Do you think there will be a big announcement for D2R at Blizzcon?
With Blizzcon coming in just over 3 weeks, I've been curious to see how many people believe that there will be some sort of big announcement happening at Blizzcon.
With Blizzcon coming in just over 3 weeks, I've been curious to see how many people believe that there will be some sort of big announcement happening at Blizzcon.
Honestly, I had forgotten about the whole Year of Diablo stuff, so I previously thought that they might not have anything big for Blizzcon this year because of how close to the warlock release it is. Now I'm kinda realizing that with how much they're hyping this up, if they don't have anything big, they might not have anything big planned for the future.
If they wanted to base whatever next major announcement around another milestone, the one that would make the most sense would be the 30 year anniversary of the release of Diablo 2, which would be on June 28th, 2030. I think that would be too far out, and I'd be surprised if they keep working on the game for that long.
So what do you all think? After hyping this up so much, do you think that whatever gets announced at Blizzcon will be bigger than the warlock? Do you think it'll be the biggest D2R announcement we've had? If we don't get anything big with the hype they've built, do you think there's even a possibility that we get something bigger than it in the future?
I think that we're definitely getting an item rework based on the patch notes for the next season, and they will probably make note of that at Blizzcon. I think they will probably also announce that they're going to be working on class balance, and that it will happen gradually in seasonal updates over the next couple years, with a full rework of the MA assassin slated for season 16. I wouldn't be surprised if they say they're considering new features like more stash tabs, a charm inventory and other QOL updates in the future with no real date put on it. It would surprise me a bit if we got any new paid DLC like another character class or an act 6 expansion, but if we're going to get them at all, I think that Blizzcon is where they'd announce it.
This was all done on players 3 in single player. I have my desecratedzones.json file set to only allow the Catacombs to be terrorized. My MF is 340 and I do this with a level 97 summon warlock. My runs take between 30-45 seconds.
I found 1 new chronicle item during this set of 1000 runs - ghostflame. I also found pluckeye by doing some normal Andy runs. This puts me down to 5 chronicle items left, with only 2 of them being TC87s.
This was all done on players 3 in single player. I have my desecratedzones.json file set to only allow the Catacombs to be terrorized. My MF is 349 and I do this with a level 97 summon warlock. My runs take between 30-45 seconds.
During this set of 1000 runs, I found 1 new chronicle item - The Occulus between runs 5981 and 5990. New chronicle items have slowed down a lot since I got to below ~20, and I am now down to just 8 left. The items listed on the chronicle page are my only uniques left. I plan to keep doing this until I finish up my chronicle. I will probably farm normal for all of the lower level items I'm missing, but the earth spirit, legend spike and Tyrael's will be found from TZ andy.
I've seen a lot of people talking about the Warlock, sunders and heralds, but what about the new items? Do you like them? Dislike them? Do you think they were designed well? Do you want more items in the game designed like these? Let's discuss!
This includes the original and LoD, as well as resurrected. I'm curious to see how much time people think they have invested into the game.
These were mostly done on players 8 in single player aside from the occasional run done on P3 when forgetting to swap back over. Run time is generally between 30 to 45 seconds.
This was all done on players 3 in single player. The character I'm playing with is level 97, so the terror zone level is maxed. I started this with the hopes of finishing the chronicle. My set chronicle has been complete for some time, and I'm down to 8 items left in the unique section.
I was able to terrorize the catacombs for so long by taking every other possible TZ out of the desecratedzones file. If there's enough interest, I might make a tutorial or something to show how to do it yourself.
Anything from balance changes, new runewords or items in general or even QOL stuff. Do you believe we'll be getting anything?
Seasons go for around 3 months and the current season started on May 22nd. That would put the end of this season around the end of August. Blizzcon 2026 is mid September, so I wouldn't expect whatever announcements we might get to be before the next season unless the postpone the start of it.
Personally, I think anything we get will be pretty minor. Probably some changes to the herald system, maybe some minor balance changes to the warlock or maybe the mosaic redesign getting released. I think we'll be hearing about some more stuff at Blizzcon that will be coming probably next year, and the rest of this year we'll be getting smaller updates to make sure everything new they added in RotW is balanced.
https://youtu.be/oafFQuTt9WA?si=rWwo5Y37N2zgVv8Q&t=7307
This is a clip from the latest episode of the Stay Awhile and Listen podcast. The clip starts at 2:01:47 and ends at 2:02:00. He speaks about it earlier in the podcast as well, where he goes a bit more in depth about what exactly he wants, saying that he'd like it to be something you unlock after beating hell difficulty. Just thought this was interesting.
Just gonna throw in a quick edit - I don't really feel like engaging with people who just want to toss hate around. Feel free to disagree with him and his takes, but if you're going to get angry at the mere mention of him, I am just going to block you.
I see a lot of people talk about one of the best aspects in Diablo 2 being that different characters specialize in doing different tasks, so I was wondering what characters everyone has built and what areas they're using them to farm.
Currently I have 6 characters that I'm using frequently. I play in single player and swap my desecratedzones file around to terrorize areas I want to farm, so that's why everything I have listed here is a terror zone. I'm using a tainted/blood boil warlock to run TZ Andariel and occasionally normal terror zones if I feel like doing them, a cold sorc that I use to run TZ mephisto, a nova necro for doing TZ cows, I run a full summon warlock with bind demon and no blood boil for TZ Baal, a smiter for any uber bosses I feel like running and a FOH paladin for running TZ chaos.
I also have a physical bowazon, trap assassin, hurricane druid, fireball sorc, fire druid, cold bowazon and summon necro that I haven't used in a while. I generally swap who I'm using for what every now and then to try to keep the game interesting after playing it for so long.
For example, there are some unused monsters shown at the bottom of this page: https://diablo.fandom.com/wiki/Unused_Bestiary
I think it'd be cool if some of those enemies got fully implemented for some sort of event, or to fill out a finished act 4 if they plan on doing that.
I'm not sure it really counts as cut content as much as scrapped content, but there was also the planned expansion that would have the cleric class. As far as I know, it only ever had a design doc created by David Brevik and was never actually worked on, but I'm sure the design doc could be used to implement some of the ideas from it.
More bosses like the pandemonium event and colossal ancients - boss fights you have to gather a bunch of things to combine in the cube to get a chance to fight with unique drops and high difficulty.
This was all done on single player in players8.
The items that are highlighted yellow are things I found notable, and light blue is for high runes and items I'm specifically looking for.
For any sections of the spreadsheet that have a large amount of charms in a short amount of runs, that is usually from crafting. All of the gems I got during this were spent on rerolling charms. I usually save up a large amount of them and then craft a bunch of charms in a single session.
Yes, the 4 high runes near the end all really happened. They were all within the same day, and I think the last one happened within an hour of the first one as well. It felt nice for LK to finally pay off after running a bit dry for the previous ~2850 runs.
I don't really have much experience with mold, so not sure what this is. This is in a bathroom with not great ventilation in an apartment.
The build was cool, and it was nice that it required few enough points that you could dual spec with a few summons.
I've been listening to the Stay Awhile and Listen podcast recently and just finished the most recent episode of that up. I also recently listened to a lot of the stuff on Chris Wilson's channel - basically anything relating to D2. I'm still craving some more D2 content and was wondering if anyone had any other podcasts or interviews related to the game that would be good listens?
It's been really fun finally having a summon build in the S tier. Summons have been my favorite ARPG archetype since I first played D2 as a kid. I'd like to see the other summon builds become a bit better as well. I don't want them all to be super high tier builds, but it'd be nice for all of them to at least be in B tier.
For druid, I think that their mana vine and health vine should be combined and heal all of their minions as well as themselves. To replace the now missing vine, we could get one that consumes corpses to either cast corpse explosion, or give their minions a boost to attack speed and movement speed. I believe that all of their summons have a delay added to their attack animations to make sure they can't attack faster than a particular breakpoint, and I think that should either be much smaller so that they could potentially attack faster, or just removed altogether. I'd also like the wolves to be differentiated from each other a little bit more. Maybe let the spirit wolves teleport to enemies and add an attack speed buff to the dire wolf's corpse eating ability, or maybe a skill that the dire wolves could use like feral rage or something. I think the bear should get something like shockwave as a skill, except it would only deal damage and not stun. It would give a way for the summon druid to have some AOE even if it wouldn't be incredible.
For the necro's skeletons, I think that they mostly need a numbers increase for their damage. The mages need a pretty big increase. Also, I know someone is going to say "summon necro is a high tier build already!" but really, corpse explosion is a high tier skill that drags summon necro along with it. I think summon necro should be able to stand a bit more on its own. For the golems, I think that fire golem should get a big damage increase and maybe a synergy with skeleton mages. It would be cool to have a second summon necro build become possible that focuses more on dealing elemental damage rather than physical. I think the other golems might be a bit harder. Clay golem is already pretty decent with its slowing ability, but blood golem is mostly useless and iron golem is mostly used for utility reasons. I think that iron golem could probably get a decent buff to its survivability without being an issue, and maybe blood golem could get a skill or two to cast. All 4 of the golems feel pretty samey to me though, with just a touch of different flavor, so I wouldn't mind if they got bigger changes to make them more different from each other.
I think that valkyrie is mostly fine, but I wouldn't mind if it got some sort of buff that allowed you to have a build focused more around it. Maybe an item (maybe a spear, to encourage a spearzon + valkyrie build) that let you have more than one, or having 20 hard points in the skill allowing you to have an additional one.
I think the shadows are already pretty cool and flavorful. Tbh, I don't really remember how good they are because it's been so long since I've last tried the skill, so I don't really have any other input on them.
Anyway, I think that the goatmen having skills they gain at skill breakpoints is really cool and more summons having that mechanic would also be really cool. I think that bind demon is really cool on the warlock and it should stay only on the warlock. And I really want a summon druid to finally become good so please bring on the summon druid buffs. Thanks for coming to my ted talk.
Edit: Oh, also, I think that the summon AI in general should be made better. They are so bad at keeping on enemies. Get them some ADHD meds so they can finally focus on anything.
Do we really need 6 different skills for "you're good at using this type of weapon"? I feel like one hand mastery, 2 hand mastery and throwing mastery would suffice. Stamina mastery also seems like a pretty not great thing to make an entire skill out of. That could open up 4 more slots for skills on the combat mastery tree. Maybe he could get a life regen skill along the same line as warmth to replace stamina mastery.
I'm thinking this opinion will be very unpopular, but do we also need 4 flavors of "swing weapon at guy with small effect" and 2 flavors of "swing 2 weapons at guy"? I think that leap, leap attack, double throw and whirlwind are all cool, but I'm not sure there really needs to be 4 nearly identical skills on the same tree. Perhaps stun or bash could be replaced with a skill that offers some light early game aoe like cleave does for warlock? Maybe an attack that works like shockwave for the druid but focuses on damage instead of stunning.
I know that a decent amount of people want to see buffs to the barb, and I do too, but I think he has so many redundant skills that I'd also want some of his skills replaced or reworked and the combat mastery stuff streamlined a bit to add some more space for skills that people actually want to pick.
I see posts pretty often on the sub about how heralds just aren't worth killing because of their huge health pool and their poor drops. I'm wondering how many people are actually both running terror zones and actually bothering to kill the heralds. Do you think they're worth it?
Also, do you think that they should be changed at all? Should the drops be better? Should they have less HP? Should they change in some other way?