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May 27, 2015 (OLD VIDEO) and outdated content This is the first minutes of gameplay footage with the Prologue (Baal chamber). The Curse of Tristram (2015): Destruction's End only for (battle.net / Starcraft 2.
Read our for more information! To see previous AMAs,. As someone who still plays D2: this will be a great mod for people who want to play through the (largely hidden and very underrated) Diablo 2 story.
It will not be a great way to experience D2 the PC gaming icon.Diablo 2 lives and dies on it's rather messy code base. Mechanics that have no place in a respectable RPG create massive numbers of new builds. Limitations in the engine greatly change gameplay.
Diablo 2 is the game that has led countless of ill-fated game designers to believe that meaningless item grind is what people want (in reality D2 was just so good that people were willing to grind it to have an excuse to play). None of these things, the heart and soul of what makes Diablo 2 different from other ARPGs, will be present in the SC2 mod.Not to mention that (based on the video, comments, and other internet searches) lots of skills, spells, items, and other actions have changed. I played a lot of D2 back in the day as well, and I'm not sure what he means by 'messy code base' but from a game design standpoint, D2 had a lot of quirky mechanics (which has detailed) that were always pushed to the point of almost breaking the game, but simultaneously added unique areas of depth and player choice.
The meta-game within D2 always felt so much bigger than the game itself, and Blizzard was never afraid to 'go there' with these mechanics, worrying less about accessibility and balance, and more about depth. This appealed to the hardcore audience and really defined the longevity of the game. Playing through the D2 story and base game is one thing, but staying for the theorycrafting, economy, pvp, and ladder seasons was what kept the game popular for so long.
And like has stated, it didn't have as much to do with 'addicting item grind' and much more to do with how all of these complex systems meshed with each other in peculiar ways.These days, D3 is a pretty good game, but it will never really play the same as D2 did because it's pretty clear from the get-go that the developers went for a decidedly focused game, going for tighter, simpler mechanics and a clearer sense of what to do and how to get there. I think a lot of modern gamers (including many Diablo fans) really did appreciate a lot of the fat trimming that D3 brought, and it's a much sharper and 'better feeling' game for it. And of course, Blizzard being the masters of polish were able to take a bumpy D3 release and turn it into an awesomely fun game.
But it will never reach those weird, emergent meta-game heights that we cherish from our D2 days. Let me see how much I can pull off the top of my head:.
PDR/MDR (damage reduced by X) can be stacked in D2 until stuff can't hurt you. There is an overflow bug between the two that means extra MDR converts to PDR after magic damage has been mitigated in every attack.
Similarly, there are monster attacks (exploding corpses like Dolls, or the legendary bugged tomb vipers) who's damage isn't calculated in a straightforward way. As a result, tomb vipers deal pretty sizable physical damage per frame (25 frames per second means they can kill high life builds in moments) and exploding dolls can kill in one blow. PDR (not even that much PDR) can largely mitigate these attacks. A more recent example would be stacking auras from runewords. Equipping two items with a level 15 aura on each will result in a level 30 aura. Hammerdins only dominate because Concentration (which claims to only buff physical damage) works on the magic damage of Blessed Hammer. Crushing Blow (% chance to take a percent of remaining life) allows fast-hitting physical attack builds to quickly kill strong enemies.
It (like many of these item mods) was overpowered, but balanced by only existing in limited quantities early in the game's history. As more items were patched in though, CB has become a staple that has allowed for dozens of new character builds, as well as the rise of the Act2 mercenary that props up hundreds of different builds with it's auras and ability to use CB and jab on bosses. The character stat screen was poorly programmed in Diablo 2; it's commonly referred to as the LCS, which stands for Lying Character Screen. It forced people who care about the numbers to seek out information, because you couldn't guarantee what it was you were looking at in the game. By today's standards, that sounds terrible, but back then it was a big part of D2 having a great inter-communicating community.
Skill mechanics were often poorly implemented. Inferno for example does 1/3 it's listed damage. But others were similarly broken in favor of the player. Guided Arrow and Strafe for the Amazon, CE/Amp/Decrep/Clay Golem's slow for Necros, and Smite/Holy Shield for Paladins are all game-changing due to their mechanics. The automatic 100% critical hit chance bug on Barb masteries means one point doubles physical damage.There are more, but the perfect example IMO is Grimborn's. He uses a dirt cheap build full of low level and/or garbage items, and he abuses game mechanics to plow though the most ridiculously difficult area Blizzard could throw at experienced D2 players.
That is the way magic damage is supposed to be. Every other magic skill, from Magic Arrow to Berserk to Bone Spear, is designed around it. It's only hammers that go against the methodology.Not a surprise though; the Paladin in Diablo 2 is one giant broken machine. Zeal is better than Fend; Holy Shield better than Iron Skin; Smite is better than everything. Hell, their class-specific items (Pally shields) can drop as whites without affix level requirements, meaning one could drop in Act 2 normal with +40 resists or +50% enhanced damage - and they can be socketed and have runewords made in them on top of that.
You can make Spirit with an added +40 resist all in a level 3 shield.Crazy when you consider that:. Necros gets poison damage as their auto mod. Amazons get plus skills (into javas that don't socket, and bows that rarely deal impressive damage). Sorcs get life/mana. None of the other classes get auto mods at all.
I played a lot of D2, and I'm not really sure what he's referencing. I'll name a few unique mechanics regardless:.Runewords - In a nutshell, every item had a chance to roll a certain number of sockets that you could place runes, gems, skulls, etc into. If you placed specific runes in specific item types (helm, boots, etc), you would create a powerful runeword that could potentially grant you powers from other classes. View this list for more details:.Resistance loss / gain - As you increase the difficulty of the game, your resistance goes down (and can even become negative), and monsters resistance goes up. This made builds that use elemental damage slightly weaker as you entered nightmare and especially hell mode.Charms - Basically, items that take up 2-3 slots in your inventory, but can also offer powerful passive bonuses.Synergy - With most skill tree based games, people tend to save points early on in favor of investing those points into more powerful end-game skills. In D2, the endgame spells share 'synergies' with early game spells in the same tree.
So, as you level up your level 1 'firebolt', it also provides a passive% increase damage to your level X 'fireball'.
The problems about remastering diablo 2 is that it will probarly use newer game engines which are decent for grapic but bad for gameplay.Without the frame by frame sort of game enigna stuff like wsg and able to actually break stun that way will dissapear, desync will dissapear, and you will get stuff like cooldown and stuff which makes it impossible to make a balanced pvp system. Stun would be overpowered forexample, ergo needing cooldown, ergo making it slow pased instead of skillbased playstyle, which depends more on equipment and level rather than skill of the player. All in all, the bugs that makes diablo II perfect for pvp will be removed and you would get sorta pvp like in WOW. Through the fog comes a figure. He sets his satchel on the ground, pulling several items from it. After taking several small stones from the bag and arranging them in the shape of a pentagram, he places a skull on the ground that appears to have come from a demon.
He places five candles around the pentagram and lights them. He then reaches towards his girdle and pulls out a gem adorned dagger, cuts his thumb and lets the blood drip on top of the skull. A moment later, lightning crashes nearby and the figure goes into a trance, white eyed, his silhouette glowing with a bluish white aura The ground starts quaking The figure then screams out “Rise, RISE!!
Rise from the ground! Come alive again!”. Solidworks 2012 crack licence keygen photoshop download. The quaking stops, the candles blow out, the blood vanishes and his wound is gone, and now this four month old post has been resurrected.