The new season of D2R is season 4. The release date of D2R New Season is May 4, 2023(official source: Diablo IV Developer Update Live Stream - April 2023). At the same time, D2R Season 3 will end.
Release Date | Description |
---|---|
May 4, 2023 | The start date of D2R season four. |
D2R Ladder Season four will begin on May 4, 2023, ushering in a new opportunity for brave adventurers to race to level 99 and amass powerful loot along the way. We cannot wait to see how the new Rune Words will influence the leaderboard, or hopefully, allow new players the opportunity to see their name on it for the first time.
Update: D2R Ladder Season Three Now Live. Ladder Season Three has risen. Journey into Sanctuary, slay Hell's demonic foot soldiers, and make a name for yourself on the Season Three leaderboard. With the rankings reset, now is the time for you to slaughter the competition and prove your might—this time with 8 new Rune Words and expanded, offline Terror Zones.
The start date of D2R Season 3 is February 16, 2023. The stench of Hell grows in intensity, crazed snarls can be heard from afar, demons birthed straight from your nightmares surge toward you. Meet them axe first on February 16 when Ladder Season Three starts.
North America |
February 16, 5:00 p.m. PST |
Europe |
February 17, 2:00 a.m. CET |
Asia |
February 17, 10:00 a.m. KST |
Ladder Season Three will begin on February 16, ushering in a new opportunity for brave adventurers to race to level 99 and amass powerful loot along the way. We cannot wait to see how the eight new Rune Words will influence the leaderboard, or hopefully, allow new players the opportunity to see their name on it for the first time.
We’re also introducing changes to the availability of Sundering Charms, existing Rune Words, and new Horadric Cube Recipes with the start of Ladder Season Three.
Season One Runewords Remain Craftable in Ladder Only in Diablo II: Resurrected Season Two.
The new Runewords introduced in Season One will remain craftable ONLY by Ladder characters. Flickering Flame, Wisdom, Unbending Will, Mist, Plague, and Obsession were all generally useful Runewords, but they will remain primarily Ladder only for now.
There is no new Runeword introduced in Season two.
Act I
|
Act II
|
Act III
|
|||
Act IV
|
Act V
|
Terror Zone Difficulty
|
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 |
---|---|
The Black Cleft |
|
The Bone Break |
|
The Cold Rupture |
|
The Crack of the Heavens |
|
The Flame Rift |
|
The Rotting Fissure |
|
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.
We are excited to invite you the Diablo II: Resurrected Season 2 competitive Ladder system. The Ladder launch represents an optional ranked competitive system of the game through a series of modes available to select from with a fresh Ladder-specific character. Each mode will have their own leaderboard where players compete to strategically gain experience within a limited timeframe while having access to Ladder-specific content. When the Ladder season ends, leaderboard rankings will reset, transitioning characters to non-ladder mode, giving players an opportunity to store their hard-earned treasured loot as a new Ladder season awaits them.
As it was with the previous season, Ladder Season Two will feature four different modes:
Version | Description |
---|---|
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!
New Rune Word | Allowed Items | Rune Order | Completed Stats |
---|---|---|---|
Plague |
Sword, Claws, Daggers |
Cham + Shael + Um |
|
Pattern |
Claw |
Tal + Ort + Thul |
|
Unbending Will |
Sword |
Fal + Io + Ith + Eld + El + Hel |
|
Wisdom |
Helm |
Pul + Ith + Eld |
|
Obsession |
Staff |
Zod + Ist + Lem + Lum + Io + Nef |
|
Flickering Flame |
Helm |
Nef + Pul + Vex |
|
Mist |
Bow & Crossbow |
Cham + Shael + Gul + Thul + Ith |
|
The start date of D2R Season 2 is October 6, 2022. 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 |
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:
# | Name |
---|---|
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. |
Hey all - Apologies for the silence on the PTR front. But wanted to provide a few updates here.
The team was spending the last week going through the survey information and community reports from PTR. There may be another iteration of PTR as the team wants to implement some items based off of the feedback but that is still being determined. We are running up against some scheduling timelines and want to make sure we can get 2.5 out the door sooner rather than later and get Season 2 kicked off for ladder. Extending PTR to continue to test and iterate will of course hold those two dates back. We are going to see if we can fit something in the existing timeline for right now, but if we can’t we may use some of the buffer between Patch 2.5 hitting and Season 2 starting to ensure we can get some additional game time from players on some of the Terror Zone items.
Some top level items from the feedback:
Lastly, I wanted to clear up on the S2 timing as there is a bunch of confusion on this and honestly it is 100% understandable why there is confusion. Before S1 began, we had noted that we were aiming to have seasons last 4 months. We are obviously past that timeline and to be 100% honest, we kind of didn’t plan very well on our end for that date. Terror Zones was a cool feature we wanted to nail correctly as it teetered back and forth on the line of “Should we do this or not?” many times throughout development and with that it caused a little bit of a delay on the Season transition. I just wanted to state that and apologize for that murkiness around when that season transition would occur. We are looking at mitigating this issue for future seasons in D2R.
The current order of operation is that we will end PTR here soon and start submission for final builds on 2.5 and get out that to everyone on the live environment. Season 1 to Season 2 will happen fairly immediately. We expect S2 to start a week or two after 2.5 hits so we have a date that everyone is aligned on and knows about. S1 will literally end the second we transition to S2.
For example: Season 1 will go to 4:59:59pm Pacific Time and Season 2 will begin at 5:00:00pm Pacific Time.
As more dates become aligned here in the coming week, we will provide updates to give a better window on 2.5 and S2 for the community.
Hi all -
I know it has been a bit quiet on the D2R front especially this week as all other Diablo titles have had some sort of news.
But fear not, we are hoping to share some news about PTR next week. A bit late I know and a bit outside of our windows we were aiming for with ladder seasons but the team is working on a feature that they would like to test in PTR that is pretty big and they want to make sure we can get accurate feedback on it before it goes live in the PTR.
Hoping we can share more next week and if not, it surely will be the week after.
Source: An update regarding D2R