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5 Updates From D2R Final Patch 2.4 Notes - Ladder Launch Date, Barb Skill Adjustments & More
4/16/2022 3:51:12 PM

Today we are going to cover 5 updates from the final patch notes that were just posted before patch 2.4 went live in Diablo 2 Resurrected. We cover official ladder launch date, Barbarian skill adjustments, Pally Auras, blocking animations and more. 

D2R PATCH 2.4 UPDATES & CHANGES


5 Updates From The Final Patch 2.4 Notes Diablo 2 Resurrected

Ladder Launch Date & Region Time

Below is going to be the official date of when the first ladder launch of Diablo 2 Resurrected is going to take place:

- North America Ladder Launch Time: April 28 at 5 PM PDT

- Europe Ladder Launch Time: April 29 at 2 AM Cest

- Asia: April 29 at 9 AM KST


Barb Skill Adjustments

There are two pretty significant skill reworks for the Barbarians:

Whirlwind: 

They changed it so that when you cast whirlwind on a monster, it will end where you initially clicked on that monster, you're not going to get stuck in these crazy long rolling paths where if a monster run away from you, you're pretty much stuck whirlwind across the map to that monster that is no longer a thing. The second change is that prior to this match, if you were to click whirlwind on a monster that was right next to you instead of initiating rowan, you would just do a normal attack, it would always interrupt the skill and make it feel very clunky. That is no longer the case, basically adjacent enemies if you click whirlwind on them and right next to you, you'll still whirlwind, you're not going to do that single strike attack so that is huge.


Leap Attack

If you remember from the first phase of PTR, so they sped up the leap attack and they added more damage and synergy, second phase they had a small little ring of aoe damage, but it was almost laughable, it was a great idea in concept but the damage output was laughable. It is now changed to they basically increase the damage scaling of that ring.

Leap is going to synergize that aoe ring of damage too, so maybe we can get number wise, maybe we have 12k leap attack and 3 to 4k aoe ring of damage, because prior to this update we'll have to test it with end game setups. But it was like 12k leap and like 500 physical damage with like a level 40 leap. So that's not even enough to kill monsters in nightmare, it's kind of bridging the gap. It would be cool if some lesser minions and held difficulty with really good gear like carvers that if it can actually take them out just to provide the barbarian with some pretty good aoe.


Pally Auras

- Blessed Aim

- Holy Fire

- Holy Freeze

- Holy Shock

- Sanctuary

We have some pretty significant changes for the offensive Auras for the Paladin. This has been such a divisive issue in the community. For holy fire, the aura will deal double damage at melee range and linearly scale to normal damage at maximum range. So it's basically reverting back to the original changes of the offensive holy fire aura.

A lot of people thought that it was the hand of justice dual dragon and build, we really don't think it is because you need two sur Diablo 2 ladder runes, two low runes at a cham rune for a build, that it does crush like players want cows but it really falls flat on its face on higher difficulty setting than especially areas like the cast sanctuary. An interesting argument not to rehash it but if you have a poison necro, players eight between lower res, the poison nova amp and then corpse explosion you can literally obliterate entire pit maps but the whole player one cow thing. We do get the idea and the argument of it being like a passive skill and damage, it is interesting this is a significant like point to note here is that they basically perverted the original holy fire damage.


Blocking Animations

It states that blocking will no longer interrupt a player while performing a skill or attack, if a player character triggers a block during this time, the damage will still be negated but the animation will not play. This is very interesting if you like playing the fury dirt or shape shifting builds. Typically in the past prior to this patch launch, you would usually go for stacking very high faster hip recovery and two-handed weapons because your fhr break points were quicker than faster block rate break points. So forum shield grief combos weren't really ideal because you'd be stuck in this block clock animation. So this is interesting, it could potentially shift up the meta a little bit because the fury droid has always been tons of damage, it has always been that way furious insane amount of max cd, but it's been in some cases a relatively squishy build because you have very low defense and then you typically didn't want to go for block rate setups.

You could rock like a brief storm shield setup with string of ears and have 50% damage reduction and a max block setup and still have tons of plus life from oak sage or just cta and shape-shifting wearable form. This potentially brings out an aspect of making like a very tanky werewolf because that's one thing that when they were talking about the fantasy of what they wanted to achieve, wherebear they wanted a very slow hard-hitting wouldn't miss high defense tanky build and werewolf is supposed to be fast maneuverable hard hitting but a little bit weaker and it makes us think that maybe like a max block high damage reduction setup with grief and storm shield. Fury dude might become a tanky character, so this was an interesting combination, it doesn't just apply to the future. If you're attacking it will just negate the damage, but it won't show the block animation.


Mana Burn

Due to a bug, melee attacks burn 256 times more mana than intended, resulting in emptying mana virtually every hit.

- This is due to a combination of two bugs. The first is because the engine subdivides each point of damage into 256 bit of damage for better rounding accuracy. The mana burn code applies this multiplication twice. So all Mana Burn Unique monsters deal 256 times as much damage as they should. 

- The second bug that increases this damage to 512 times results from Hell difficulty applying a -100% penalty to all resistances. This includes the resistance to Mana damage, despite there being nothing that could raise that resistance in game. Thus, all attacks that drain mana drain twice as much in Hell.

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