in place of weaken or adding a support skill would be nice. Since the choice is trading off a shield perhaps giving the character the skill Fade for more resistance and defense or Lower Resist to help with the possible skill gap
    *** Sets ***
    - BK set, I do agree that knockback should be removed to make that set more viable.
    - perhaps buffing the end game character sets where they are on par (somewhat) with end game rune words would also be cool. I myself find sets to be cooler and have always preferred them to runewords, and seeing a comeback of these sets and glowing aruas would be a nice D2 throwback
    Overall super excited to play new character builds and try these new designs. (:

    • @daviiinsky1939
      @daviiinsky1939 2 ปีที่แล้ว

      @SmashStomp Inc Yeah, I agree to an extent; I love a nice Meteor-Orb build. I guess where I'm coming from is if you were to put 20(Orb) + 20(Ice Bolt) the Orb dmg is around 380. Where as if you did 20(Blizzard) it already does 2x dmg of Orb and if you did another 20(Ice Bolt) it does almost 4x the dmg of Orb. Orb is a really cool skill and I love the animation, but it does tend to peter out once you're in Hell. I guess I'm more saying as small synergy increase perhaps Ice Bolt contributes 3-4% rather than 2%. Either way, now that Orb doesn't cause delay with Meteor that is already a cool buff and MeteorOrb Sorc is gonna be real fun once this PTR runs. haha

  • @LiCuKi
    @LiCuKi 2 ปีที่แล้ว +5

    Man I'm getting so hyped, I stopped running d2r just to wait for these patch notes and it feels so worth it!

  • @Metathrom
    @Metathrom 2 ปีที่แล้ว +1

    Excellent news! I love the changes to druids, assassins and amazons most of all.
    A couple things I'd add to this list of features is:
    - Summon druids being able to summon Grizzly alongside a pack of wolves
    - Spirit of Barbs doing something else other than return damage (+resists maybe?)
    - Iron Wolf Cold mercenary using Blizzard or Frozen Orb, because why not lol

  • @win32mirexe
    @win32mirexe 2 ปีที่แล้ว +4

    When month ago I read about "new horadric cube recipes" I wish something like really new :(
    F.e. I would love to see a recipe from one of mods: DOWNGRADING RUNE / GEM
    > 1 rune + key (simple key for chests, from Akara) = 1 rune of lower grade. [Ohm + key = Vex]
    > Perfect gem + key = Flawless gem (of the same color)
    > Flawed gem + key = Chipped gem
    I think it's really annoying (aspecially in offline gameplay) when you are looking for a Lo rune for your Grief, but drop a Sur. Or when you looking for a chipped emerald to upgrade your Dol's to Hel, but you can't find chipped gems on Hell difficulty and you have to go to useless Normal cows.

    • @szalaierik
      @szalaierik 2 ปีที่แล้ว

      Gem chipping is needed.

  • @noblecyborg-savage
    @noblecyborg-savage 2 ปีที่แล้ว +1

    Such kind words at the end for you llama. That was nice of them to recognize you. That must be a good feeling

  • @the8thark
    @the8thark 2 ปีที่แล้ว +25

    My big issue with the rune words is they seen perfect for what they are - very good gear for casual play and good to use to farm end game gear. My only issue (a big one) is they are priced like end game gear. As in the runes used to make them are far too expensive for what the rune words are. For the same amount of effort you can get the new runeword runes, you can get better runewords or better non runeword gear.
    I see the point of the new runewords - mid tier to upper mid tier gear for those without good RNG luck or casuals who do not have multiple hours every day to farm gear. In this use case the runewords are amazing. Just lower the cost fo them slightly - I would say to NM level runes and you are good to go.
    At the current rune cost, these new runewords have very few use cases.

    • @willythemailboy2
      @willythemailboy2 2 ปีที่แล้ว +1

      I don't think they're really intended for player use at all. They mostly seem to synergize with buffed non-act 2 mercs.

    • @Hobbitweed
      @Hobbitweed 2 ปีที่แล้ว +2

      @@willythemailboy2 Even more of a reason to reduce their rune costs.

    • @kylethomas4680
      @kylethomas4680 2 ปีที่แล้ว +3

      Absolutely agree. I'm not a hardcore player, but I e sunk a lot of time into this game. Never seen a Cham before.

  • @juanmarianososa
    @juanmarianososa 2 ปีที่แล้ว +1

    Nice updates. Very Happy,
    I Think the most urgent thing next is a Currency Tab and get rid of the 20 char limit.

  • @hypedsquealyawn538
    @hypedsquealyawn538 2 ปีที่แล้ว +4

    You just said to like all of your videos so I manually liked all of them. Thanks for devoting your life to Diablo 2 whether it’s just your work or genuine passion it’s the least I could do. You are making all the vital Diablo info accessible and just a click away. Let’s make it a Challenge How many MrLlama videos can YOU like in a row ?

  • @RareFXChrisC
    @RareFXChrisC 2 ปีที่แล้ว +1

    The best changes are showing the tooltip "% Piercing Attack" and the "+ sign" in front of % Crushing Blow, % Deadly Strike, etc... Yes, I have mild OCD 🤓

  • @paoloeustaquio2248
    @paoloeustaquio2248 2 ปีที่แล้ว +13

    Please make the summon Druid summon in full numbers the ravens, spirit wolves, dire wolves and bear!!! Lets make a zoo!!! 😅😅😅

  • @codydraper4453
    @codydraper4453 2 ปีที่แล้ว

    So happy your still going at this beautiful game you D2GOD!
    Thanks for great videos man! You helped me get mr gull dagger real early after picking up the game after Xmas.

  • @TheSummoner
    @TheSummoner 2 ปีที่แล้ว +12

    One interesting thing about Obsession is that with +65% FCR it still allows 200% FCR total, but you have to equip ALL the max FCR items you can (Griffon, +20% FCR crafted amulet, Vipermagi, Arachnid, 2 +10% FCR rings, and Magefist/Trang).

    • @DSCThorukan
      @DSCThorukan 2 ปีที่แล้ว +1

      Sounds interesting for nova or charged bolt. :)

    • @DenisLyamets
      @DenisLyamets 2 ปีที่แล้ว

      @@DSCThorukan 200FCR Nova needs to much mana. But charged bolt sounds ok.

  • @infernalz1337
    @infernalz1337 2 ปีที่แล้ว +7

    Fire druids will now be able to throw out volcanos on top of fissures while also throwing boulders around, they are going to dominate lower difficulties.

    • @Metalbirne
      @Metalbirne 2 ปีที่แล้ว

      they have already dominated lower difficulties before. That's why people skill fire and then reset and skill wind when they reach higher difficulty. With alle the changes to fire it might be a legit option to go fire now. The removal of the casting delays is a HUGE damage buff imo.

    • @brunolanglais662
      @brunolanglais662 2 ปีที่แล้ว

      @@Metalbirne increased physical damage seems like it will change everything

    • @finalcam1740
      @finalcam1740 2 ปีที่แล้ว

      That does sound imbalanced. Hopefully the mana costs mitigates that

  • @Bowazon
    @Bowazon 2 ปีที่แล้ว +4

    As a bowazon, I'm happy to see these changes made, especially to the bow tree - good buffs that make sense and are not overpowered. I wish they did some more quality of life changes, such as increase arrows/bolts capacity and make act 2 merc auras activate instantly and fix the strafe bug.
    I however think the devs might have accidentally nerfed the Dragon runeword by adding a cap to the hydra count. Hope this can be tested in the PTR before the change is final to see if hydras made by chance to cast items is not capped.

    • @killout18
      @killout18 2 ปีที่แล้ว

      Hi, I need you to reply with when this patch goes live. I have been avoiding D2R until they made balance changes. Classic D2 is make a sorc to teleport farm, is that still the best thing you can do or is it different now?

    • @Bowazon
      @Bowazon 2 ปีที่แล้ว

      @@killout18 it will still likely be that case.

  • @kellenstuart4698
    @kellenstuart4698 2 ปีที่แล้ว +1

    Thank you D2R developers! These changes look amazing! These changes show that the devs are well connected with the community; there's a breadth of knowledge required to understand how changing items will affect the game and this was executed brilliantly. Thanks MrLlama for being the spokeman. Love you darling

    • @alisaforster28691
      @alisaforster28691 2 ปีที่แล้ว

      they sure are well connected. i have written an analysis for what is wrong with the mercs and suggestions how to fix them. they not only implemented all of them, they also expandet on the concept (the barb's battle cry to make him a tank) they 100% read the official forums.

  • @StealthCN
    @StealthCN 2 ปีที่แล้ว +4

    It didn't mention the new Runeword: Ain'tfinity, BerMalBerIth

    • @JanJanNik
      @JanJanNik 2 ปีที่แล้ว

      mike tyson's infinity

  • @prestonmurphy283
    @prestonmurphy283 2 ปีที่แล้ว +9

    Really excited about the change to the artic set. Honestly my favorite of the low level sets. Can't wait to upgrade the armor. Just crazy defense with it's 300+% ED

    • @alucard0712
      @alucard0712 2 ปีที่แล้ว +2

      Agree! I'm using it on my Bowazon, it's amazing at low-mid levels! Love low-level D2

  • @zachk.530
    @zachk.530 2 ปีที่แล้ว +11

    Absolutely loving most of these changes, they seem to be as mindful as possible of the far reaching implications of each potential gameplay tweak. Good to see we can finally kick our addiction to Waheed

    • @Valaran1
      @Valaran1 2 ปีที่แล้ว +1

      Emilio*

  • @kylethomas4680
    @kylethomas4680 2 ปีที่แล้ว +5

    Love all these changes, but I still really need some console only fixes. Skills granted by an item have to be set to a button with each game creation. Changing player count is clunky. My LK run takes less time than it takes me to change player count. Autofilling on belts still breaks, and need to be able to sign each belt slit a portion your so it first try to autofill with a different type.
    I think the best addition would be for the game to Auto launch the previous config, difficulty and player count.
    And Cham is a late game rune. The new runewords are adding content but they are not bridging the gap between early and late game items.

    • @Threewulphmoon
      @Threewulphmoon 2 ปีที่แล้ว

      skills granted by an item only have to be set when you take the item off. dying and joining a new game might produce the same results, however picking your body back up in the same game you died in retains the hotkey.

  • @jason2462
    @jason2462 2 ปีที่แล้ว +5

    Woah llama opened with his twitch voice. I feel attacked

  • @1982markjm
    @1982markjm 2 ปีที่แล้ว +2

    Dear D2R devs, Whirlwind is not fun to use early in the game because of the damage reduction. Thank you.

    • @pizza.doctor
      @pizza.doctor 2 ปีที่แล้ว

      Honestly I would make it so you don't need to aim but just spin indefinitely like in d3

  • @b1ackeys
    @b1ackeys 2 ปีที่แล้ว +4

    Would love more changes for barb like cheaper ww with no target locking, frenzy with reorganized synergies or taunt synergy changed to something else and find potion changed to maybe find gold. Sets could get more changes so that its worth upping more of them. Still looks like an awesome patch.

    • @1TotalJabroni
      @1TotalJabroni 2 ปีที่แล้ว +2

      Yeah WW change absolutely needs to be in this balance pass. And zoo druid too for that matter. Hopefully they will add these changes eventually.

    • @b1ackeys
      @b1ackeys 2 ปีที่แล้ว

      @@1TotalJabroni Yeah i mean with the new runeword bridging a bit early and late endgame it does not need anything special, just slight adjustements like lower mana cost (especially on lower level) and maybe higher base so its not like -50% at lvl 1. Frenzy could get a bit synergy reorganization it's 60 points (80 with mastery) that you basically have to invest and then don't even use taunt because it does not work on special enemies and overrides other shouts and curses. And then find potion, cool that it is a synergy now but still feels like the skill is useless, there are no unique/special potions and find item will give you potions anyway so changing it for example to find gold where it has a chance for gold with bonus gold find on top seems actually useful and even fits current gold find builds.

  • @game_jinx
    @game_jinx 2 ปีที่แล้ว +2

    so both the javazon and trapsin. two of the most powerful characters in the game. just received small percentage max synergy bonuses while using 20 less skills. this just results in those characters being stronger with strong support skills. this will not result in true character role changes or build orders

    • @warriorredeemed215
      @warriorredeemed215 2 ปีที่แล้ว

      This is so awesome. You can potentially make a Lightning fury Zon but give her Impale instead of Charged strike while maxing out all physical synergies. She will be able to mow down everything in hell with budget gear. This is incredible.

    • @PeterLE2
      @PeterLE2 2 ปีที่แล้ว +1

      Yes javazon and trapsin are really strong. Trapsin I never played but with my javazon the playthrough was a pain in the ass. Despite having good gear every lightning immune was an almost unbeatable opponent. With every other class I had less problems. Now with the fix of dodge/evade and a few more stat points to put in something else like poison or fend it will be a much nicer playthrough. But I general you are right. They made 2 strong builds even stronger.

  • @TheStrahl
    @TheStrahl 2 ปีที่แล้ว +5

    The Buff to Fire Golem is about to make Poison Nova Necro So strong in pvp

  • @Lattrodon
    @Lattrodon 2 ปีที่แล้ว +2

    Cant wait to see how much the OPness of existing builds can be challenged by these new buffs

  • @mrsnufflegums
    @mrsnufflegums 2 ปีที่แล้ว +5

    Im surprised there wasn't any modifications to unique items in this, some of the lower level ones could be rebalanced a bit to make them good in the early and mid game. There's also some useless higher-level uniques that could be redone tbh, to make them more interesting with certain builds, but i like these changes so far myself

  • @roberthenderson4441
    @roberthenderson4441 2 ปีที่แล้ว

    Everytime I watch your videos it's when I poo, you truly help dads keep their sanity and enjoy our poo breaks from the crazy of our days till we can login, kill demons and farm sick loot!

  • @Zod580
    @Zod580 2 ปีที่แล้ว +39

    I would love to see summon Druide with wolves and bear the Same time ☺️ becase why Not 😋

    • @mrshihtzu
      @mrshihtzu 2 ปีที่แล้ว +4

      please this. please please please

    • @frankenstein3163
      @frankenstein3163 2 ปีที่แล้ว

      Bears and wolfs don't get along with each other.

    • @Zod580
      @Zod580 2 ปีที่แล้ว +1

      @@frankenstein3163 druide is the Master of nature . I See no Problem 😉

    • @wtbeecher
      @wtbeecher 2 ปีที่แล้ว +1

      Agreed, Summon Druid has always been my fave since day 1, 20 something years ago. But they really fall off late game. Giving a Bear+wolves would really level the playing field. Bears are absolute beasts, but they are so slow, and only take on 1 mob at a time.

    • @frankenstein3163
      @frankenstein3163 2 ปีที่แล้ว

      @@Zod580 I have never seen any one tame a bear and wolfs letalone any combo of bear/wolf and any other animal in the same room/area. But than again this game is kind of since fiction. I like keeping thing close to plausibility.. but that's just me.

  • @timvallier9701
    @timvallier9701 2 ปีที่แล้ว +1

    Can I just say I love how he says woof every time he reads wolf… fantastic

    • @JanJanNik
      @JanJanNik 2 ปีที่แล้ว

      i find it kinda annoyingly repetitive tbh

  • @84Xeros
    @84Xeros 2 ปีที่แล้ว +22

    No changes to the Pandemonium event or stash space of even the horrible lobbies ?
    2.4 sounds not to bad though.

    • @Max-we3gc
      @Max-we3gc 2 ปีที่แล้ว +2

      pandemonium event change was announced too

    • @JanJanNik
      @JanJanNik 2 ปีที่แล้ว +2

      agreed, lobby system is even less optimized than d2 legacy's...
      also we're running out of character slots and 3 shared tabs are nowhere near enough, in legacy you could just make unlimited accounts

    • @84Xeros
      @84Xeros 2 ปีที่แล้ว

      @@Max-we3gc not seeing it on the patch note though.

    • @Max-we3gc
      @Max-we3gc 2 ปีที่แล้ว

      @@84Xeros True words, this information I found somewhere where a developer commented like "Even though we didn't implement on PTR u can expect some changes upon ladder launch"

  • @FerencDojcsak
    @FerencDojcsak 2 ปีที่แล้ว

    I think it would be a nice idea to add a Lower Resist synergy to Skeleton Mages, (would be also smth to play with Trag'Oul set), making a build possibility to focus on mages, and giving reason to max Lower Resist outside of maybe pure support for sorc. That, together with the Holy Fire, Fire Golem and elemental merc changes could effectively make an elemental Necro very strong. Additionally, I think Plague should be available in daggers.
    Also a lot of Carbot's ideas were implemented, I'm glad to see that. :)

  • @slartibartfast2977
    @slartibartfast2977 2 ปีที่แล้ว +7

    28:57 best thing to make using increase stamina better would be removing it.

    • @kevinbazarek
      @kevinbazarek 2 ปีที่แล้ว

      yeah this change just sounds bad. even if it's a synergy it just means it's a wasted skill you're dumping points into just for the damage

  • @Atze.Tatze69
    @Atze.Tatze69 2 ปีที่แล้ว

    My Opinion to Wirlwind:
    1st: make it possible to drink Potions !
    2nd: Add a small Att dmg Synagie (thatway the -50% dmg in the beginning can be buffered by this) eg. 5% via "Concentrate" , lvl 12 Concantrate lift lvl 1 Wirlwind from -50% to +10% dmg.
    3rd: Give the Barb a Physical Dmg reduction during Wirlwind (maybe via a synagie of a Warcry Shout/Taunt

  • @jeffgrill7214
    @jeffgrill7214 2 ปีที่แล้ว +6

    I like how Mrllama acts surprised by these changes, when he worked directly with them making the changes.

  • @sm0kktwo227
    @sm0kktwo227 2 ปีที่แล้ว +1

    Being able to play with controller now and the changes to the martials arts skills for the assassin open up a new playing style. You can directly push the buttons for the right combo attacks instead switching first with F1 F2 etc

  • @Scuba_Steve94
    @Scuba_Steve94 2 ปีที่แล้ว +3

    One quality of life change they should add that would help shout/support barbs: make it so the highest level shout automatically stays active so people with CTA can’t overwrite said shout.

    • @shoopi1234
      @shoopi1234 2 ปีที่แล้ว

      The only problem is duration. Would you prefer 1 second level 30 or 100 seconds level 29?

  • @Hisoka22361
    @Hisoka22361 2 ปีที่แล้ว +1

    The only thing I care about after 850 hours spent in the game on ps5 is removing or altering experience diminishing. Is this okay that on high levels (95+) you can get decent experience only from two monsters - Diablo and Baal? Is this okay to run only these two locations and kill only these two monsters for HUNDREDS of hours in order to gain just с few more skill and stat points? Why they keep max level almost unobtainable? Why, if they know how long and tedious it is to get to 99 level, they decided to add those trophies about reaching level 99 on normal and also on hardcore? Wasn't this enough to spend hundreds and hundreds of your life to get to level 99 on normal, now you have to spend even more hundreds of hours to get to max level on hardcore risking losing all of your progress in a second? Do you really think this is normal, Blizzard? Why getting to max level in your game is almost impossible, and the only way to do that is to spend hundreds of hours to do the same runs on the same two bosses and kill them thousands of times even with players8? Is this fun? Is this even possible to do and not lose your mind? Imagine if in Diablo 3 you could get a level past 70th in 50 hours. Would anyone play D3 after reaching 70th level? Why having so much grind in D2 if you don't have any accesible endgame for all classes? Yes, all I want at this point is just my platinum trophy. I already spent 850 hours here and I am nowhere close to 99 on hardcore. We, trophy hunters, need some tweaks in leveling system, some locations levels have to become higher than 85. Sanctuary has to become level 87 location and Throne of destruction should be at least 89. I know this is not battle.net forum, I just hate those people who decided to add these crazy trophies to the game. I mean, how many people who played D2 for last 20 years on battle net have level 99 characters?

  • @loganchubak8458
    @loganchubak8458 2 ปีที่แล้ว +5

    I think the mercenaries should have their own individual look when you put on armours and helms. Also they should be allowed amulets gloves and boots also rings and belts.

    • @pizza.doctor
      @pizza.doctor 2 ปีที่แล้ว

      It would be cool but they would become so strong you would be at no risk of dying

    • @dreamingflurry2729
      @dreamingflurry2729 2 ปีที่แล้ว

      Indeed, that would be great, I'd also love to be able to control the merc a bit, because the AI is often rather dimwitted (Seeing the merc ignore an enemy or being 50 meters away not protecting me, being stuck somewhere etc. etc.)...oh and with a belt: Allow us to fill said belt with potions, so that they can heal themselves in combat!

  • @danielschander6586
    @danielschander6586 2 ปีที่แล้ว +1

    Hell yea! Love the new content upgrades. Going to be WAY more fun leveling and MFing, especially with all the new choices to MF in!

  • @FatalEcIipse
    @FatalEcIipse 2 ปีที่แล้ว +5

    Act 3 fire iron wolves with summon necro? Passing those high level enchants around might be viable. Excited to try this

    • @tennisman8304
      @tennisman8304 2 ปีที่แล้ว

      @@ElCoco1984 You could give them Last Wish so they have might aura too. Probably not the best use of all those HRs though lol

  • @BenjaminSpanklin
    @BenjaminSpanklin 2 ปีที่แล้ว +1

    EXCITED! Lots of awesome changes coming...
    Some stuff I was hoping to see (but got left out):
    1 - low level whirlwind scaling
    2 - firewall damage "fixed" (buffed, re-buffed, corrected, w/e)
    3 - Overall Mercenary survivability improvements
    4 - MOAR RUNEWORDS (I guess this is just greedy, the fact were getting any at all is amazing)
    5 - Teleport in shape-shifted forms
    6 - Diablo Clone spawn mechanics changes (I know that's a lot to ask on top of everything, maybe a future patch..)
    3 & 4 could easily tie in to each other, even just 2-3 more runeword options for helm/body Merc gear slots would have been the ticket for me.
    Overall the total impact of things I wanted to see but were left out is pretty minor.
    I'm sure I'm forgetting some of my own thoughts as well.
    Tons to test in the upcoming PTR! Hoping everyone has lots of intelligible feedback for the devs, maybe we get an extra treat or two on 2.4 Live!
    Thanks MrLlamaSC for all the content and patch note reviews you continue to produce. My laziness is ever grateful you are so knowledgeable and experienced with d2's intricate game mechanics.
    As a note for llama, maybe unimportant, but I find it detaching when chat doesn't make it into the yt video, but you are still addressing/answering chat live.
    Maybe just include chat if it's not too hard, or just ignore chat when you know you are clipping a dedicated yt video.
    Just my 2 cents.

  • @chrislee5134
    @chrislee5134 2 ปีที่แล้ว +4

    Summon Druid summon wolfs and bear
    Bone spear less synergies but same damage to more versatility
    Holy bolt damages all enemies instead of just demons
    Synergy in general should be less and more on the skill to let you get more I think 60 points in one skill is plenty I don’t think any skill should cost 80 plus
    Other than that I’m excited to try patch 2.4 it seems to be going in the right direction

  • @PeterLE2
    @PeterLE2 2 ปีที่แล้ว +1

    The changes of the synergies of the amazon will not leave you with the same at the end. Yes the damage of the skill will be roughly the same but you will have 20 skillpoints that you can use on another skill. In general this will make dual builds more valuable.

    • @finalcam1740
      @finalcam1740 2 ปีที่แล้ว

      Yep and also you will gain more power more quickly while leveling so it will help that process not that it really needed it

  • @Vo0Do0o
    @Vo0Do0o 2 ปีที่แล้ว +11

    I’m sad they didn’t do more with the Melee Amazon. So much missed opportunity.

    • @NeoIsrafil
      @NeoIsrafil 2 ปีที่แล้ว +2

      I'm sure they're not done yet... theres a lot of cool gameplay styles that could be done if they modify things a little

    • @Moorb0y52
      @Moorb0y52 2 ปีที่แล้ว +1

      At least there is the possibility that it could be something in the future

    • @Rotblattchinchilla12
      @Rotblattchinchilla12 2 ปีที่แล้ว +2

      its our new uber character, it'll be fun

    • @Vo0Do0o
      @Vo0Do0o 2 ปีที่แล้ว

      Guys blade sin is gunna be ridiculous

    • @jin12345678
      @jin12345678 2 ปีที่แล้ว

      @@Vo0Do0o really excited to respec my rift sin for more procs

  • @dobbepwn
    @dobbepwn 2 ปีที่แล้ว +2

    Can't wait to play Blizzard+Frozen orb Sorc, this will be awesome!

  • @danedavidson
    @danedavidson 2 ปีที่แล้ว +7

    Strafe zon with magic arrow for physical immunes and a strong valkyrie sounds like a fun time.

    • @ElectricJoeski
      @ElectricJoeski 2 ปีที่แล้ว

      Level'd my D2R Zon as this and it's fun / decently strong now even with just an Eaglehorn/Harmony in a Ward Bow playing solo. Can't wait to try out the changes to strafe on PTR.

  • @十十十-s1y
    @十十十-s1y 2 ปีที่แล้ว +2

    Bowzons of all kinds have a readily available leveling bow, I am a happy man.
    Oh and cheers for fendzon.

  • @martysimpson680
    @martysimpson680 2 ปีที่แล้ว +4

    Bowazon with Insight is going to be SUPER OP, and I'm excited

    • @Bowazon
      @Bowazon 2 ปีที่แล้ว

      Yeah not OP, but a very good change to encourage more elemental bowazons get into the groove. Elemental bow skills will have reduced mana cost now so should be fine with enough mana after each kill gear or Phoenix.

  • @radekplodzien263
    @radekplodzien263 2 ปีที่แล้ว

    Decent build to me is the one that doesn't need top gear like Enigma and merc with Infinity but still allows to clear the game on Hell. Large portion of D2 players play solo and don't trade and often don't have the access to high end stuff.

  • @kenm6609
    @kenm6609 2 ปีที่แล้ว +15

    They're trying to make fire skills viable end game, but with hard immunities that can never be broken, we're still gonna have mainly lightning builds and hdins. They need to address immunities.

    • @chazfernandes9840
      @chazfernandes9840 2 ปีที่แล้ว +1

      I think the new level 85 areas will be a good start depending on how immunities are in those

    • @stiimuli
      @stiimuli 2 ปีที่แล้ว +2

      i agree. Immunities have always been the the biggest problem with D2 (that and stash space)

    • @ChisholmCooke
      @ChisholmCooke 2 ปีที่แล้ว

      @@chazfernandes9840 some of those areas will be great. A lot of magic chests and low fire immunes, just played through a full map exploration on immo arrow amazon

    • @redelfshotthefood8213
      @redelfshotthefood8213 2 ปีที่แล้ว +2

      Immunities were a lazy design decision. Oops. I’m wrong. Immunities support multiplayer. Single player play was the afterthought. That is why Hell difficulty is hard for solo play. Because you’re supposed to be only part of a team. Not the whole team yourself. But... without individual loot... you create opportunities for selfish anti-social behaviour poisoning the multiplayer experience.

    • @SirDehumanized
      @SirDehumanized 2 ปีที่แล้ว

      @@stiimuli It goes against the spirt of the game I feel. The game is about killing stuff and taking their loot and you can’t exactly do that if they’re completely immune to your damage type.

  • @cerebralbeagle1219
    @cerebralbeagle1219 2 ปีที่แล้ว +1

    My 1 gripe with Obsession is they put a "Zod" in a caster staff... caster weapons don't lose durability (unless you melee with them ofc) so it's kinda pointless to make it indestructible. Would have been better served making a new zod runeword that opens up more ethereal bases for use... I like most of the changes overall though.

    • @xSugknight
      @xSugknight 2 ปีที่แล้ว

      you can have lower requirements :D

    • @cerebralbeagle1219
      @cerebralbeagle1219 2 ปีที่แล้ว

      @@xSugknight Yes but the zod doesnt change this. I can use an eth caster staff for lower req without the zod and it will still never break. Casting does not use durability. Only swinging the staff for physical attacks will.

  • @aToxicJester
    @aToxicJester 2 ปีที่แล้ว +4

    I still think concentration aura should increase the damage of bone skills for the Necro since it, like blessed hammer, is non elemental magic damage.

    • @KirosanaPerkele
      @KirosanaPerkele 2 ปีที่แล้ว

      I would like that but it might be a tad op.

    • @aToxicJester
      @aToxicJester 2 ปีที่แล้ว

      They could do separate balancing for PvP but for pvm bone isn't amazing

    • @kevinstefanov2841
      @kevinstefanov2841 2 ปีที่แล้ว

      @@ElCoco1984 how is he fine? that 1% boost to synergies could MAYBE boost bone spear from the old 6k to a now 7k, AT LEVEL 52, WITH 100 hard points invested in synergies, WITH an inventory filled with skillers... When a hammerdin could hit 15k magic damage TO EVERYTHING AROUND HIM?? how does that make any sense?? And how does that make bone necro OP?? Tell me?!?!?!?!

  • @stevenestrada1238
    @stevenestrada1238 2 ปีที่แล้ว

    Great Video. Really helped going through all the OPness of it all with the new changes. 😝

  • @xibal3405
    @xibal3405 2 ปีที่แล้ว +6

    This has me pumped and is going to get me back into D2. Also excited to do a blade assassin!

    • @Barnes86
      @Barnes86 2 ปีที่แล้ว

      Blade Sin buffs are the dream for me, It was always one of my fav off meta builds.

    • @jschram84
      @jschram84 2 ปีที่แล้ว

      Blade sin is already somewhat viable with BIS gear, but now it’s gonna go super saiyan and I cannot be happier!

  • @ChristopherAngeles
    @ChristopherAngeles 2 ปีที่แล้ว

    The way you say "Dire Woof" and "Spirit Woof" , so good 🤣

  • @fostena
    @fostena 2 ปีที่แล้ว +6

    Are they planning to increase the drop rate of runes? :D I would like to test some of the runewords before I die, you know.

    • @pirannha
      @pirannha 2 ปีที่แล้ว

      I would assume that they will for the PTR, but not for ladder

    • @game_jinx
      @game_jinx 2 ปีที่แล้ว +1

      the runes are meant for late game players. rune words ruin the intent of the entire euipqment system before the rune words.

    • @fostena
      @fostena 2 ปีที่แล้ว

      @@game_jinx in principle I wouldn't mind if they somehow make HR drop only if you killed Hell Baal, or after a certain level. It would be crazy difficult to implement, but that's another story. My point is that the drop rate now is so low that I literally never dropped one, I'm not kidding. I only had some through trading, or in mods. I played D2 on and off since 2000, never saw one on the ground. I am 100% sure that the only reason the HR were that common on BattleNet back in the day was because of hacks like duping.
      In my opinion, after 100 hours you should at least have a good chance to have dropped some of "the good stuff". I don't think this is unreasonable.
      Recently, in D2R, I had much fun playing Classic Hardcore. Less content, less gear, no runes. Of course, after Diablo and Cows there's not much left to do, and gems are useless (apart from diamonds), but at least you can play through the game in a party of two without being forced to grind like crazy.

  • @szalaierik
    @szalaierik 2 ปีที่แล้ว +2

    The final piece of the unique and set item upgrade process is adding an affix to the item every upgrade. This will increase item randomness without making any OP pieces (normal sets only have 2 affixes, they receive 2, normal uniques are not end-game material even with +2 affixes).

  • @ianatwood5253
    @ianatwood5253 2 ปีที่แล้ว +4

    One of my favorite characters/builds is the bonecro and as much as I like the small buff to the bone spells. I feel like they could still try to improve this build FOR PVM by trying to make it a hybrid viable class (similar to what one can do with a poison necro). What I mean by saying this is to reduce the amount of synergies required to get bonespear or bone spirit up to the amount of damage they do. At the moment bone spear/spirit has 4 synergies (teeth, bone spear/spirit, bone wall, and bone prison).
    I've played the bonecro in pvp quite a bit and they are a very formidable foe if played and built right for pvp. This is mostly due to their spells being magic damage (no resists against them) and then 2 of their synergies (bone wall and prison) boost bone armor absorption, allwhile increasing your bone spear/spirit damage.
    I think one direction to consider is removing bone wall/prison as synergies that boost bone spear/spirit damage (allwhile still allowing bone spear/spirit deal the same amount of damage as they do now). That way instead of investing ~40 points into bone wall/prison you can invest these points into summoning skills for a decently powerful army to prove more viable in player 8 games. This gives a bonecro a decent army, their bone spells, along with corpse explode to fight through those player 8 games.. not as strong as a true Summoner and not as strong as a true bonecro, but still formidable FOR PVM (the strength between each really revolves around your gear also at that point)
    If someone wanted to spec more pvp bonecro then they can still spec the traditional bonecro route by investing points into bone wall/prison to boost their bone armors absorption for pvping with melee characters for example

    • @MrLuffy9131
      @MrLuffy9131 2 ปีที่แล้ว

      I think it does enough damage, I just wish the spear was wider or maybe had like a slowing effect although I know decrepify exists

    • @alisaforster28691
      @alisaforster28691 2 ปีที่แล้ว

      i mean you can now risk not havin alll synergies maxed out and take 1 point out to put in every summon. with pre buff skillers and +skill items that should be enough meat shield. keep in mind, all those synergy boost translate into 80% more damage for bonespear (should be arorund 1.5k - 3 k damage) and 160% tpo bonespirit (should be 3-6k ish?)

    • @ianatwood5253
      @ianatwood5253 2 ปีที่แล้ว

      @@alisaforster28691 i am speaking in terms of player 8 games, but more so players 4+ as this is when my bonecro starts to drag along in PVM. Players 1 games he is just fine lol kills things in 1-5 bspears. My bspear is doing over 5k, it'd be closer to 6k if I filled up my inventory with skillers (typically just have 4 or 5 in there for pvm) and my last synergy, teeth, isn't maxed out yet (its at 13)... I have 1 point into revive (and its prereqs) for meat shields, they work great for this. Then I have 1 point into golem mastery and 1 point into summon resist (for my clay golem, he's great!). My white runeword wand puts 3 points into skeleton mastery so it unlocks it for me (which then gets all my other +skills). However, with this the skeletons are still useless and die in one hit. I have no points into any curses, because my white runeword base wand puts 1 into decrepify and attract for me.. technically at level 99 my bonecro would have 1 point into revive and its prereqs, 1 into golem mastery, 1 into summon resist and then B spear/spirit maxed out with all of their synergies maxed out. That's an insane amount of investment for 1 or 2 skills (B spear/spirit) that are used and overall end up being sub par/unrecognizable in players 4+ game, especially player 8. This is what brings me into creating opportunities to create a hybrid bonecro that essentially gives him another damage source for the loss of survivability (not as strong of bone armor due to not investing points into bone wall/prison)
      The bonecro doesn't need more damage from bspear/spirit as this will make him incredibly powerful in PVP. What I think he needs is more damage sources for PVM to become more useful in those player 4+ games. This is what brings me to removing the bone wall/prison synergies for B spear/spirit (allwhile still maintaining b spear/spirit damage) that way those ~40 points could be invested into another damage source FOR PVM, ie. raise skeleton/skeleton mastery, perhaps raise skeleton/raise skeleton mage, the list goes on. Right now atm there is not that capability. If you wanna go bone, then you gotta go full bone. If you dont then bspear/spirit becomes useless.

    • @ianatwood5253
      @ianatwood5253 2 ปีที่แล้ว +1

      @Brian Hurton bone wall is actually quite useful in pvp. It may become even more so with this patch with the new thorns/iron maiden function/buff.
      I don't mind having teeth as a synergy, it makes sense, but what I think is overkill is having bone wall/prison a synergy for bone spear/spirit. That makes bone spear/spirit have 4 synergies to make its damage recognizable FOR PVM lol, that's only in players 3 or below and is what I think destroys the bonecro in terms of lacking in the PVM department in those higher player games (player 4+)...
      I think they could test out removing bone wall/prison as a synergy for bone spear/spirit (allwhile not changing bone spear/spirit current damage. So they'd have to buff its damage a bit if removing these 2 synergies), but keep bone wall/prison synergy for bone armor. What this does is creates hybrid opportunities that essentially sacrifices survivability for more/other damage sources.
      Atm my necro is lvl 92 with 1 hard point into revive (and its pre reqs), 1 into golem mastery, 1 into summon resist. Then everything else is invested into bone spells. He's got 13 into teeth, 20 into bspear, 20 into bspirit, 20 into bprison, 20 into bwall, 1 into barmor. I don't put any points into any curses as I get those from my white runeword base(s) (which is fine). I have to be lvl 99 on my necro to have teeth (the final synergy for bspear) maxed out lol... level 99!
      With my gear my bspear does about 5.1k-5.2k damage with 4 or 5 skillers in my inventory.. im sure it'd get over 6k once I have teeth maxed out... in player 1 games he will basically 3 shot a cow, but in player 8 games it takes like... 10+ bone spears to kill a cow lol which is fine as again, I don't think bone spear/spirit damage needs changed, I just think the required synergies needs to be reduced, allowing for hybrid opportunities (similar to what one can do with a poison necro) that provide additional damage sources..
      For example, instead of investing 20 points into bone wall and 20 points into bone prison and instead had 20 points into raise skeleton and 20 points into skeleton mastery would give my bonecro an additional source of damage for those player 8 games, allwhile sacrificing some of his survivability. It's a give n take and I think it's worth testing out.
      The poison necro is very much so hybrid capable as he has to only invest 60 hard points for his main spell. Whereas the bonecro has to invest 100... lol is just a bit much to me and again think it's worth testing to remove the bone wall/prison synergies to bone spear/spirit (all while maintaining the amount of damage bone spear/spirit do).

    • @kevinstefanov2841
      @kevinstefanov2841 2 ปีที่แล้ว

      @@ianatwood5253 Hi, first of all can i add you on discord or something? lol im also a hardcore bone necro main, and i was shocked when they only improved synergies BY ONE PERCENT. like wtf is that gonna do, boost bone spear's damage from 6k to 7k?? when a hammerdin can do 15k magic damage TO EVERYTHING AROUND HIM??
      Not to mention there's nothing that decreases enemies' magic resistance. On that note, i think they should make it so that Lower Resist actually lowers enemies' magic resist, AND NO OTHER WAY to lower it, so that hammerdins can't get their stupidly OP hammers even more boosted, while bone necros can start dealing upwards of 10k damage with a high level enough Lower Resist Curse.
      I mean come on, bone necro doesnt even use ANY of its lvl 30 skills WHICH ARE SUPPOSED TO BE THE BEST AND MOST USEFUL ONES??? Lower resist doesn't boost CE's damage as much as amplify damage does, bone spirit deals (both pre- and post-update) about as much as bone spear, but moves much slower and only hits one target?? I mean sure, it aims automatically but enemies generally walk towards you so bone spear has no issue hitting at least one enemy either... Fire golem? I'd use it if it lowered enemie's fire resist so that Corpse Explosion could deal at least a little bit more damage and be viable on /players5+?
      Not to mention CE does not scale as monster's HP scales in higher player settings, making the bone necro COMPLETELY UNVIABLE in /players5+ games, as you can pop a few corpses and all mobs will still have like half their HP left, so there are no more corpses to pop, and you're stuck using the bone spear's pathetic 6k damage that doesnt even hit everything in front of you but only a single narrow line. Sure, don't make CE scale at 100% with each next player added but maybe at 35-45%? So that it's AT LEAST VIABLE on /players5+? Because, don't forget corpses are a limited resource so you can only use CE only so many times before they run out...
      As for synergies, yes, remove bone wall and bone prison synergies to bone damage skills, and make each two bone damage skills synergies the other one not by 16% (which would be equivalent), but by 20%. Either that, or make Lower Resist actually lower enemies' Magic Resistance. Just find a way for bone spear to have the same DPS as hammerdins hammers. Until then it's just not fair, and bone necro EASILY falls behind on clear speed and viability after /players5.

  • @mathewkepler2801
    @mathewkepler2801 2 ปีที่แล้ว +1

    I think everyone is really sleeping on the prospect of Impale being on about equal footing with smite for ubers now. Damage-wise impale will outperform smite since it works with deadly strike, critical strike, life leech, min dmg, max dmg, enhanced dmg, dmg to demons and undead, and there are some very high dmg weapon bases. For example an ebotd warpike would deal a ton of dmg, you'd never miss like smite, and unlike smite who's cc (stun) doesn't work against bosses and ubers, slow (which impale now applies) does affect them. You can definitely argue that smite has better survivability, but you could also use javs or throwing spears with a stormshield for very similar survivability to a smiter if built properly. There's not many high phys dmg options for javs, but one decent option would be wraithflight, since you can hit with an ethereal throwing weapon and never have to repair it unless you throw them

    • @mathewkepler2801
      @mathewkepler2801 2 ปีที่แล้ว

      Going the more survivable one handed route could also make eth rare or eth crafted elite javs/throwing spears an extremely viable option, provided it nets some high enhanced damage along with other good desirable rolls like fool's mod and life leech

    • @bumbleguppy
      @bumbleguppy 2 ปีที่แล้ว

      If the Dodge and Evade changes are as good as they sound, dodging is as good as blocking so that's looking pretty interesting

  • @xshortguy
    @xshortguy 2 ปีที่แล้ว +22

    If Fend holds up, I can see a teslazon being a viable build.

    • @NikozBG
      @NikozBG 2 ปีที่แล้ว +5

      Nah, without synergies only 1.6k light damage. Not nearly close enough to dream sorc/tesladin.

    • @stevenvanderkolk3613
      @stevenvanderkolk3613 2 ปีที่แล้ว +1

      I think a power/lightning strike build is better as a teslazon, on pbe it was pretty strong. Had about 20K dmg on powerstrike.

    • @WardenOfTerra
      @WardenOfTerra 2 ปีที่แล้ว +1

      What? Why would you ever waste Dream's on an Amazon? That's just dumb.

    • @kipz
      @kipz 2 ปีที่แล้ว +3

      the fact that this comment has any thumbs up shows how bad the average d2 player is

  • @fostena
    @fostena 2 ปีที่แล้ว +2

    Would be super nice if they introduce new unique bosses in those lvl 85 areas. Maybe even a random super boss after finishing the main quest?

  • @willythemailboy2
    @willythemailboy2 2 ปีที่แล้ว +5

    One of the things I think all the D2R content creators missed when reacting to the new rune words is that they seem to be primarily focused on synergizing with the non-act 2 mercenary buffs. Everyone evaluated them in terms of mid-game player gear rather than merc gear that may be viable at end game.

    • @ianatwood5253
      @ianatwood5253 2 ปีที่แล้ว

      I noticed this, too. Mist seems like one hell of an a1 merc bow rather than using on the player itself, Plague OR unbending will is one hell of a a5 merc weapon, then you've got flickering flame for the a3 merc (or a1 fire arrow merc) on top of current runewords like HoJ, Dragon armor, and Dragon shield for quite an aura a3 fire merc lol...can also use Plague on the a3 merc for that potential lower resist proc, to include cleanse aura... List goes on! I saw quite a few of these new runewords more for the mercs then anything lol

    • @natalieharris3869
      @natalieharris3869 2 ปีที่แล้ว

      Out of 7 new runewords - Mist, Unbending Will, and Plague are the only 3 this argument can apply to (+Instight if you count the tweak). Strange that they added Unbending Will instead of tweaking Obedience to work in e.g. Polearms, Swords, and Bows.

    • @ianatwood5253
      @ianatwood5253 2 ปีที่แล้ว

      @@natalieharris3869 uhh... flickering flame sure seems like a good one for a1 fire arrow merc or a3 fire merc?..potentially bis for them? Lol even wisdom has some potential for a1 merc that isn't using mist, ie. using insight as bow and wisdom for some pierce?? I'd say 5/7 are solid runewords for mercs other than a2 merc. the only other 2 runewords aren't usable for mercs as they can only be made in a staff, or claw

  • @mathewkepler2801
    @mathewkepler2801 2 ปีที่แล้ว +1

    Honestly, Dragondin is going to be super strong now. Dragon dragon HoJ and Flickering Flame means a level 44 holy fire aura, which had a huge buff, and more fire pierce in a helm than you could previously get. Plus never worrying about having enough fire res is super nice. Going to be a gg build

    • @mathewkepler2801
      @mathewkepler2801 2 ปีที่แล้ว

      Also sounds like WW assassin will get a big buff thanks to the blade shield buff

    • @mathewkepler2801
      @mathewkepler2801 2 ปีที่แล้ว

      @joe brown thats not a bad build, but it also requires an extra 20 skill points for another synergy, which bumps it up to a 100+ skill point build to max out. And the damage isn't really much of a step up, especially considering the extra -15 fire res you're giving up. And you'll have to find ways to stack a bunch more fire res since dream doesn't gives much, it gives res but in a varying roll. And a pure fire dmg build is much more viable now since the Stony Tomb ( which i believe has no fire immunities) and some other areas are lvl 85 now

    • @mathewkepler2801
      @mathewkepler2801 2 ปีที่แล้ว

      A 44 hf din already does about the same damage as a 30/30 hf/hs din. But now holy fire got a pretty big dmg buff and holy shock didn't. With the way the dmg scaling works, a dragondin will be dealing way more dmg than an dragon/tesla hybrid. And you won't have to invest that extra 20 points into another synergy. All in all, Dragondin will massively outperform a hybrid unless you are coming across a lot of fire immunes, which isn't necessary with more areas being lvl 85. And in PVP it will be way stronger as well

    • @mathewkepler2801
      @mathewkepler2801 2 ปีที่แล้ว

      @joe brown holy shock does twice as much max dmg than holy fire, not average dmg. But that's at a similar skill lvl. Dual dream dragon hoj performs a lot worse than dual dream grief and enigma or ormus. A hoj dual dragon build does more average damage than a dual dream dragon hoj build, but less than dual dream grief build. The main drawback for doing the 44 hf build was the increased number of fire immunities compare to unbreakable light immunities, since most light immunities can be broken. But now there will be some lvl 85 areas with no fire immunities. And in pvp the 44hf outperformed the dual dream build 8 times out of 10. After the 2.4 patch, hf will outperform hs in pvp every time and shred in pvm even more than it did. And the Flickering Flame adds even more to the builds dmg and survivability

    • @mathewkepler2801
      @mathewkepler2801 2 ปีที่แล้ว

      @harly queen that at both lvl 20. We are comparing lvl 30 shock and lvl 44 fire

  • @codygilman9721
    @codygilman9721 2 ปีที่แล้ว +5

    can we get them to remove the dmg nerf on multi shot? that would be wonderful 😁

    • @Bowazon
      @Bowazon 2 ปีที่แล้ว

      Lol, that will be quite powerful. At least with strafe having it removed, we should see both multishot and strafe skills used more interchangeably depending on situation (because multishot will still be the king of AOE).

    • @sixmillionsilencedaccounts3517
      @sixmillionsilencedaccounts3517 2 ปีที่แล้ว

      + apply proccing and leech on all arrows? ;D

  • @Mark-ru7kc
    @Mark-ru7kc 2 ปีที่แล้ว

    Blizzard: Frozen Orb and Blizzard don't share a cooldown anymore
    Llama: Nothing to see here, basically no change.

  • @NateBrotzman
    @NateBrotzman 2 ปีที่แล้ว +5

    I didn’t know they were going to expand the stache in this patch…

  • @msraamdecoratie9241
    @msraamdecoratie9241 2 ปีที่แล้ว

    The only thing I still mis is the range of varia stats on items. For example minimum and maximum strength that item can give you or enhance damage on a weapon, etc... I a'm already playing Diablo 2 for 20 years and some items you juist don't use to often to know it, so it will be useful to know if better can keep some of the items or not.
    Thanks for reading.

  • @DuBLD33
    @DuBLD33 2 ปีที่แล้ว +4

    Fireclaw losing 22%x40=880% of potential synergy damage, and gaining 75%. Also losing Armageddon fire damage synergy from gear (it's small, but my meteors are 3k per hit on patch, over 50~seconds, it adds up on 8 player cows for example.)
    Even if 20 points into werebear, the % damage increase is going to be 805% to make up the difference? No way is that possible as physical damage bear still exists. So where does the fireclaw bear get their damage from if they can't cast their fire synergies in bear form, and fireclaw does meagre noodle slaps ?

    • @TheSmokedCarpenter
      @TheSmokedCarpenter 2 ปีที่แล้ว

      This is incorrect. Fire Claw's BASE damage is being increased by 75%, BEFORE synergies. The way you calculate this is to multiply the current base damage of Fire Claw (260 top end at level 20) by 1.75. This gives you a base damage of 445. Now multiply 445 by 9.8 (Firestorm and Molten Boulder synergies are additive with each other giving you 880%) and you get 4361 damage.
      Compare this to pre-2.4 damage, which is 260 top end base damage multiplied by 18.6 (You have 4 additive synergies for a total of 1760%) which comes out to 4836 damage.
      So you do get less damage, but you get WAY more damage per point of investment, since you're saving 40 points of synergies, which can then be spent maxing out Lycanthropy and Werebear/wolf, which you otherwise could not max with the old 4 synergies.
      This is a massive, MASSIVE buff to Fire Claw overall.
      In regards to Armageddon losing it's fire damage synergy from gear, I'm not sure what you mean by that exactly. Armageddon still deals fire damage, it just now also deals more physical damage and has had one synergy changed to scale physical instead of fire. We don't have exact numbers but I assume armageddon builds will deal significantly more damage overall due to this change.

    • @rafaelb.m.4756
      @rafaelb.m.4756 2 ปีที่แล้ว

      Yeah that sounds like a massive nerf, I didn't really get it.

  • @christopherkryhoski2511
    @christopherkryhoski2511 2 ปีที่แล้ว +2

    Sad to see Natalya's set didn't get any love

  • @andymcg8795
    @andymcg8795 2 ปีที่แล้ว +4

    Would have really like to see a few changes on skills like leap attack hitting at least 2 additional targets

  • @flatheadmadness827
    @flatheadmadness827 2 ปีที่แล้ว +2

    I think they shoulda made the mercs gear visable in game like the characters have. U would be able to see which merc is yours and it wouldnt effect gameplay. Would be a solid update to the game

  • @jozz2248
    @jozz2248 2 ปีที่แล้ว +3

    That obsession staff runeword sure needs increased attack speed. Could be good on a melee sorc or fire claws druid with that

    • @JanJanNik
      @JanJanNik 2 ปีที่แล้ว

      i can't see it outclassing 6-shaeled phase blade or passion rw lol.

  • @sereksusvictar7888
    @sereksusvictar7888 2 ปีที่แล้ว +1

    Was hoping for more changes to necromancer and druid, to be completely honest. I wanted them to get rid of collision for summons so that the new buffed up mages don't get in the way of the warriors, golem and merc. I also wanted the druid to get all of his buddies at once so he could get an army (sorta, kinda) as big as the necromancer. Maybe next major patch?
    I was also hoping for major expanded stash and character limits, as well as a currency tab. I was sold on no longer needing mules, but instead I'm running out of character space because of too many mules... Maybe also an overhaul of the chat and character name censorship as well. I can't name a character Sean or Sereksus because of the profanity filter. Maybe in a future patch as well?
    The enchant for fire iron wolves intrigues me though. I wonder if stacking plus to skill items will make him appealing to summon builds than the act 2 might merc with an insight or infinity? Regardless, can't wait to test some of this out on Tuesday!

  • @xxMurmaiderxx
    @xxMurmaiderxx 2 ปีที่แล้ว +3

    Bladesin in PoD was massive amounts of fun. Blade Sentinel is kind of a shit ability though, so I don't really care about the 1400% damage to that, but Blade Fury and Blade Shield are gonna be great
    Battle Orders being the Berserk synergy seems insane, right? It was kind of overlooked in the video, but doesn't this straight up give the Berserk barb 19 more skill points to play with?
    50% PER LEVEL bonus on Holy Bolt from Blessed Hammer was replaced with a 50% total buff. That's not even close to worth it if they want to make Holy Bolt an actual build. I would love to play Holy Bolt + FoH like in PoD, but a 950% damage nerf to Holy Bolt is brutal.

    • @grambowbc6093
      @grambowbc6093 2 ปีที่แล้ว

      bladesin is best with a high damage 2h weapon right?

  • @mrmrsplinkegaming2426
    @mrmrsplinkegaming2426 2 ปีที่แล้ว +1

    Llamma it said this isn't final bro. And your the man to express it along with us your following. Start a pole on some stuff there changed. Let's talk about it more. This is our game guys. Specially some of us ogs for sure. Buff barb ww more!!! Give multi zon crushing blow on guided arrow since you took away back in the past how it would pierce and hit someone like 4 or 5 times piercing back and forth threw them. Give that bsck or something to finish bosses with faster for straight phys damage bowa!

    • @Bowazon
      @Bowazon 2 ปีที่แล้ว

      Agreed brother! I've been saying ranged attacks should have their crushing blow damage improved. Doesn't make sense that smite/kicks have full CB damage but bows don't.

  • @Anony-Mous
    @Anony-Mous 2 ปีที่แล้ว +4

    All these fire damage increases are so cool! ....But immunities are still a bad gameplay mechanic. Doesn't matter if you do infinite damage if an enemy resists 100% of it. The extremely limited options for breaking immunities is still the single greatest flaw in what is otherwise my favorite game of all time.
    Obsession runeword is really cool! Also consider all the stat points you save not needing to go to 156 for a Monarch. Too bad it requires a Zod, which means it basically does not exist if you're solo self-found lol.

  • @theraven3607
    @theraven3607 2 ปีที่แล้ว +1

    I don't like them removing Act3 skip. Either allow us to skip it or make it compulsory but also make the maps generated actually playable. The Great Marsh / Flayer Jungle etc is just very frustrating to get through, not so much because of difficulty but just so many dead ends and difficulties navigating.
    Beyond that, I like what they did with BladeSin - that will be interesting.
    I don't like that they removed LF synergies from the Zon.
    I like the removal of cross-cooldowns for most skills.
    Most of the rest of skill changes aren't going to be massive in terms of what actually gets used IMO.
    A couple of the new runewords are cool but the rest meh.
    Set upgrading is a good idea but not make or break.

    • @PeterLE2
      @PeterLE2 2 ปีที่แล้ว +1

      I agree. The reason I hate act 3 is that there is no orientation. Quite often you stumble from the first to the third area or can not find the waypoints or the jungle. Often you have to walk back all the way because you choose the wrong direction on a crossroad. In other areas like for example the tower there're rules I the generation of these areas that can help you. But here you are doomed to stumble around until you found the right way.