Strike fear into demonkind when you enter their midst, traveler.
The annals mark the reign of the Warlock, push further into the fray when Ladder Season 14 arrives on May 22. Read on to discover many changes made following the 3.2 PTR, including vast changes to the Warlock, Terror Zone changes, and more.
Codex
Ladder Season 14
Patch 3.2 Overview
Patch 3.2 Patch Notes
Ladder Season 14
Our previous Ladder Seasons for Diablo II: Resurrected have showed just how adept adventurers were at saving Sanctuary, racing to be the first to cement their names on the Leaderboard while striking fear into the tormented hearts of their demonic adversaries in the process.
Ladder Season 14 will usher in a new opportunity for brave adventurers to race to Level 99 and amass powerful loot along the way. We cannot wait to see which determined souls carve their name into the Leaderboard this time.
Ladder Season 14 Launch Timing:
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North America
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May 22, 5:00 p.m. PDT
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Europe
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May 23, 1:00 a.m. BST
May 23, 2:00 a.m. CEST
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Asia
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May 23, 8:00 a.m. CST
May 23, 9:00 a.m. KST
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As with previous seasons, Ladder Season 14 will feature different modes:
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Version
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Description
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Pre-Expansion Ladder
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The standard version of Ladder play that encompasses only the original four acts.
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Pre-Expansion Hardcore Ladder
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The hardcore (only one life) version of Ladder play that encompasses only the original four acts.
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Ladder
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The standard version of Ladder play that encompasses five acts, as it includes the "Lord of Destruction" expansion content.
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Hardcore Ladder
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The hardcore (only one life) version of Ladder play that encompasses five acts, as it includes the "Lord of Destruction" expansion content.
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For those new to Ladder Seasons, you might be wondering what happens to your Shared Stash loot once the current season ends.
Once Ladder Season 13 ends, all Ladder characters will be transferred to their respective non-ladder group. All items in that character group's Shared Stash go into a new Withdraw Only set of Shared Stash tabs, denoted by a check marked Past box. Any items from Ladder Season 12 stored in the Withdraw Only tabs will be lost at this time. You will have all of Ladder Season 14 to withdraw any items you would like to keep from Season 13. When Ladder Season 14 ends, this withdraw only set of Stash Tabs will be overridden with any items in the Ladder Season 13 Shared Stash. Be sure to get any items out before then or they will be forever lost!
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Patch 3.2 Overview
We deeply appreciate the community participation in the Public Test Realm. Maintaining the uniquely iconic feel of what makes Diablo II feel like Diablo II is impossible without interaction with each of you. Most of our balancing post launch for Reign of the Warlock were shaped by the feedback left by you, our passionate players.
Below you will see how that feedback impacts our initial balancing efforts to iterate post launch. We look forward to future opportunities to provide additional updates and content to improve the game we know and love.
Note that any changes made since the PTR are noted in blue.
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Patch 3.2 Patch Notes
Warlock
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Warlocks can now only equip a two-hand weapon in one hand if the other hand is using a grimoire.
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Increased the effectiveness of health potions from 100% to 150% to match classes with similar playstyles.
Chaos
Sigil: Lethargy
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Removed the Damage Taken stat.
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Fixed an issue where the skill did not affect hostile players.
Ring of Fire
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Reduced base maximum damage scaling.
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Level 1: From 12 to 10
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Level 20: From 181 to 175
Flame Wave
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Reduced base damage scaling by around 15%.
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Level 1: From 17-23 to 14-19
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Level 20: From 310-355 to 267-303
Apocalypse
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Fixed an issue where the visuals would sometimes be duplicated for other players.
Miasma Bolt
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Reduced base direct hit damage scaling.
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Level 1: From 1-3 to 1-2
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Level 20: From 36-53 to 22-25
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Fixed an issue where an extra instance of damage was applied when the cloud expired.
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Added a delay before the cloud missile spawns.
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Revert Miasma Bolt Cloud Delay.
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Reduced cloud damage by 50%.
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Revert Miasma Bolt Cloud Damage to pre-PTR values.
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Changed Miasma Bolt Cloud Explode value from 0 to 1 to prevent double ticking.
Miasma Chains
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Removed casting delay.
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Added a limit of active chains that starts at 5 and increases to 10.
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Added a next hit delay of 1 second for each individual chain.
Developer's Note: Next Hit Delay only applies to clouds generated from a single chain. To be clear, a chain generates a new cloud "stamp" along the length of the chain every .5 seconds. So, if a chain lasts 6 seconds it will have generated 12 stamps of clouds that match its length. Those 12 clouds will have Next Hit Delay between them. If I cast 10 chains, each generating 12 clouds over 6 seconds for a total of 120 clouds, monsters will take up to 10 instances of damage over those 6 seconds. Next Hit Delay only applies to a single chain, not across all chains.
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Fixed an issue where extra clouds could be created.
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Fixed an issue where chains would break when using Blade Warp.
Enhanced Entropy
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Fixed an issue where the bonus to Abyss radius did not increase from bonus levels.
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Fixed an issue where the bonus to radius was sometimes not reflected in the Miasma Bolt, Miasma Chains, and Abyss tooltips.
Abyss
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Maximum radius capped at 11 yards.
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Fixed an issue where Abyss would consume Mana when it failed to cast.
Developer's Note: Many of the changes to Miasma skills are an attempt to bring the use of magic damage inline to other classes. With this damage type, there is typically some mitigating factor to its effectiveness that counters its lack of resistances from monsters. The original design of the Miasma abilities was to have the slightly awkward mechanical approach of placing most of the damage in the cloud.
After addressing the bugs, our team felt the mechanics did not sufficiently reach this threshold and decided to introduce damage reduction. Based off community reception, we have opted to keep most of the previous damage values instead and watch to see if just the bug fixes reach the mechanical awkwardness we are aiming for. We will be keeping a close eye on Miasma feedback to see if future iterations are required to address how magic damage functions and how the warlock fits into that puzzle.
Eldritch
Hex: Bane
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Fixed an issue where the character stats page would not update after leveling up one of Hex Bane's synergies and re-casting the skill.
Cleave
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Fixed an issue where the skill would appear to cast slower than it actually was.
Echoing Strike
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Increased percentage of weapon damage used from 75% to 90%.
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Fixed an issue where damage bonuses were combining multiplicatively instead of additively.
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Fixed an issue where Echoing Strike would always hit.
Developer's Note: Based off feedback from the PTR, we took another look at the decision to fix the bug for durability loss on echoing strike. While it was a bug, the feedback made us re-examine the impact to player's decisions around weapon choices. After discussions, we decided to revert the fix as the impact supported the intended fantasy of the skill while still fitting generally within the original vision.
Eldritch Blast
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Changed Eldritch Blast Life Steal and Mana Steal from 5%-20% to 5%.
Mirrored Blades
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Fixed an issue where Mirrored Blades did not display attack rating on the character screen.
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Fixed an issue where the tooltip did not display the granted attack rating bonus.
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Fixed an issue where the skill would not repeatedly cast when the button was held down on controller.
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Fixed issue where the first missile when using Mirrored Blades with a bow or crossbow was getting the modified damage meant only for mirrors.
Demon
Summon Tainted
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Reduced the damage synergy from Blood Boil from 30% to 20%.
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Fixed an issue where the damage synergy from Blood Boil did not apply.
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Fixed an issue where the skill did not count as a fire skill for the purposes of bonus levels from items.
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Fixed an issue where the attack speed increase did not display on the tooltip.
Bind Demon
Developer's Note: We decided to leave the benefit of soft points granting modifiers for Bind Demon in place. While this was an unintentional bug during PTR, it prompted a discussion on the team and with the community about what would be best for the skill. Currently, the design team has identified that while the Bind Demon skill has great depth and detail, those nuances can lead to a lack of clarity. Most of the other changes to Bind Demon were put in place to streamline the skill without compromising the uniquely interesting choices it presents to players. Any feedback about where opportunities exist to strike the balance of clarity and preserving the fun of the skill is welcome.
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Now requires a base skill point investment to bind demons elite demons.
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Level 10: Champions
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Level 15: Uniques
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Level 20: Super Uniques
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Added a cap to max health which varies by each demon.
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Synergy for chance to bind from Death Mark reduced from 1% to 0.5%.
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Reverted to pre-PTR value
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Introduced max health cap which varies by each demon.
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Further increased the health cap that was seen on PTR
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The overall chance to bind a Demon has been reduced.
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Chance to Bind Demon now starts at 20% (was previously 10%) and diminish (dm vs ln) leading toward 56% (was previously 25%)
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Added an audio cue for players so they can know if they will not succeed when attempting to binding a demon.
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Demons with the Aura Enchanted modifier now always replace their auras with new auras when bound. These new auras map directly to one of the old auras.
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Might to Concentration
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Holy Fire to Vigor
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Blessed Aim to Thorns
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Holy Freeze to Holy Freeze
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Conviction to Fanaticism
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Fanaticism to Fanaticism
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Holy Shock to Vigor
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Fixed a bug from PTR that allowed demons to get one of the old Auras in a certain scenario. Demons should not be able to get one of the old Auras from a bound demon now.
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Reduced the Cursed modifier's chance to cast Amplify Damage from 75% to 5%.
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Mana Cost reduced to 9 per second.
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Now requires a base skill level of 10 to bind Champion demons, 15 to bind Unique demons, and 20 to bind Super Unique demons.
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Certain Super Uniques require more damage taken before they can be bound.
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Added an audio cue that plays if a monster is unable to be bound.
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Reduced the bonus chance to bind that damaging a demon grants. The bonus is further reduced if the demon is an elite monster.
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Fixed an issue where the chance to bind would roll 12 times per second. It now rolls once per second.
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Fixed an issue where Frenzied demons could be bound.
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Fixed an issue where Achmel the Cursed could be bound even though it is not a demon.
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Fixed an issue where minions of a monster could become invulnerable after binding it.
Blood Boil
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Radius updated to have three increased ranges based off level thresholds:
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Level 1-4: 5 yards
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Level 5-9: 6 yards
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Level 10+: 7 yards
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Fixed an issue where the tooltip displayed the incorrect radius.
Engorge
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Attack speed bonus now is now skill-based instead of item-based.
Demonic Mastery
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Max Demons now requires base skill points to increase its value.
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Reduced the amount of skill points needed to get 2 demons from 10 points to 5 points and the amount to get 3 demons from 20 points to 10 points.
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Attack speed bonus is now capped at 25%.
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Attack speed bonus now is now skill-based instead of item-based.
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Fixed an issue where the attack speed bonus did not display on the client, causing a desync.
Blood Oath
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Damage Taken Goes to Your Demon stat changed to use diminishing scaling.
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3% at Level 1
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25% at Level 20
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Fixed an issue where the Damage Taken Goes to Your Demon stat would not benefit from bonus skill levels.
Consume
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Adjusted many of the bonuses.
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Bonuses will now scale based on the difficulty the demon was created on. For example, a demon from Hell difficulty will grant a higher bonus than one from Normal difficulty.
Terror Zones
Developer's Note: Heralds are our core attempt to mitigate the dissatisfying experiences related to Sunder Charms prior to Reign of the Warlock. At launch, it's clear that we over-corrected this experience by making both Heralds and Sunder Charms too rare. The changes in the PTR attempted to address this over-correction but introduced other undesirable impacts. This next iteration aims to find the middle ground of increasing Herald's appearance at a pacing that does not create an undesirable gameplay loop.
In the PTR we experimented with an increased chance for Heralds to drop a valuable item if a Sunder Charm did not drop. This quickly proved to be too lucrative and has been removed. Sunder Charms have instead been integrated into the existing item table for Heralds, which also makes hunting higher Tier Heralds more impactful as Heralds drop more items at higher Tiers. We want item drops to feel rewarding, but not break the chase for items that players know and love in Diablo II.
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The chance to drop Worldstone Shards is no longer modified by player count. This change is reflected as an increase in drop rates for solo players.
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The increased chance to drop a Latent Sunder Charm from Heralds now starts at Tier 1 instead of Tier 4.
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The increased chance to drop a Latent Sunder Charm from Heralds is no longer modified by player count. This is an increase in drop rates for solo players.
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Heralds at Tier 3 and 4 have twice the increased chance to drop a Latent Sunder Charm. Heralds at Tier 5 have three times the increased chance.
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Latent Sunder Charms can drop from any monster, Terrorized and non-Terrorized, using Magic Find.
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If the increased chance to drop a Latent Sunder Charm from Heralds fails to drop a Latent Sunder Charm, there is an increased chance of dropping something desirable instead, like a charm or amulet.
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Fixed Herald of Terror's Thorns Aura procs twice for every player hit.
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Slightly reduced the chance for Heralds to drop Unique, Set, and Rare items.
Developer's Note: This change makes Heralds match Super Unique monsters and should prevent them from feeling like loot goblins, rolling excessive amounts of Rainbow facets and unique jewelry.
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Heralds now spawn and hunt players upon killing any monster in a Terror Zone. The chance for a Herald to hunt you is increased with each monster killed within the same Terrorized Zone.
Developer's Note: In PTR we saw Tier 1 and Tier 2 Heralds spawning too frequently and Tiers 3-5 spawning not as frequently as we intended. To address this we have made the spawn rates more uniform. When using shards and performing consecutive full zone clears, we saw a double in the total amount of Heralds in a game from 30-40 to 70-90. We also placed in protections to prevent the double spawning of Heralds at the same time.
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A lightning storm will appear on top of the slain monster when a herald is about to spawn. You have 5 seconds to prepare!
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Herald Tiers now increase when a Herald is spawned instead of when a Herald is killed.
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Reduced the difficulty of Heralds above Tier 1.
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Health bonus per Tier reduced 500% to 250% (starts at 1000%).
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Damage bonus per Tier reduced from 50% to 25% (starts at 50%).
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Fixed an issue where the Thorns aura from Heralds would hit twice.
Colossal Ancients
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Colossal Ancient Statues now drop from non-Terrorized act bosses at a reduced rate.
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Colossal Barbarian summons continuously spawn, up to a cap of 5.
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Increased the Magic Resistance of each Colossal from 50% to 75%.
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Increased the damage of Talic's Whirlwind.
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Increased the damage of Talic's Fire Twisters.
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Increased the damage of Korlic's Cold Fissure.
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Increased the damage of Madawc's Thunderstorm.
Developer's Note: We heard the feedback that Colossal Ancients were too easy for some builds. We believe that combining adjustments to the Colossal's survivability and damage with adjustments to certain player skills will create a fair difficulty increase.
Keyboard Movement
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Reintroduced bindable keyboard movement keys.
Developer's Note: We are excited to bring back bindable keyboard movement keys, also known as "WASD", after their soft launch in 2024.
Chronicle
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Fixed an issue where Chronicle rewards would un-equip when joining a new game or on character death.
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Improved the controller experience for the Chronicle.
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Fixed various issues when viewing a Runeword in the Chronicle.
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Fixed an issue where the Indestructable stat was missing when viewing an item in the Chronicle.
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Fixed an issue where Attack Speed would display improperly when viewing an item in the Chronicle.
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Fixed an issue where the "View Rewards" button in the Chronicle would become out of sync with the rewards panel.
Loot Filter
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Fixed an issue where Gold hidden by the loot filter was not automatically picked up when using a controller.
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Fixed an issue where highlights could become misaligned in the loot filter when using a controller.
Stash
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Added ability to move three items from the Advanced Stash to the inventory when using controller.
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Fixed an issue where non-Rune items were unable to be quick-moved from the inventory to the Personal or Shared Stash.
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Fixed an issue where the Advanced Stash notification would play regardless of if the item was moved there.
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Fixed an issue where the wrong tooltip was used on controller when moving an item to an Advanced Stash tab.
User Interface
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Fixed several issues with various dropdown menus.
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Fixed an issue on Controller where switching menu tabs with triggers was very sensitive.
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Fixed an issue where the character select UI would become unselected when switching between controller and mouse input.
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Fixed an issue where an empty button prompt could appear when using a controller.
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Fixed an issue where text could overlap in the message log when using a controller.
Console and Handheld
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Fixed various issues that could occur when placing or removing a Nintendo Switch® from its dock.
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Fixed an issue where text would appear out of bounds in the Party menu.
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Fixed an issue where a missing string was sometimes displayed when failing to join a game.
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Fixed an issue where the account linking modal border's would overlap with the text.
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Fixed an issue where the default settings did not match the settings when first launching the game.
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Fixed an issue where an unusable confirm button would appear in the lobby screen.
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Fixed an issue where shortcuts from the main menu remained active while other UIs were open.
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Fixed an issue where the default Game Creation settings menu was not accessible.
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Fixed an issue where the cursor was missing when using a controller in desktop mode.
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Fixed an issue where the friends tab could sometimes lose focus.
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Fixed various issues with the Loot Filter UI.
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Fixed an issue where the text in Character Conversion modal would extend past the modal's boundaries.
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Fixed an issue where text would overlap with the divider lines in the settings menu.
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Fixed an issue where the Chronicle rewards UI could get misaligned.
Miscellaneous
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Many stability and performance improvements.
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Fixed an issue where the Resolution Scale setting was not applying properly in certain scenarios.
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Fixed various issues with joining games across different regions.
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Fixed an issue where monsters over pits would sometimes disappear after moving far away from them.
May your Ladder race be filled with fiends to eviscerate and bountiful loot.
-The Diablo II: Resurrected Team
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