The release date of D2R 2.5 is October 6, 2022. The flames of the Burning Hells have forecasted the future, hero: Ladder Season Two will begin on October 6.
Act I
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Act II
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Act III
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Act IV
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Act V
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Terror Zone Difficulty
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To unlock the Terror Zones feature, you must defeat Baal per character, per difficulty using any expansion character—existing characters that have already fulfilled the requirements will automatically have this feature unlocked. Once Ladder Season Two begins, players will need to meet the aforementioned requirements to unlock Terror Zones for their new ladder characters.
In Hell difficulty, many monsters receive resistance to specific damage types. If their resistance increases above 100%, that monster is then immune to a specific damage type. Because there are only a handful of ways to reduce a monster’s immunity, only a minute portion of hero builds can successfully farm all zones in Diablo II: Resurrected. We realize that this can create scenarios where certain builds are unable to take full advantage of the current Terror Zone, thus missing out on the experience gains, and most importantly, the fun of these zones.
To promote increased class build diversity, we are introducing six new Unique Grand Charms that allow the player to break specific monster immunity types while the charm is in their inventory.
Unique Grand Charms | Description | Icon |
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The Black Cleft |
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The Bone Break |
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The Cold Rupture |
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The Crack of the Heavens |
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The Flame Rift |
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The Rotting Fissure |
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If a monster has immunity to a specific damage type, their resistance will be reduced to 95% regardless of what their starting resistance percentage was—breaking their immunity and allowing damage of that type to be dealt to them. Sunder is applied before other resistance reducing modifiers and only affects non-players.
There is one tradeoff the comes with the new Unique Grand Charms—while they reduce a monster’s resistance, they also reduce your resistance to the same element, allowing you to receive more damage of that type.
These new unique charms will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty.
Ladder Season Two will begin on October 6, ushering in a new opportunity for brave heroes to race to level 99 and amass powerful loot along the way. This will also be the first Ladder Season with Terror Zones! Can you handle the increased ferocity of the Burning Hells, or will you perish under their amplified might? We cannot wait to see how Terror Zones will influence the leaderboard, or hopefully, allow new players the opportunity to see their name on it for the first time.
North America | October 6, 5:00 p.m. PDT |
Europe | October 6, 2:00 a.m. CEST |
Asia | October 6, 9:00 a.m. KST |
As it was with the previous season, Ladder Season Two will feature four different modes:
Version | Description |
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Pre-Expansion Ladder | The standard version of Ladder play that encompasses playing only with the original four acts. |
Pre-Expansion Hardcore Ladder | The hardcore (only one life) version of Ladder play that encompasses playing only with the original four acts. |
Ladder | The standard version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. |
Hardcore Ladder | The hardcore (only one life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. |
Once Ladder Season One ends, all Ladder characters will be transferred to their respective non-ladder group. All items in that character group's shared stash go into a new Withdraw Only set of Shared Stash tabs, denoted by a check marked Past box. You will have all of Ladder Season Two to withdraw any items you would like to keep. When Ladder Season Two ends, this withdraw only set of stash tabs will be overridden with any items in the Ladder Season Two Shared Stash. Be sure to get any items out before then or they will be forever lost!
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1 | Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped. |
2 | Damage value for the Paladin’s Thorns aura is now present on the character menu. |
3 | Dead Finger Mages now reset correctly to their original state when revived by Necromancers. |
4 | Fixed an issue where casting delays could desync at very high ping. |
5 | Fixed an issue where monster unique mods were triggering from another unique mod's trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry). |
6 | Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them. |
7 | Fixed an issue where players and monsters were able to walk through doors that visually looked closed. |
8 | Fixed an issue where certain Rune Words could not be repaired in the same game session they were created. |
9 | Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console. |
10 | Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key. |
11 | Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it. |
12 | Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available. |
13 | Fixed an issue where hardcore character names were not displaying in red text on the character list. |
14 | Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption. |
15 | Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds. |
16 | Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen. |
17 | Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab. |
18 | Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo. |
19 | Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen. |
20 | Chosen game settings now persist in lobby game creation and filtering rather than being reset. |
21 | Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you. |
22 | Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game. |
23 | Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off. |
24 | Fixed an issue where environmental screen-space VFX were not playing. |
25 | Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update. |
26 | Fixed an issue where Iron Golems created by a charged skill would not save between games. |
27 | Fixed an issue where players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update. |
28 | Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller. |
29 | Fixed an issue where similar items weren't grouping together when auto-populating into the belt while using a controller. |
30 | Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller. |
31 | Fixed an issue where you sometimes couldn't quick-equip an item that has its requirement met by another equipped item. |
32 | Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary. |
33 | Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window. |
34 | Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button. |
35 | Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one. |
36 | Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer. |
37 | Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB. |
38 | Fixed an issue where pets summoned by "chance to cast" skills on items would disappear after performing an inventory update. |
39 | Fixed an issue where Ravens summoned by charged skills would disappear after a few seconds. |
40 | Necromancer:Difficulty penalties for life drain now apply to the Blood Golem's attacks. Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent. |
41 | Fixed an issue where the experience sharing calculation for an eight-player party would rarely overflow and award less experience than normal. |
We have made some changes to enhance the offline single-player modding experience. While these changes will cause compatibility issues for current offline single-player mods, they will allow for further customization options for mod developers.
Some changes to save data have been made in "ItemStatCost.txt". If an existing single player mod has edited these values, then their mod's saves may become corrupted when migrating old saves to the new save version. It is recommended to create backups of existing saves before loading them.
Developers of existing offline single player mods can remake their changes with the new data, or they can add the new columns before merging.
levels.txt
monstats.txt
skillsdesc.txt
soundenviron.txt
To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (Ex: one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
To support player testing and content exploring, we will be providing character templates in a variety of popular builds at varying levels. As the PTR progresses, please be aware there may be periodic maintenance, outages, or updates based on player feedback. Any changes implemented during this PTR period to Terror Zones or other gameplay aspects are not set in stone. We are testing Terror Zones as a new, experimental feature with the expressed desire to inject additional fun into Diablo II: Resurrected. To ensure Terror Zones provide an experience that best serves our players, we will need your assistance and urge you to provide any feedback you may have.
There will be an in-game survey located on the Diablo II: Resurrected main menu screen where you can provide feedback around Terror Zones. Alternatively, you can leave your feedback in the PTR Feedback forum. If you discover any bugs, please report them in the PTR Bug Report forum.
Starting today, September 15, all characters made during the PTR until now will be removed and replaced with 13 Level 85-character template options for players to use during the PTR's duration. Each character template is equipped with one of the new Sundered Charms so players may experience how they work firsthand. Here is a complete list of the character templates you can use: