Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Diablo 2: Resurrected remaster

Joined
Jan 7, 2012
Messages
15,257
I agree, but many casuals find the game quite challenging already on normal.
You know, it's almost like we solved this problem before in gaming. It's called being able to select a difficulty level before you start a game. But no, the entire genre is forever bound to ape the Diablo cult on this issue.

And even experienced players can die here and there on normal difficulty. I died once in Act 3 with my Frenzy Barb I'm playing right now (a few other closed calls too). And I know how the game functions and always act careful even on softcore. In Act 4 now, btw.

Also, while playing in HC mode, the game requires that you pay FULL attention at all times already on normal.

Not... really? There's plenty of overpowered as fuck caster builds that have basically zero risk for normal and most of Nightmare so long as you keep on the lookout for decent equipment (i.e. resistances and Fast R/W and recovery) and have decent knowledge of what monsters to take care with. The fact that Blizzard added full respecs in one of the patchs really made the early game easier since there's no reason to bank point for a "finished" build and instead you can pick something strong for normal in normal and so on. Not that it's a great idea that people would be saving 20+ levels worth of skill points before just to be stronger at level 80, it was a sign of just how pathetically easy normal and nightmare was.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
Diablo 2 was significantly harder on release than it is now. They kept buffing the classes and added runewords and shit, but didn't buff the mobs to compensate, so most of Diablo 2's content is a joke at this point.
 
Joined
Jan 7, 2012
Messages
15,257
Release had no buyable mana pots, much lower item drop rate and lower xp rate, but generally lower monster stats as well IIRC. I'm not sure but I think melee might have actually been "balanced" with caster builds back then, as opposed to now where any build that relies on skills is ezmode and any build that relies on equipment and to-hit requires tons of grinding. It certainly made the energy stat actually useful rather than a joke investment that only newbies make.

Might actually be something I try playing again next time I get a Diablo itch.

EDIT: Although you also killed yourself instantly on the guys with damage reflection in Act 4. Hilarious but not something you'd ever want to play in HC.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Project Diablo 2 is good if you want more content that is congruent with LoD. Reworked uniques and runewords so there are more viable options rather than obvious best in slot gear. New ubers, new skills, new uniques, runewords, some quality of life additions like detailed character stats, quickcast, etc. New season will be starting soon.

They will be adding an option to reduce monster density in maps while increasing monster health this coming season, which will help characters with high single target damage and low aoe clear areas more effectively.


I acknowledge PD2 has so much stuff that would make me want to play it over D2:R- just the fact that it has maps at the end game and stacking items kinda sells me on it.

But the last time I tried it the little QOL stuff that D2:R added that was missing from PD2 made me drop it pretty quickly. Things like seeing items on the ground being a toggle instead of having to hold the button down, and being able to select which key was mapped to 'show all items', auto-gold pickup, stuff like that. Maybe it does have those features and I was just too tarded to find where they were.

If I'm remembering right, auto-gold pickup is enabled by default in PD2 now. You can map "show items on the ground" key in the controls menu. PD2 now has quick-cast, where you can use skills by pressing the keys they are assigned to without having to click the mouse.

If you're looking for lots of endgame content, older versions of the Median XL mod has a wide range of varied endgame areas, much deeper itemization and crafting than LoD, new items, and new skills and skill trees for each class. The versions I played are 1.F9b, 1.F9c, and 2012 v005. Versions up to and including 2012 v005 were made by the original modder, before the mod was taken over by another (less tasteful) modder, so anything between and including 1.F9b and 2012 v005 should be what the original modder intended.
 

Atlantico

unida e indivisible
Patron
Joined
Sep 7, 2015
Messages
17,197
Location
Midgard
Make the Codex Great Again!
I play Diablo II for the nostalgia, so "better graphics" in a remaster are completely pointless to me. Ruin the one thing I play the game for. Late 90s graphics.
 

Spike

Educated
Joined
Apr 6, 2023
Messages
960
It being reduced won't fix the very substantial problem it has. Namely that once you've gone through the game on normal, you've seen 95% of what it has to offer.
Completely false. Your build doesn't start until Normal ends, and you have seen practically none of your character's potential. I understand how you can think this, but it's just simply wrong. Nightmare and Hell require so much more of you and engage you so much more. You do not even get to see your build in action until Nightmare. It's not for everyone though but I urge you to try again.

I have been having a blast playing a paly, zon, sorc, and barb on bnet like it's 2006 again.
"builds" are a cancer on the genre and playing the game twice to start getting challenged is awful. I say this as someone who has finished probably around 15 games on D2 in my adult like (i.e. not in to 00s), many of them finishing nightmare or hell.
Only 15? :) I get you but to me Diablo has always been an exception for this since the builds are just that strong and addicting. I also have done ubers like once maybe with a smiter so I still need to see that content more or less. Playing the "fun" builds is amazing. Once you know what to look for, you don't really need to look up builds online. There's so much to experiment with. And the atmosphere in this game makes the endless replaying for muh builds fun. It is the only game of this type to accomplish this. I also love Median XL/Sigma and am excited to play the other total conversion mods. There's just so much to go through, and maybe try Median if you want a truly long ass game. The end-game content is MMO-tier and the most I've ever seen from a mod, far as I am aware.
 

Dramart

Learned
Joined
Nov 28, 2019
Messages
540
Location
Argentina
Can someone explain to me why this takes 68k gold to repair? Is it because of the charged ability?

I'm still on Normal difficulty.

image.png
0:37
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
RE: Builds - once they introduced synergies, all builds started revolving around 1 or 2 skills max, so just running around spamming a single skill that destroys entire screens of enemies isn't my idea of engaging gameplay.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,261
RE: Builds - once they introduced synergies, all builds started revolving around 1 or 2 skills max, so just running around spamming a single skill that destroys entire screens of enemies isn't my idea of engaging gameplay.

Another great shit change were runewords. I spend shitload of time at release D2 and it was glorious. With runewords everything changed into "let me find x y z runes to make x runeword and skip 90% of game" so instead of playing and having fun you operate in "game will get good 50-100-150h when i get to end game"

Also there is a mod for D2R which can bring you to X patch version. So you can go back to game before runewords and synergies.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,167
Location
Eastern block
Regarding that I think D2 Classic is way way closer to the Diablo 1 experience

No runes, no synergies, way less stat inflation and slower gameplay.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,296
RE: Builds - once they introduced synergies, all builds started revolving around 1 or 2 skills max, so just running around spamming a single skill that destroys entire screens of enemies isn't my idea of engaging gameplay.
Considering you usually max out at least 3 skills for the synergy thing there is nothing forcing you from always only using one of those 3-4 skills. Only thing that was made different with synergy is less points for defensive abilities.
Before you maxed out two lvl 24 or 30 skills of two different elements and then put rest into different defensive skills.
Also leveling up was putting one point into one skill and using it until you unlock next level of skills and then you put 1 lvl into that skill and use it and struggle like that until you reached the one lvl 24 or 30 skill that you actually wanted to max out.. that was cancer gameplay. I remember well D2 before synergies and it was not fun.
 

ELEXmakesMeHard

Learned
Joined
Jun 19, 2021
Messages
807
She's a redhead. I bet calling her firecrotch pisses her off. Well, more than usual.
That'd be confusing to me, as I've kept thinking of Leah as firecroth. I think that name is best reserved for her (and not Andariel), as she plays a more central role. It also synergizes with her ultimate fate (in regards to Diablo).
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,167
Location
Eastern block
RE: Builds - once they introduced synergies, all builds started revolving around 1 or 2 skills max, so just running around spamming a single skill that destroys entire screens of enemies isn't my idea of engaging gameplay.
Considering you usually max out at least 3 skills for the synergy thing there is nothing forcing you from always only using one of those 3-4 skills. Only thing that was made different with synergy is less points for defensive abilities.
Before you maxed out two lvl 24 or 30 skills of two different elements and then put rest into different defensive skills.
Also leveling up was putting one point into one skill and using it until you unlock next level of skills and then you put 1 lvl into that skill and use it and struggle like that until you reached the one lvl 24 or 30 skill that you actually wanted to max out.. that was cancer gameplay. I remember well D2 before synergies and it was not fun.

have to agree

unpopular opinion but I liked synergies
 
Joined
May 31, 2018
Messages
2,863
Location
The Present
It's tough for me to make up my mind on synergies. They restrict builds, but they also make earlier skills worth a damn. I loved being able to have skills across all trees as a caster before synergies, but they work really well for the Paladin and Assassin. It was also obnoxious hording your points as a caster to save them for later skills that you actually wanted to use. Playing the first two acts completely gimped was a chore. Synergies really helped with that.

I never liked the skill trees to begin with. I still don't. Not in any game really. I prefer D1's method. D2 should have been similar, with generic skill books being random drops like items, or a purchasable gold sink.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,042
Synergy is a good addition. I recall the days of 1 skill point in every pre-requisite skill and then a full 20-30 levels in the endgame skill instantly on unlock to avoid wasting points. Synergy allowed you to spend skill points on early game stuff that won't be wasted at higher levels.

Runewords would be OK if they didn't make them uber. They should be used as a crutch for people who have bad luck with drops, not as end game items everyone is aiming for.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,296
Synergy is a good addition. I recall the days of 1 skill point in every pre-requisite skill and then a full 20-30 levels in the endgame skill instantly on unlock to avoid wasting points. Synergy allowed you to spend skill points on early game stuff that won't be wasted at higher levels.

Runewords would be OK if they didn't make them uber. They should be used as a crutch for people who have bad luck with drops, not as end game items everyone is aiming for.
From reading a bunch of builds, for most characters they only are used for 2-3 body slots, rest are usually uniques.
Also I do not see how they are any worse than uniques.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,261
Synergy is a good addition. I recall the days of 1 skill point in every pre-requisite skill and then a full 20-30 levels in the endgame skill instantly on unlock to avoid wasting points. Synergy allowed you to spend skill points on early game stuff that won't be wasted at higher levels.

Runewords would be OK if they didn't make them uber. They should be used as a crutch for people who have bad luck with drops, not as end game items everyone is aiming for.

At the same time you lost diversity because going outside of synergy is mostly wasted point. For example you can't go with fire and ice sorc anymore. If you do barbarian then you naturally try to bunch up skills in synergy etc. etc. etc.

It is the system that was supposed to fix issue of spending points on useless skills at start and it did fix it but at the same time it created even bigger one.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,042
Synergy is a good addition. I recall the days of 1 skill point in every pre-requisite skill and then a full 20-30 levels in the endgame skill instantly on unlock to avoid wasting points. Synergy allowed you to spend skill points on early game stuff that won't be wasted at higher levels.

Runewords would be OK if they didn't make them uber. They should be used as a crutch for people who have bad luck with drops, not as end game items everyone is aiming for.

At the same time you lost diversity because going outside of synergy is mostly wasted point. For example you can't go with fire and ice sorc anymore. If you do barbarian then you naturally try to bunch up skills in synergy etc. etc. etc.

It is the system that was supposed to fix issue of spending points on useless skills at start and it did fix it but at the same time it created even bigger one.
Diablo 2 was supposed to be co-op. Encouraging specialisation into a damage type is not necessarily a bad thing, if you want to encourage multiplayer.
 
Joined
Aug 10, 2012
Messages
5,904
Got this on sale for around 10 USD and been having a blast leveling as a Holy Fire paladin. I haven't decided if I'm going zeal or hammer yet.

This is a quality production and very respectful of the original game, and from what I played, shits on Diablo 4 from a great height, including in technical aspects like graphics and optimization.

Of course it wasn't made internally by Blizzard.
 
Joined
Jan 7, 2012
Messages
15,257
Synergy is a good addition. I recall the days of 1 skill point in every pre-requisite skill and then a full 20-30 levels in the endgame skill instantly on unlock to avoid wasting points. Synergy allowed you to spend skill points on early game stuff that won't be wasted at higher levels.

Runewords would be OK if they didn't make them uber. They should be used as a crutch for people who have bad luck with drops, not as end game items everyone is aiming for.

At the same time you lost diversity because going outside of synergy is mostly wasted point. For example you can't go with fire and ice sorc anymore. If you do barbarian then you naturally try to bunch up skills in synergy etc. etc. etc.

It is the system that was supposed to fix issue of spending points on useless skills at start and it did fix it but at the same time it created even bigger one.
Skill trees just weren't a great system in the first place no matter how you do it. If you want a good system you'd want something like Guild Wars, which is what a bunch of Diablo 2 devs made after leaving Blizzard. Have a more restricted power level and all skills scaling from start of the game to max level.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,261
Skill trees just weren't a great system in the first place no matter how you do it. If you want a good system you'd want something like Guild Wars, which is what a bunch of Diablo 2 devs made after leaving Blizzard. Have a more restricted power level and all skills scaling from start of the game to max level.

I agree that point system skill tree in D2 in general isn't really great system. By far it is the loot and it's shennenigans that take that system to level which skill tree alone wouldn't.

To be honest there doesn't seem to be arpg which actually has great skill system. They are all broken in one way or another
 
Joined
Jan 7, 2012
Messages
15,257
You got more builds and diversity with synergies because shit skills suddenly became usable due to better damage scaling.
They could have just made the shit skills non-shit though. All a synergy does is mean that a skill actually takes 40 points to max rather than 20.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
To be honest there doesn't seem to be arpg which actually has great skill system. They are all broken in one way or another
What's wrong with Grim Dawn's skill system? Or Titan Quest's for that matter.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom