What are your thoughts on the D2R Patch 2

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What are your thoughts on the D2R Patch 2

Posted By wu lin     March 3, 2022    

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Wow, I'm really looking forward to hearing what people have to say about this. People, get pumped up because it appears to be mostly positive! The first content update in more than a DECADE. If you're not pumped up, you're not even alive, according to some.

I can't wait to put the changes into practice. The builds I'm going to be putting together to test it out are as follows:

Spearzon - a lot of buffs?

Elemental Bowzon now has a half-mana cost for the big ones, and fire skills have received damage buffs as well.

Bowzon Strafe received a 25% damage increase, magic arrow received an undefined buff (? ), and its single target was already extremely powerful, and it was already a viable option for dealing with physical immunities.

Any zon - avoid/dodge animations are no longer truly interruptible because D2R ladder items can cast and attack to interrupt those animations, but they are still interruptible. a colossal buff

In the Martial Arts Sin, 1 charge is used per finishing move, damage buffs are applied, and the telekick assassin ability has been unlocked XD

Bladesin - I'm very interested to see how these buffs will play out in-game, and I'll be making one of my own to experiment with.

Attack with a leapBarb - Without a doubt! It now appears to be much more muscular, and it moves much more quickly. I'm sick.

Barbarian's warcry gains a 30% damage increase.

Shape shifter - are D2R PS4 runes curious to see how these attack speed changes work out for D2R runes for sale? Could someone please explain the significance of this? I'm having trouble comprehending the significance of this. Attacks while shifted will now be affected by off weapon IAS, but attacks while shifted were generally balanced with only weapon IAS in mind, soo will it be worse? The information I'm looking for is scattered throughout the ias tables and I'm coming up short. In any case, I will definitely be experimenting with fireclaw.

Fire elemental druids receive massive buffs.

Summoning druid - I'm thinking about making this my first character. These modifications appear to be fantastic. My head is spinning with all the different item options and ideas just from scrolling through this list of changes! Ravenlore raven construction?!

Holy Fire is a phrase that means "holy fire is a word that means nothing to me."Pally - Here we go boys, my auradin has fallen ill and is in serious trouble. The scaling of damage levels has been increased by 90%. Synergies and damage increased by 6% and 4% per level, respectively, and close range damage increased by 200%. This represents a significant shift.

Is there anything particularly exciting for a necro? Small buffs, with the exception of the skeleton mage, who received large buffs.

Mercs - I'm not particularly enthusiastic about anything involving the mercs. Except for a few things, I'll be using Act 2 mercs on pretty much everything, unless I've overlooked something. This is fantastic news for me, as my faith-wielding A1 soldier can now use freezing arrow, which is truly amazing. I'm definitely going to try out the act 3 mercs because they're so cool. I'm not sure if the buffs will make up for the loss of character power that comes from skipping the auras from the act 2 mercs, but it looks like it will be a lot of fun to play with.

Runeword Obsession is the only one that wasn't announced before the patch notes were released, and it has a large team of players. I haven't done any calculations, but it's a significant number of people. Obviously, staves can spawn with skills attached to them, making this a really fun tool to use if you have a large enough staff base. While it does not have as much resistance as the HotO/spirit setup, it does have ten percent less cast speed (which is unfortunate), and one less skill, but you do get increased maximum life and whatever skills you can get on a staff base, which could be up to +7 to your main skill rather than +5. As well, because it requires Zod, it can serve as a very elegant eth staff that is both functional and visually appealing.

Upgrading sets - I can finally upgrade Death's sash and have more potions, which is a great relief. Apart from that, I can't think of any other set where this would be particularly beneficial in a practical sense. All of the normal/exceptional weapons have no or very little%ed, so they don't really benefit from it (hwanin's justice would benefit, but upgrading it requires 210 str, which I don't want to do). While Aldurs will receive a slight increase in damage, this is a relatively insignificant increase, unless Diablo 2 resurrected items're planning to add some ohms in there or something:ROFLMAO:This means that Death's Sash is the only true victor in this situation!!

Set buffs - they look a little blah to me; perhaps there's something I'm overlooking.

Changes in area level are extremely distressing. I want to go through the files and see what areas have the highest concentration of boss packs, and then I want to start thinking more about this. Some locations, such as Abaddon and the pit of Acheron, are cool because they're 85, but they wouldn't be good farming locations due to the low monster density in those areas. There are simply no monsters in those places. Isn't it the same with drifter cavern and icy cellar? They're incredibly small. Stony tomb is advantageous because it can spawn just outside of town, has a reasonable density, and allows fire players to farm without having to worry about immunities. Swampy pit is a no-go for me, because that place is full of nasty monsters. Sewers level 1 is quite large and, as  might expect, very close. It's possible that this is an excellent location.

Overall, I couldn't be happier (with the exception of the lack of a multishot buff:cry:). However, power creep has reached its zenith, with a slew of items becoming significantly stronger in general, and not everything that received buffs required them. I have a sneaking suspicion that some things will end up being extremely OP and will slip through the PTR cracks. There have been so many changes to Paladin damage auras that I believe they will be scaled back a little before the expansion goes live. As for the rest of it, I don't see any Infinity level changes where the meta is going to be completely altered by just one single thing.

However, yes! The release of D2R in the first place piqued my interest, but this patch has me even more enthused because there's more to do now!!

Edit: Insight in bows is exciting, but only to the extent that it can be used on an act 1 mercenary. I'm particularly thrilled because the low-level bow options are so limited. Insight deals massive damage, and at level 27 you can equip it to completely destroy everything while also solving your mana problems. It's also relatively inexpensive. There's nothing even close to it in terms of damage at that level.

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