Ladder Start Date & 2.4 Patch Notes - Diablo II: Resurrected

1. D2R Ladder Start Date 2. New Runewords 3. New Cube Recipes 4. Class Changes
5. Mercenaries 6. Set Item Bonus 7. Level Area 8. General Gameplay
9. Item Tooltip 10. Patch 2.4 PTR 11. Stash Tabs 12. FAQs

1. D2R Ladder Season 1 Start Date

The release date of the D2R Ladder is April 28 at 5PM PDT, 2022.

Ladder Launch Timing:

Region Release Time
North America

April 28 at 5PM PDT

Europe

April 29 at 2AM CEST

Asia

April 29 at 9AM KST

We are excited to invite you the Diablo II: Resurrected competitive Ladder system starting on April 28, PT. 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.

D2R Ladder Rank Play

Ladder Rank Play Modes

Like Diablo II Legacy, Diablo II: Resurrected will feature four different Ladder modes, including:

Mode Description
Classic Ladder The normal version of Ladder play that encompasses playing with four acts.
Hardcore Classic Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
Expansion Ladder The normal version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
Hardcore Expansion Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.

Cheap Diablo II: Resurrected Items

Feature details:

  • Select Diablo II: Resurrected content will be exclusively for Ladder modes
  • Players can use /ladder and /helpladder chat commands to retrieve season start and end information
  • Ladder information is made available in the leaderboard UI, and for console, players will be updated upon loading into each game
  • At the end of a season, your Ladder character will be converted to a non- Ladder character, along with any Ladder -exclusive items your character has equipped or in their inventory
  • Once a season ends, you will have until the start of the season after next to retrieve items from your seasonal Ladder shared stash tab to bring into your normal online play
    • For example, once Season 1 ends, you have until Season 3 begins to retrieve items from your Season 1 stash. Any items not retrieved will be lost forever

2. D2R Ladder New Runewords

For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! These will be exclusive to Ladder like the previous set of Ladder-only Rune Words in the original Diablo II experience. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game.

Insight

  • Now can also be used with Bows and Crossbows

Infinity

  • Can now be used by Spears and Amazon Spears

Obedience

  • Can now be used by Spears and Amazon Spears

Pride

  • Can now be used by Spears and Amazon Spears

Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.

New Rune Word Allowed Items Rune Order Completed Stats

Plague

Sword, Claws, Daggers

Cham + Shael + Um

  • 20% Chance to cast level 12 Lower Resist when struck
  • 25% Chance to cast level 15 Poison Nova on striking
  • Level 13-17 Cleansing Aura When Equipped (varies)
  • +1-2 All Skills
  • +20% Increased Attack Speed
  • +220-320% Enhanced Damage (varies)
  • -23% To Enemy Poison Resistance
  • 0.3% (0-29.7) Deadly Strike (Based on Character Level)
  • +25% Chance of Open Wounds
  • Freezes Target +3

Pattern

Claw

Tal + Ort + Thul

  • +30% Faster Block Rate
  • +40-80% Enhanced Damage (varies)
  • 10% Bonus to Attack Rating
  • Adds 17-62 Fire Damage
  • Adds 1-50 Lightning Damage
  • Adds 3-14 Cold Damage
  • +75 Poison Damage Over 5 Seconds
  • +6 to Strength
  • +6 to Dexterity
  • All Resistances +15

Unbending Will

Sword

Fal + Io + Ith + Eld + El + Hel

  • 18% Chance to cast Level 18 Taunt on striking
  • +3 To Combat Skills (Barbarian Only)
  • +20-30% Increased Attack Speed (varies)
  • +300-350% Enhanced Damage (varies)
  • +9 To Maximum Damage
  • +50 To Attack Rating
  • +75% Damage to Undead
  • +50 Attack Rating Against Undead
  • 8-10% Life Stolen Per Hit (varies)
  • Prevent Monster Heal
  • +10 To Strength
  • +10 To Vitality
  • Damage Reduced By 8
  • +1 Light Radius
  • Requirements -20%

Wisdom

Helm

Pul + Ith + Eld

  • +33% Piercing Attack
  • +15-25% Bonus to Attack Rating (varies)
  • 4-8% Mana Stolen Per Hit (varies)
  • +30% Enhanced Defense
  • +10 Energy
  • 15% Slower Stamina Drain
  • Cannot Be Frozen
  • +5 Mana After Each Kill
  • 15% Damage Taken Goes to Mana

Obsession

Staff

Zod + Ist + Lem + Lum + Io + Nef

  • Indestructible
  • 24% Chance to cast level 10 Weaken when struck
  • +4 To All Skills
  • +65% Faster Cast Rate
  • +60% Faster Hit Recovery
  • Knockback
  • +10 To Vitality
  • +10 To Energy
  • Increase Maximum Life 15-25% (varies)
  • Regenerate Mana 15-30% (varies)
  • All Resistances +60-70 (varies)
  • 75% Extra Gold from Monsters
  • 30% Better Chance of Getting Magic Items

Flickering Flame

Helm

Nef + Pul + Vex

  • Level 4-8 Resist Fire Aura When Equipped (varies)
  • +3 To Fire Skills
  • -10-15% to Enemy Fire Resistance (varies)
  • +30% Enhanced Defense
  • +30 Defense Vs. Missile
  • +50-75 To Mana (varies)
  • Half Freeze Duration
  • +5% To Maximum Fire Resist
  • Poison Length Reduced by 50%

Mist

Bow & Crossbow

Cham + Shael + Gul + Thul + Ith

  • Level 8-12 Concentration Aura When Equipped (varies)
  • +3 To All Skills
  • 20% Increased Attack Speed
  • +100% Piercing Attack
  • +325-375% Enhanced Damage (varies)
  • +9 To Maximum Damage
  • 20% Bonus to Attack Rating
  • Adds 3-14 Cold Damage
  • Freeze Target +3
  • +24 Vitality
  • All Resistances +40

Developer Comments: For new Rune Words, we focused on complementing the skill and mercenary changes seen above, along with giving underused runes more usage. “Plague” and “Pattern” Rune Words previously existed in data but were never enabled, so we made some additional tweaks, and they are finally now available to be used in game.

3. D2R Patch 2.4 New Cube Recipes

Horadric Cube Recipes Outcome
1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Set Weapon Exceptional Version of Set Weapon
1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon Elite Version of Set Weapon
1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor Exceptional Version of Set Armor
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Set Armor Elite Version of Set Armor

Developer Comments: We felt that players enjoy the current Horadric Cube recipes for upgrading Unique items, so we decided to offer the same capability for upgrading Set items. This can add more possibilities by using lower-level Set items for more character builds.

4. D2R Season 1 Ladder Class Changes

After so many requests from the community, we’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, eleven years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’re reviewing underused skills, assessing casting delays, making tooltip quality-of-life changes, and more to fulfill these goals.

We want to empower you to be creative with the builds you want to play, but we don’t want to “reinvent the wheel” and steer classes from their core purposes. Without diving into the specifics, let’s take a peek at the philosophies behind various Class changes.

4.1 Amazon

The Amazon’s agility and versatility are profound. Generally, we like the current state of the Amazon class and believe her to be quite balanced. Nonetheless, we see an opportunity to improve the Amazon’s melee skills. We want to buff the strengths of certain underused melee skills such as Impale and Fend to give more reasons to use them. We are also looking into freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities.

Additionally, we are also considering buffing certain skills in the Bow and Crossbow tree to help improve bow gameplay in higher difficulties.

Developer Comments: 

We wanted to give more advantages for using Amazon melee skills, so we are freeing up skill synergy reliance on “Lightning Fury”, which will make the lightning melee skills a cheaper skill point alternative to build around. Also, we are improving the power of the lesser-used melee skills such as “Impale” and “Fend.” Lastly, “Plague Javelin” has received improvements with Casting Delay, damage synergy, and duration scaling, to further diversify its usage compared to “Poison Javelin.”

We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for “Inner Sight” and “Slow Missiles”, and we gave more reason to invest skill points for “Slow Missiles.” Also, we wanted to alleviate the disadvantage of the animation lockout from using the “Dodge” and “Avoid” skills so that players are more willing to spend points on these skills.

Fire bow skills are receiving damage scaling improvements at higher levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Also, mana costs were reduced for the elemental arrow skills to give them more general usage. “Strafe” will no longer have weapon damage reduction and will also provide Attack Rating so that it can have distinctive advantages over the other physical bow skills.

D2R Amazon Balance Changes

Amazon Changes

Category Name Changes
Javelin And Spear Skills Impale
  • This skill is now an uninterruptible attack
  • Attack Rating modification has been removed. Now this skill will always hit the target
  • This skill now slows the target by a percentage for a duration
Javelin And Spear Skills Fend
  • Attack Speed increased by 100% (Reduced the rollback frames value between each attack)
Javelin And Spear Skills Power Strike
  • Removed synergy from Lightning Fury skill
  • Lightning Bolt synergy increased from +10% to +14%
  • Charged Strike synergy increased from +10% to +14%
  • Lightning Strike synergy increased from +10% to +14%
Javelin And Spear Skills Charged Strike
  • Removed synergy from Lightning Fury skill
  • Power Strike synergy increased from +10% to +14%
  • Lightning Bolt synergy increased from +10% to +14%
  • Lightning Strike synergy increased from +10% to +14%
Javelin And Spear Skills Lightning Strike
  • Removed synergy from Lightning Fury 
  • Power Strike synergy increased from +8% to +11%
  • Lightning Bolt synergy increased from +8% to +11%
  • Charged Strike synergy increased from +8% to +11%
Javelin And Spear Skills Poison Javelin
  • This skill’s damage scaling at high levels has been slightly adjusted
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Javelin And Spear Skills Plague Javelin
  • Poison duration is now fixed at 3 seconds
  • Poison Javelin synergy increased from +10% to +14%
  • Casting Delay reduced from 4 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Passive And Magic Skills Inner Sight
  • This skill’s radius has increased by 35%
Passive And Magic Skills Slow Missiles
  • Missile slow now scales instead of staying at a flat base of 33%
  • This skill’s radius has increased by 35%
  • This skill will now reduce enemy missile damage based on skill level
Passive And Magic Skills Valkyrie
  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Passive And Magic Skills Dodge
  • The animation can now be interrupted and will no longer lock out the Amazon from performing other actions
Passive And Magic Skills Avoid
  • The animation can now be interrupted and will no longer lock out the Amazon from performing other actions
Bow And Crossbow Skills Freezing Arrow
  • Mana Cost per level reduced from +0.5 to +0.25
Bow And Crossbow Skills Magic Arrow
  • Increased the amount of physical damage converted to magic damage for the base level and per level
Bow And Crossbow Skills Guided Arrow
  • Damage bonus per level increased from +5% to +7%
Bow And Crossbow Skills Strafe
  • Removed the 25% weapon damage reduction from this skill
  • Now also gives increased Attack Rating with +30% baseline and +9% per level
Bow And Crossbow Skills Fire Arrow
  • Mana Cost no longer increases per level
Bow And Crossbow Skills Exploding Arrow
  • Damage scaling increased by about 50% for higher skill levels
  • Fire Arrow synergy increased from +12% to +14%
  • Mana Cost per level reduced from +0.5 to +0.25
Bow And Crossbow Skills Immolation Arrow
  • Average Fire Damage per second scaling increased by about 100%
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Mana Cost per level reduced from +0.5 to +0.25

4.2 Assassin

The Assassin vanquishes evil from the darkness with great ease. However, for this class, we see an opportunity for the Martial Arts builds to shine brighter. Martial Arts skills can become increasingly challenging to perform in higher difficulties, so we are re-evaluating how to improve generating and spending Combo Points.

Furthermore, various Trap skills are not often used. So, we’re re-evaluating synergy requirements to promote more trap builds and damage scaling buffs.

Developer Comments: 

Martial Arts skills are receiving a significant change with having Finishing Moves (including the Attack skill) only consume 1 of each charge at a time instead of all 3 at once. We feel like this will allow Martial Arts to perform smoother during combat by better maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Attack Rating for Charge-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the lesser used Finishing Move skills.

We felt that Shadow Disciplines are generally widely used and effective, but we wanted to add some quality-of-life changes, so we added tooltip clarity, buff duration consistency improvements, and casting delay changes.

With Trap skills, there are multiple underused skills that can be more effective or have improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere. Also, Fire traps are receiving damage synergy improvements to make them more effective at higher difficulties. Lastly, the Blade skills are receiving multiple improvements to make them more viable to dedicate builds around these skills.

D2R Assassin Balance Changes

Assassin Changes

Category Name Changes
Martial Arts Fist of Fire
  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Martial Arts Claws of Thunder
  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Martial Arts Blades of Ice
  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Martial Arts Tiger Strike
  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Martial Arts Cobra Strike
  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Martial Arts Phoenix Strike
  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Martial Arts Dragon Talon
  • Now consumes only 1 of each Martial Arts charge when cast
  • Now always hits the target only if the Assassin has any Martial Arts charges
Martial Arts Dragon Claw
  • Now consumes only 1 of each Martial Arts charge when cast
  • Now always hits the target only if the Assassin has any Martial Arts charges
  • Damage bonus per level increased from 5% to 15%
Martial Arts Dragon Tail
  • Now consumes only 1 of each Martial Arts charge when cast
  • Now always hits the target only if the Assassin has any Martial Arts charges
  • Damage bonus per level increased from 10% to 20%
Martial Arts Dragon Flight
  • Now consumes only 1 of each Martial Arts charge when cast
  • Now guarantee hits the target only if the Assassin has any Martial Arts charges
  • Casting Delay removed
  • Damage bonus per level increased from 25% to 35%
Shadow Disciplines Fade
  • Tooltip updated to now show the physical damage resist reduction
Shadow Disciplines Venom
  • Buff Duration scaling per level changed from 4 seconds to 12 seconds (matching Burst of Speed and Fade)
Shadow Disciplines Shadow Warrior
  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Shadow Disciplines Shadow Master
  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Traps Shock Web
  • Removed synergy from Death Sentry skill
  • Charged Bolt Sentry synergy increased from +11% to +17%
  • Lightning Sentry synergy increased from +11% to +17%
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Traps Charged Bolt Sentry
  • Removed synergy from Death Sentry skill
  • Fire Blast synergy increased from +6% to +9%
  • Lightning Sentry synergy increased from +6% to +9%
Traps Lightning Sentry
  • Removed synergy from Death Sentry skill
  • Shock Web synergy increased from +12% to +18%
  • Charged Bolt Sentry synergy increased from +12% to +18%
Traps Fire Blast
  • Removed synergy from Death Sentry skill
  • Shock Web synergy increased from +9% to +11%
  • Charged Bolt Sentry synergy increased from +9% to +11%
  • Wake of Fire synergy increased from +9% to +11%
  • Lightning Sentry synergy increased from +9% to +11%
  • Wake of Inferno Sentry synergy increased from +9% to +11%
Traps Wake of Fire
  • Fire Blast synergy increased from +8% to +10%
  • Wake of Inferno synergy increased from +8% to +10%
Traps Wake of Inferno
  • Removed synergy from Death Sentry
  • Fire Blast synergy increased from +10% to +18%
  • Wake of Fire synergy increased from +7% to +18%
Traps Blade Sentinel
  • Casting Delay reduced from 2 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Missile speed increased by 20%
  • Weapon Damage increased from 37% to 75%
  • Blade Fury synergy added: +10% Damage per level
  • Blade Shield synergy added: +10% Damage per level
Traps Blade Fury
  • Blade Sentinel synergy added: +10% Damage per level
  • Blade Shield synergy added: +10% Damage per level
Traps Blade Shield
  • Duration baseline value increased from 20 seconds to 120 seconds (matching Burst of Speed and Fade)
  • Duration scaling per level increased from 5 seconds to 12 seconds (matching Burst of Speed and Fade)
  • Weapon Damage increased from 25% to 75%
  • Blade Sentinel synergy added: +10% Damage per level
  • Blade Fury synergy added: +10% Damage per level
  • Tooltip updated to now display Radius

4.3 Barbarian

The brawn of the Barbarian is unmatched. Nonetheless, we see opportunities to add more diversity to Combat skills. We’re looking into adding more possibilities with Combat Skills such as Leap Attack and Grim Ward, while also re-evaluating skill synergy requirements to promote more reasons to spend points on certain Combat Skills.
Additionally, we think Throwing Barbarians can be more viable, so we are looking into enhancing the Double Throw and Throwing Mastery skills.

Developer Comments: 

We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. “Shout” and “Battle Command” durations were updated to be consistent with each other for quality-of-life purposes. For “War Cry,” we want to make it more effective and rewarding to use at higher difficulties. Lastly, with “Grim Ward”, we are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on “Find Potion.”

We added pierce chance to “Throwing Mastery” so that the Barbarian can better handle groups of enemies with Throwing skills.

We want to make the Leap skills move a lot faster so that they are less awkward to use. “Leap Attack” is receiving better level scaling to make it a more reliable damage skill to build around. For “Berserk”, the existing “Shout” synergy is changing to “Battle Orders,” because the Defense loss from the skill contradicts the usage of “Shout,” and this will better connect with other skill synergy build possibilities. “Double Throw” will now have a baseline damage increase so that it will not purely rely on synergies for damage. Lastly, “Frenzy” is receiving a new synergy from the lesser-used “Increased Stamina” skill to give more reasons to invest skill points there and add new build diversity.

D2R Barbarian Balance Changes

Barbarian Changes

Category Name Changes
Warcries Howl
  • Tooltip updated to now display Radius
Warcries Battle Cry
  • Tooltip updated to now display Radius
Warcries War Cry
  • Damage increased by about 30%
  • Tooltip updated to now display Radius
Warcries Shout
  • Duration baseline increased from 20 seconds to 30 seconds (matching Battle Orders)
  • Tooltip updated to now display Radius
Warcries Battle Orders
  • Tooltip updated to now display Radius
Warcries Battle Command
  • Duration baseline increased from 5 seconds to 30 seconds (matching Battle Orders)
  • Tooltip updated to now display Radius
Warcries Grim Ward
  • Radius baseline value increased
  • Now also Slows and increases Damage Taken for nearby enemies.
  • Find Potion synergy added: +5% Damage Taken per level
Combat Masteries Throwing Mastery
  • Added chance to pierce
Combat Skills Leap
  • Baseline minimum distance increased
  • Speed of the leap motion increased by 75%
  • Tooltip updated to now display Knockback Radius
Combat Skills Leap Attack
  • Speed of the leap motion increased by 75%
  • Damage baseline increased from 100% to 200%
  • Attack Rating baseline increased from 50% to 100%
  • Attack Rating per level increased from 15% to 20%
  • Leap synergy increased from +10% to +15% Damage per level
Combat Skills Berserk
  • Shout synergy replaced with Battle Orders
Combat Skills Double Throw
  • Added damage bonus with 16% baseline and 8% damage increase per level
Combat Skills Frenzy
  • Increased Stamina synergy added: +0.4 Seconds per Level

4.4 Druid

The bestial ferocity of the Druid makes all tremble. With that said, we see exciting opportunities to level up certain aspects of this class. From our perspective, Druid Fire skills are underperforming. We’re re-evaluating Casting Delays for Fire skills, exploring improvements to some of their Physical Damage components, and improving synergies. We’re also looking at potential tweaks affecting other Elemental skills that are underused. We want to improve the controls for Arctic Blast too, such as allowing more free form while channeling and no longer locking your targeting onto one enemy at a time.

Regarding Summon skills, we believe Summons are weak in high difficulty. On this front, we’re evaluating health gains per level, quality-of-life improvements, damage output, and new synergies for Ravens, Wolves, and Vines.

Lastly, we’re evaluating improvements to the Werebear skills, primarily focused on synergy improvements.

Developer Comments: 

With the Casting Delay changes, Druid Fire skills are generally going to be more widely used. In addition, we are increasing the physical damage scaling for Fire skills to be a reliable alternative damage source. We felt that “Arctic Blast” is generally lacking power, so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to allow for smoother freeform targeting. In addition, we wanted to complement the “Arctic Blast” changes with improvements to “Twister” to add more build possibilities. Lastly, we are allowing Shapeshift forms to cast each of the elemental buff skills to avoid the current hassle of having to change forms to continuously maintain these active buffs.

Werewolf skills are receiving Attack Rating improvements to help melee gameplay. For “Fire Claws,” we wanted to reduce the heavy skill point synergy costs to open more build possibilities. Werebear skills are receiving damage improvements to make them more viable for higher difficulties.

There are plenty of Druid summons that could be improved to better build around. In general, all summons will no longer have hidden randomized health values so that the tooltip is more accurate and so summons perform more consistently. Ravens are getting significant changes to help them function as a spell-like skill for summoning Druids to use, and this includes damage scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as damage-dealing summons. The spirit summons are receiving a physical damage resist change across each difficulty to make them survive more consistently. ”Spirit of Barbs” is receiving changes to Thorns to make it a more reliable source of damage. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to have them perform better at higher levels.

D2R Druid Balance Changes

Druid Changes

Category Name Changes
Elemental Skills Firestorm
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Elemental Skills Molten Boulder
  • Missile speed increased by 100%. Missile range decreased by 50% (The overall travel length remains the same)
  • Casting Delay reduced from 2 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Volcano synergy increased from 10% to 12%
Elemental Skills Fissure
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Elemental Skills Volcano
  • Molten Boulder synergy increased from 12% to 16%
  • Tooltip updated to now show Volcano duration
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Elemental Skills Armageddon
  • Casting Delay has been removed for this skill
  • Physical Damage significantly increased
  • Tooltip updated to now display Physical Damage
  • Volcano synergy changed to increase Physical Damage instead of Fire Damage, and increased from 14% to 18%
Elemental Skills Arctic Blast
  • Removed synergy from Hurricane
  • Base damage and level scaling increased by ~100% (also to compensate for the incorrect damage calculation in the past)
  • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
Elemental Skills Cyclone Armor
  • Can now be cast while in Werewolf or Werebear form
Elemental Skills Twister
  • Damage scaling increased by 50%
  • Arctic Blast synergy added: +20% Stun Duration per level
Elemental Skills Hurricane
  • Casting Delay removed
  • Can now be cast while in Werewolf or Werebear form
Shape Shifting Skills Werewolf
  • Tooltip updated to now display Casting Delay
  • Changed how attack speed is determined while transformed as a Werewolf. Attack speeds while transformed should match attack speeds while untransformed (enhanced by the Werewolf's increased attack speed).
Shape Shifting Skills Rabies
  • Attack Rating bonus increased from +7% to +10% per level
  • Poison Creeper synergy increased from 18% to 20%
Shape Shifting Skills Fury
  • Attack Rating bonus increased from +7% to +10% per level
Shape Shifting Skills Werebear
  • Tooltip updated to now display Casting Delay
  • Changed how attack speed is determined while transformed as a Werebear. Attack speeds while transformed should match attack speeds while untransformed.
Shape Shifting Skills Maul
  • Damage bonus per level increased from 20% to 30%
  • Attack Rating bonus increased from +20% to +40% baseline, and +10% to +15% per level
  • Tooltip Stun value will now properly cap at 10 seconds, which follows the core game's Stun duration cap
Shape Shifting Skills Shock Wave
  • Maul synergy increased from 5% to 10%
Shape Shifting Skills Fire Claws
  • Damage increased by 75%
  • Removed synergy from Fissure
  • Removed synergy from Volcano
Summoning Skills Oak Sage
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Summoning Skills Heart of the Wolverine
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Summoning Skills Spirit of Barbs
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.
  • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Summoning Skills Raven
  • Number of hits per Raven reduced from 12 to 5, and no longer increases per level
  • Attack Rating bonus per level increased from 15% to 30% (now also displays in the tooltip)
  • Modified the AI so that the Ravens attack more often
  • Damage level scaling significantly increased
  • Summon Spirit Wolf synergy added: +12% Damage per level
  • Summon Dire Wolf synergy added: +12% Damage per level
  • Summon Grizzly synergy added: +12% Damage per level
Summoning Skills Summon Spirit Wolf
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Attacks now deal cold damage and chill for a duration (Provides utility with chilling and acts as an alternative damage type compared to Dire Wolves)
  • Damage level scaling increased by 10%
  • Base Life increased by about 80%
  • Life now increases by 10% per level
  • Updated the tooltip to display each synergy bonus value
Summoning Skills Summon Dire Wolf
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Damage level scaling increased by 30%
  • Base Life increased by about 90%
  • Life synergy reduced from 25% to 15% (This is because the base life was increased, and Spirit Wolf and Grizzly now gain Life per level)
  • Updated the tooltip to display each synergy bonus value
Summoning Skills Summon Grizzly
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Base Life increased by ~15%
  • Life now increases by 10% per level
  • Updated the tooltip to display each synergy bonus value
Summoning Skills Poison Creeper
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Poison damage level scaling significantly increased
  • Life scaling increased by 100%
  • Rabies synergy added: +10% Poison Damage per level
Summoning Skills Carrion Vine
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Life recovery has been reworked to be +1% Healing per level, instead of using a diminishing calculation ranging from 3%-12%
Summoning Skills Solar Creeper
  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Mana recovery has been reworked to be +3% Mana baseline with +1% Mana per level, instead of using a diminishing calculation ranging from 1%-8%

4.5 Necromancer

The commander of death sends his foes to an early grave. Like the Amazon, we like the current state of the Necromancer class. Nonetheless, we see an opportunity to improve specific Summons we believe are underused. We’re balancing elemental damages of Skeletal Mages and making lesser used Golems more effective.

Additionally, we see opportunities for Bone skill improvements in high difficulty. We’re tweaking synergies on this front.

Developer Comments: 

We saw a good opportunity to improve lesser-used summons for the Necromancer. Skeletal Mages have received significant damage scaling improvements so that their elemental damage values are more consistent. This means that Cold damage is more effective but still slightly weaker than Fire damage because of its chill utility, and Poison damage is much more reliable with a fixed duration and better damage scaling. “Blood Golem“ and “Fire Golem” are receiving damage improvements to make them more competitive with the other Golems. For “Iron Golem,” we are changing the “Thorns” aura to deal more reliable damage to improve its source of effectiveness (See Paladin changes below for more details).

Bone skills are generally well performing but we saw an opportunity to improve synergy bonuses to better scale in the late game and to make their heavy skill point investment more valuable. Additionally, “Bone Armor” is receiving better damage absorb scaling to make it more rewarding to spend points on the skill itself instead of relying too heavily on its synergies.

For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.

D2R Necromancer Balance Changes

Necromancer Changes

Category Name Changes
Summoning Skills Raise Skeletal Mage
  • Percentage HP per level increased from 7% to 10%
  • Poison total damage scaling increased by about 750%. Poison duration no longer scales and now lasts 4 seconds
  • Cold damage scaling increased by about 50%
  • Lightning damage scaling increased by about 5%
  • The tooltip will now properly display the Life scaling per level
Summoning Skills Blood Golem
  • Now gains Max Life per level
  • Damage scaling per level has been increased
Summoning Skills Iron Golem
  • Thorns no longer return a percentage of damage when hit. Now thorns will deal a flat amount of damage when the aura-effected targets are attacked.
Summoning Skills Fire Golem
  • Holy Fire level bonus per level increased from 1 to 2
Poison And Bone Skills Bone Armor
  • Damage Absorbed per level increased from 10 to 15
Poison And Bone Skills Bone Spear
  • Teeth synergy increased from 7% to 8%
  • Bone Wall synergy increased from 7% to 8%
  • Bone Spear synergy increased from 7% to 8%
  • Bone Prison synergy increased from 7% to 8%
Poison And Bone Skills Bone Spirit
  • Teeth synergy increased from 6% to 8%
  • Bone Wall synergy increased from 6% to 8%
  • Bone Spear synergy increased from 6% to 8%
  • Bone Prison synergy increased from 6% to 8%
Curses Weaken
  • Damage reduction now scales based on level, from just 33%, to now 33% and +1% per level
Curses Decrepify
  • Tooltip updated to now show the status changes

4.6 Paladin

The wrath of the holy zealot is glorious. Despite this, we believe certain Combat skills are underused. We’re exploring ways to make lesser-used skills (I.e., Fist of the Heavens) more utilized, so players have more reasons to spend skill points to unlock these skills.

We also see an opportunity to scale Offensive Aura skills as well. This includes making improvements to AoE Damage auras to make them more effective at closer range. We also want to improve Thorns so that it can scale better and deal more reliable damage at higher levels.

Developer Comments: 

We added more information to tooltips to describe hidden functionality for certain Defensive Auras.

We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts rather than returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results.

We wanted to improve the lesser-used Combat skills to give more viable build options. “Holy Bolt” will now pierce to increase its combat use cases and will have less skill point synergy investment to open more possibilities to spend skill points elsewhere. “Fist of the Heavens” is also getting the same “Holy Bolt” pierce changes and will now have less Casting Delay and improved controls to help make it a more effective Level 30 skill to use.

D2R Paladin Balance Changes

Paladin Changes

Category Name Changes
Defensive Auras Resist Fire
  • Tooltip now displays max resist bonus
Defensive Auras Resist Cold
  • Tooltip now displays max resist bonus
Defensive Auras Resist Lightning
  • Tooltip now displays max resist bonus
Offensive Auras Blessed Aim
  • Tooltip now displays passive Attack Rating bonus
Offensive Auras Holy Fire
  • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
  • Damage level scaling increased by about 90%
  • Resist Fire synergy increased from 18% to 24%
  • Salvation synergy increased from 6% to 10%
Offensive Auras Holy Freeze
  • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
Offensive Auras Holy Shock
  • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
Offensive Auras Thorns
  • Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.
Offensive Auras Sanctuary
  • Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
Combat Skills Sacrifice
  • Damage to self now reduces per level, from 8% to 8%-1%
Combat Skills Conversion
  • Maximum conversion chance increased from 50% to 90%
Combat Skills Smite
  • Tooltip now shows that the skill always hits
Combat Skills Holy Bolt
  • Removed synergy Blessed Hammer
  • Damage increased by 50%
  • Now pierces targets (Undead and Allies)
  • Prayer synergy increased from 15% to 20%
Combat Skills Fist of the Heavens
  • Casting Delay reduced from 1 second to 0.4 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Holy Bolts now pierce targets (Undead and Allies)
  • No longer forces you to attack when out of mana
  • Improved targeting functionality for auto acquiring enemies

4.7 Sorceress

There is no greater master of elemental magic than these mages. We’re very satisfied with the Sorceress’s current state, but we see a few of opportunities for improvements.

Regarding Cold Skills, we believe there can be more diversity with the armor skills (I.e., Frozen Armor, Shiver Armor, and Chilling Armor) for distinctive advantages.

We are also looking into adding more build possibilities around lesser used Lightning skills by exploring more skill synergies.

Lastly, we’re also revisiting Fire skills, to improve underused ones, like Hydra. Similar to Arctic Blast, we’re exploring making player control improvements to the Inferno skill so that it is less clunky to use.

Developer Comments: 

With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game.

We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities.

We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount.

D2R Sorceress Balance Changes

Sorceress Changes

Category Name Changes
Cold Skills Frost Nova
  • Damage level scaling increased by about 25%
Cold Skills Blizzard
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Cold Skills Frozen Orb
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Cold Skills Frozen Armor
  • Base duration increased from 120 seconds to 144 seconds
Cold Skills Shiver Armor
  • Damage level scaling increased by about 25%
  • Base duration increased from 120 seconds to 144 seconds
Cold Skills Chilling Armor
  • Damage level scaling increased by about 200%
  • Duration bonus per level increased from 6 seconds to 12 seconds
  • Chill length bonus per level for level 16+ increased from 1 second to 2 seconds (matching Shiver Armor)
  • Defense baseline increased from 45% to 60%
  • Defense bonus per level increased from 5% to 7%
  • Frozen Armor damage synergy increased from 7% to 9%
  • Chilling Armor damage synergy increased from 7% to 9%
Lightning Skills Nova
  • Static Field synergy added: +5% Lightning Damage per level
Lightning Skills Thunder Storm
  • Static Field synergy added: +7% Lightning Damage per level
  • Duration baseline increased from 32 seconds to 144 seconds
  • Duration bonus per level increased from 8 seconds to 24 seconds
  • Tooltip updated to now display Radius
Lightning Skills Energy Shield
  • Tooltip updated to display more information about the Mana consumed and the Telekinesis synergy
Fire Skills Inferno
  • Base damage and level scaling increased by about 75% (also to compensate for the incorrect damage calculation in the past)
  • Warmth synergy increased from 13% to 16%
  • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
  • Mana Cost baseline reduced from 7 Mana per second to 4 Mana per second
  • Range baseline increased by 75%
Fire Skills Blaze
  • Damage scaling increased by about 60%
  • Warmth synergy increased from 4% to 6%
  • Removed synergy from Fire Wall
  • Now also increases Run/Walk Speed by 2% per level
  • Tooltip now also displays Blaze duration
Fire Skills Fire Wall
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Fire Skills Meteor
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
Fire Skills Hydra
  • Casting delay removed
  • Limited max number of Hydra groups to 6
  • Fire Bolt synergy increased from +3% to +5%
  • Fire Ball synergy increased from +3% to +5%

5. Mercenaries Changes

Hiring a Mercenary in Expansion mode will now always offer mercenaries that match your character's Level, instead of having a randomized Level difference from your character's Level.

5.1 Act 1 - Rogue Archer

Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.

  • Cold Arrow: Added Freezing Arrow
  • Fire Arrow: Added Explosion Arrow

Developer Comments: The Rogue Archer is getting new flavored ranged skills that will scale as she levels up. These new skills should improve her AoE (Area of Effect) damage effectiveness and thus make her a more effective ranged damage dealer.

5.2 Act 2 - Desert Mercenary

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
  • Nightmare and Hell difficulty now have all 6 different aura types available from the Hire menu, instead of separating them out by 3 per difficulty. Normal is unchanged.

Thorns (Combat - Nightmare)

  • Thorns aura level scaling increased and will now continue scaling up beyond the highest-level threshold up to max level.

Developer Comments: The Desert Mercenary is already popular, but we saw an opportunity to add some quality-of-life improvements by allowing players to hire all six different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to “Thorns,” we wanted to improve the level scaling to make this aura mercenary type more meaningful.

5.3 Act 3 - Iron Wolf

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
  • Life baseline and scaling increased by about 25% (Now has Life similar to the Rogue Archer)
  • Defense baseline and scaling increased by about 40% (Now has defense closer to the Rogue Archer)
  • Resistances baseline and scaling increased by about 20% (Now has the highest resistances baseline compared to other mercenaries)
Cold Fire Lightning
  • Now casts Glacial Spike more often
  • Glacial Spike level scaling increased
  • Frozen Armor level scaling increased
  • Removed Inferno
  • Added Fire Bolt
  • Increased chance of the Iron Wolf casting Fire Ball
  • Added Enchant - Now the Iron Wolf will cast Enchant on himself, the player, and nearby allies
  • Added Static Field
  • Charged Bolt level scaling increased
  • Increased chance of the Iron Wolf casting Lightning

Developer Comments: The Iron Wolves are great elemental sorcerers, but we saw they have been underperforming in higher difficulties. We improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the most resistance values. For skills, we wanted to embrace their elemental fantasies, so we decided to give new flavorful utility skills, to further incentivize reasons to want to use these mercenary types.

5.4 Act 5 - Barbarian Warrior

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
  • Life baseline scaling increased (Now has the most life compared to other mercenaries)
  • Defense baseline and scaling increased and the scaling at higher levels was reduced (Now has the highest defense baseline compared to other mercenaries)
  • Bash level scaling increased and will no longer be capped at level 80
  • Stun level scaling increased and will no longer be capped at level 80
  • Added Battle Cry

Developer Comments: We want to give the Barbarian Warrior more identity while still maintaining his Barbarian fantasy. So, we decided to give him the “Battle Cry” skill as a new way for him to debuff enemies, which should prove to be a useful utility for players. In addition, we wanted to increase his Life and Defense scaling to ensure that he is the tougher mercenary type.

6. Set Item Bonus Changes

Name Changes
Arcanna's Tricks
  • Increased +25 Mana to +50 Mana (2 Items)
  • Added Regenerate Mana 12% (3 Items)
  • Added +1 to All Skills (Full Set)
Arctic Gear
  • Changed 6-14 Cold Damage to +2-198 to Maximum Cold Damage (+2 Per Character Level) (Full Set)
Bul-Kathos' Children
  • Increased +20 Fire Damage to +200 Fire Damage (Full Set)
  • Increased +25 Defense to +200 Defense (Full Set)
  • Added 10% Life Stolen Per Hit (Full Set)
  • Added +20% Deadly Strike (Full Set)
Cathan's Traps
  • Added Regenerate Mana 16% (2 Items)
Civerb's Vestments
  • Increased Fire Resist +15% to Fire Resist +25% (2 Items)
  • Added 25% Bonus to Attack Rating (Full Set)
  • Added 4-396 Defense (+4 Per Character Level) (Full Set)
Cow King's Leathers
  • Added 5-495 Defense (+5 Per Character Level) (2 Items)
  • Added +100 to Life (Full Set)
  • Added +1 To All Skills (Full Set)
Infernal Tools
  • Added Maximum Mana 20% (Full Set)
  • Added Cannot Be Frozen (Full Set)
Iratha's Finery
  • Added +24% Piercing Attack (3 Items)
Milabrega's Regalia
  • Added Cannot Be Frozen (3 Items)
  • Added +2-198 To Lightning Damage (+2 Per Character Level) (2 Items)
Naj's Ancient Vestige
  • Added 1-148% Better Chance of Getting Magic Items (+1.5 Per Character Level) (2 Items)
  • Increased Replenish Life +10 to Replenish Life +20 (Full Set)
  • Added +2 To Fire Skills (Full Set)
  • Added Increased Maximum Life 12% (Full Set)
Sazabi's Grand Tribute
  • Added Poison Length Reduced by 75% (2 Items)
  • Added +1 To All Skills (Full Set)
  • Added Damage Reduced by 16% (Full Set)
Vidala's Rig
  • Added 7% Mana Stolen Per Hit (2 Items)
  • Changed Adds 15-20 Cold Damage to +1-148 to Maximum Cold Damage (+1.5 Per Character Level) (Full Set)

7. Level Area Changes

Players now must smash the Compelling Orb to enter the Durance of Hate, instead of killing the Council. This means the “Khalim's Will” quest needs to be completed to use the Durance of Hate Level 2 waypoint.

Developer Comments: We saw that due to a logic glitch, players often chose to skip required content within Act III by bypassing “Khalim's Will” quest and not experiencing much of what Act III has to offer. We decided to make the “Khalim's Will” quest a proper requirement to complete Act III, much like how players need to assemble the Horadric Staff to enter Tal Rasha’s Chamber in Act II.

Monster Levels in the following areas have been increased for Hell Difficulty:

Area Previous Hell Level New Hell Level
Act 1 – Underground Passage Level 2 83 85
Act 2 – Stony Tomb Level 1 78 85
Act 2 – Stony Tomb Level 2 79 85
Act 3 – Arachnid Lair 79 85
Act 3 – Swampy Pit Level 1 80 85
Act 3 – Swampy Pit Level 2 81 85
Act 3 – Swampy Pit Level 3 82 85
Act 3 – Disused Fane 84 85
Act 3 – Ruined Temple 84 85
Act 3 – Forgotten Reliquary 84 85
Act 3 – Sewer Levels 1 84 85
Act 5 – Abaddon 81 85
Act 5 – Pit of Acheron 82 85
Act 5 – Infernal Pit 83 85
Act 5 – Drifter Cavern 84 85
Act 5 – Icy Cellar 83 85

Developer Comments: We felt that certain optional areas in Diablo II often get ignored on Hell difficulty, so we decided to increase their monster levels to add more incentives with risk vs reward gameplay. We hope this provides more reasons to find loot in these areas.

8. General Gameplay Changes

  • Character hit block will no longer apply while your character is playing a skill pre-cast animation (Block will still trigger for the skill's post-cast animation).
  • Changed how attack speed is determined while dual-wielding weapons.  Swapping weapons between hands should no longer result in dramatically different attack speeds.
  • Character hit recovery will now have diminishing returns when being hit by another player.

Developer Comments: We want to fix some of the awkward lockouts that reject player input from casting skills. For PVP, we added a way to reduce hit recovery spam to prevent edge cases of characters being locked out for too long.

9. Item Tooltip Changes

Developer Comments: The Piercing Attack tooltip now will display its pierce chance value in the tooltip. The quantity value of throwing weapons, ammo, and tome item tooltips will now always show the total amount to be clearer for players. Also, consistency improvements have been made to existing item modifier tooltips so that it is clearer that they can stack with themselves.

Old Tooltip New Tooltip
Piercing Attack +X% Piercing Attack
Quantity: [CURRENT STACK] Quantity: [CURRENT STACK] of [TOTAL]
X% Chance of Open Wounds +X% Chance of Open Wounds
X% Damage Taken Goes to Mana +X% Damage Taken Goes to Mana
X% Chance of Crushing Blow +X% Chance of Crushing Blow
Fire Absorb X% Fire Absorb +X%
Cold Absorb X% Cold Absorb +X%
Lightning Absorb X% Lightning Absorb +X%
Magic Absorb X% Magic Absorb +X%
X% Deadly Strike +X% Deadly Strike
Hit Causes Monster to Flee X% Hit Causes Monster to Flee +X%

10. D2R Patch 2.4 Public Test Realm

To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (i.e. 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.

Step 1: Restart the Battle.net desktop app.

Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu.

Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo II: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this drop-down menu before proceeding.

Step 4: Click Install to begin the installation process.

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.

11. Ladder Season Stash Tabs

Before talking about exclusive content, Gallerani addresses the development team's ideas regarding Stash management during and after Ladder Season 1. In general, stash tabs should behave as follows:

  • Ladder Season 1 starts, you create a Ladder character, you have three stash tabs at your disposal.
  • Ladder Season 1 ends. Your Ladder character will be converted into a Non-Ladder character. Your three stash tabs will roll over to your Non-Ladder stash but it will be "withdraw-only".
  • Ladder Season 2 starts. You create yet another Ladder character with a fresh stash and three tabs.
  • Ladder Season 2 ends. At this moment, your Non-Ladder characters have seven stash tabs - your personal stash, three Non-Ladder tabs, and the three withdraw-only stash tabs from Season 1. As soon as Season 2 ends, your Season 1 withdraw-only stash tabs will be deleted and replaced by your Season 2 stash tabs which will be withdraw-only as well, of course.

The idea of remove-only stash tabs isn't new in the ARPG world. However, it creates a whole new level of meaning for a Diablo II Ladder Season. Most importantly, items farmed during your ladder adventure will roll over to your main stash, making the time investment during a season much more worthwhile.

12. FAQs

What's the advantage to creating a Ladder Character?

This is similar to starting out on a brand new realm. Players will be able to experience Diablo II like when the game was first released. When the Ladder Season first begins, players start at Level 1 and do not have powerful items. They also cannot use powerful high-level items or other high-level characters to help them level up faster. Players create a character in a brand new world (Ladder Character world) where everything (economy, levels) starts from the beginning. The main advantage of creating a Ladder Character is being able to join in on a totally new economy where powerful items are very valuable.

What's the advantage to creating a Ladder Character?

Although they are called Ladder Characters, players do not have to compete on the ladder to play. You can simply play at your own speed and not worry about how you are ranked on the ladder.

What's the advantage to creating a Ladder Character?

No, you must flag a character as a Ladder character when it is first created.

What's the advantage to creating a Ladder Character?

This has yet to be determined.

What's the advantage to creating a Ladder Character?

All Ladder Characters become either Normal Core or Normal Hardcore Characters depending on what type of Ladder Characters they are. If you want to be a Ladder Character for the next Ladder season you must create a new character and flag it as a Ladder Character.

What's the advantage to creating a Ladder Character?

A: Yes. Any Ladder Only Items will be converted over when your character is converted to a Core character. These items can now be traded with other Core characters. That is the only way for Core characters to get ladder only items, as leftovers after a season is over.

What's the advantage to creating a Ladder Character?

No. Blizzard does this automatically when the Ladder Season ends.

What's the advantage to creating a Ladder Character?

Yes there are some items that can only be obtained with a ladder character such as some class specific and elite uniques. There are also some ladder-only rune words as well as cube recipes that can only be created by a ladder character. While these items can eventually make their way to non-ladder after a ladder reset, they can only be initially found or created by using a ladder character.

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