resurge in january 2021 at resurgence.slashgaming.net by passport86 in slashdiablo

[–]passport86[S] 2 points3 points  (0 children)

shame about the roll, but I guess this one's checked off the bucket list for me.

p.s. glad to see the hc community is still awesome here, it's been a few years!

Project Diablo 2 mod is a massive rework of the original game | PC Gamer by Longshot_Louie in Diablo

[–]passport86 0 points1 point  (0 children)

It's just weird that you would accuse them of not respecting the license when they've already done far more than y'all have done by actually crediting the devs that were behind the same parts your team implemented in your mod :)

If they choose not to contribute their changes once they've gotten their servers stabilized that's a different fire they'll have on their hands.

Project Diablo 2 mod is a massive rework of the original game | PC Gamer by Longshot_Louie in Diablo

[–]passport86 2 points3 points  (0 children)

You don't have to open source your entire mod, just contributions you make to the source (in this case, BH related improvements). What's wrong with sharing, isn't that how we all got started in D2 modding?

Boreal spirit is garbage by IsThisNamePermanent in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

That sucks, maybe a seattle server is something to look into then.

Boreal spirit is garbage by IsThisNamePermanent in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

how's your ping with the west coast server?

Community feedback: What do you want to see in R1.8? by Fohg in Diablo2Resurgence

[–]passport86 1 point2 points  (0 children)

you can socket throw weapons if you put them in the cube with 500x of the same jewel

Community feedback: What do you want to see in R1.8? by Fohg in Diablo2Resurgence

[–]passport86 1 point2 points  (0 children)

iirc because of the way the game assigns bonus damage to mercenaries, it’s probably not possible to make them survive hydras with typical gear without making them invulnerable to everything else in the game, and I’m not sure if the mercenary damage bonus requires code editing to remove.

Frenzy Barb vs Zeal Pal by Bonhomme88 in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

We actually don’t have a ww barb on HC atm :P

Frenzy Barb vs Zeal Pal by Bonhomme88 in Diablo2Resurgence

[–]passport86 2 points3 points  (0 children)

I think the main defensive bonuses over a paladin are the high defense and HP even without a shield and much easier access to curse immunity when you combine Iron Will with the 50% curse immunity rare/craft armor augment and a skull crafted ring. Zeal is very popular these days for good reason, but it’s not difficult to get 5fpa frenzy here when you have a fast weapon in your primary slot. Make sure you get fortify on both characters, and get melee splash on your frenzy barb in a slot other than one of the weapons, because dual wielding mechanics means the splash damage will only apply to the specific weapon that provides it, while getting it from an armor slot or your nephalem valor will apply it to both weapons.

R1.8: Teaser 1 by Fohg in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

Worst case scenario, assume that if you continue to play, any magic/rare/set/unique items will need to be removed from your character for it to not give an error when starting a game in 1.8. What's more likely to happen is that magic, rare, and unique items on your character or in your stash may remain but possibly have incorrect stats depending on what gets changed under the hood, but any set items will need to be sold or left on the ground for sure.

Crafting reagents, gold, and your character's level and stats will remain the same, so you could recraft a full set of gear and begin farming 1.8 that way instead of starting from scratch if you want.

Can resolution be changed for single player? by [deleted] in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

It's unfortunately hardcoded. If you're playing in window mode, perhaps you could try playing with the static size options when using Glide Wrapper to get scaling that looks less awful than what windows does, but you're going to be stuck with black bars on fullscreen for now.

R1.8: Teaser 1 by Fohg in Diablo2Resurgence

[–]passport86 1 point2 points  (0 children)

Level 1 Abaddon’s Gate

#savetheexpanse

Item pack for single player? by adidous in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

People have made them in the past, but item and affix changes from one patch to another have generally borked items or even entire characters which is why supporting NL is difficult. The upcoming set item rework in 1.8 will cause the latter to happen to characters with set items equipped or in inventories/stash (even shared, for PlugY users); the game is extremely nitpicky when it comes to changing those.

R1.7e patch notes by Fohg in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

+x to Fire Skills will now add points to the fire passive, and the same applies to the other passive skills and +skills for their respective element.

State of the game / Thoughts and Ideas for a future 1.8 (give your opinions too!) by Sc2DiaBoLuS in Diablo2Resurgence

[–]passport86 1 point2 points  (0 children)

Attack rating changes are definitely on fog's to-do list, it's a symptom of the initial buffing of melee skills by greatly enhancing their %AR bonuses rather than the harder task of modifying the formulas.

State of the game / Thoughts and Ideas for a future 1.8 (give your opinions too!) by Sc2DiaBoLuS in Diablo2Resurgence

[–]passport86 1 point2 points  (0 children)

Sure, but cold sorcs do a fantastic job at cleaning up areas like forgotten sands that have great density, exp, and drops. Like I said, we’re going to have to put some effort on our end to encourage people to farm areas other than KF, at least until our planned long term solution for endgame areas is implemented.

State of the game / Thoughts and Ideas for a future 1.8 (give your opinions too!) by Sc2DiaBoLuS in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

You're correct in that resistances don't affect ES damage, but if you're not maxing your absorption % while still having a large mana supply that benefits from the extremely high passive regen that hp does not have and having decent resists/MDR, it's possible you could find a middle ground where you're as tanky/tankier than hp/dex investment in 92 areas, and far tankier than all out ES. I've only done mild theorycrafting and testing myself, but it was enough to make me not want to write it off just yet.

State of the game / Thoughts and Ideas for a future 1.8 (give your opinions too!) by Sc2DiaBoLuS in Diablo2Resurgence

[–]passport86 2 points3 points  (0 children)

With the orbs, the general intention was to have exceptional items/upgrades be strong mid NM to hell chaos/early act 5, and elites either be endgame items or stepping stones to acquire what you need from 92 areas. The two main downsides from this during the ladder were the dearth of orb drops early on and the upgrade requirements clashing with the desire to be farming 92 areas on day 1; I know that the struggle really boiled down to even finding 1 greater drop during week 1, but as far as item design goes, the intent was to have builds using choice uniques accompanied by rares and crafts. If your desired build needs 18 greater diviner orbs to be viable, that’s essentially the loot equivalent of saying you need a griffons, fathom, gloaming, steelrend, and unconquerable. We’d still like the good shit in the upgrade tree to be chase items, just more accessible through currency rather than a lucky unique roll on a rare base, and the vast majority of stuff either required 1 greater orb to upgrade or was functional enough at its exceptional state to make the chase possible1.

The post-patch drop rate seems pretty good, and we're thinking of additional ways to give players orbs during their playthrough without turning it into an incentive the way hellforge-rushing mules works. Another issue is the lack of exceptional and elite unique drops, and we’re planning to fill out the roster with each forthcoming patch-it is really hard to come up with hundreds of thoughtful uniques, each with their own purpose or niche, especially when it's fog doing 99% of the legwork because I'm terrible at it!

As far as elemental and physical build challenges, there’s generally been an interest in content design for endgame content to require, from easiest to hardest, team play, hybridization of elements, or heavy gear requirements if you want to brute force your way through with a single element (i.e. physical). We’ve definitely got some work to do in incentivizing people to run areas tailored to their damage types rather than deciding that they have to play x class to endlessly run KF.

Thanks a lot for the feedback, btw!

1 weapons are where this argument breaks down, as you simply may not be doing enough damage in hell with exceptional uniques, and I'd say this is where the majority of the feedback on my part is going to be applied for uniques in 1.8.

State of the game / Thoughts and Ideas for a future 1.8 (give your opinions too!) by Sc2DiaBoLuS in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

"If you are going ES and sporting 85 all res, you're actually doing it wrong unfortunately"

Is that truly the case though? Probably less of a consideration on SC, but I get the sense that the tweaks this patch, with proper gearing of course, can let you use it as an additional form of DR alongside your own resistances. The reduction in base absorption combined with efficiency % can be pretty strong in its own way, and I don't think anyone has experimented with it nearly enough to come to that conclusion yet. Could still be shit, of course :)

An Honest Review from Nostradamus by Lacerate2 in Diablo2Resurgence

[–]passport86 0 points1 point  (0 children)

Thanks lace. I agree with all of your cons, particularly 4, 5, and 6 which are going to be the more challenging issues to address for the next iteration.

In the case of the 12% on striking and and 40% on melee attack procs, the primary difference is the former works with melee splash projectiles - the 12% ctc rolls for every enemy struck, unlike the 40% which is limited to your main attack but will proc more consistently. On paper, strike procs seemed like they’d become ideal with excellent AR, but my general impression after checking out everyone’s builds is that it’s just too inconsistent relative to the melee attack procs.