The new season is coming! Tomorrow, Friday July 2nd at 9 PM, the new journey against the demons of Diablo II begins.
Stay tuned to the schedule:
Schedule
Site Maintenance: From 07/01 9:00 PM to 07/02 5:00 PMServer Maintenance: From 07/02 5:00 PM to 07/02 9:00 PM
Patch Released: 07/02 1:00 AM - Attention: When updating you'll only be able to enter the servers in the new season! We recommend downloading and installing on 07/02 from 5:00 PM onwards
Everyone needs to download and install the new patch to connect to the server.
Avoid starting events or quests near the times above, rooms will be closed to apply the events.
To balance the game and make it as fun as possible, we make modifications considering a combination of testing, statistics, and community feedback.
Patch 14 Changelog July 2, 2021
General
Act 1 Mercenaries can now use Crossbows and Amazon Bows
Increase in character Light Radius (It's in the belt)
Areas
Changes and fixes in the new arenas, now they're in the same tent as always in Act 1 and the team arena in Act 4 town
Team Arena size reduced by 30% (Duelists weren't finding the body to rescue!)
Removed duplicate bosses in the Pandemonium event
(Even though we had gotten used to it, it wasn't intentional, it was a patch bug that we worked around with the fake organ, but now we were able to fix it, but the fake organs remain!)
Drops
Increase in general Evo Gold drop by 10% and bosses by 15%
(Good things don't need much explanation, right?!)
Increase in drop of charms with Enhanced Damage
Korlic (Henknoc Jungles) improved rune drops and now drops exclusive bases
Fake Organ (To make SoJ) will have 50% chance to drop from bosses before Pandemonium: Duriel, Izual, and Lilith
(However the required quantity was drastically reduced, see in the Cube section)
Items
New low level shield base: Wall of the Dead
(Spoiler: we don't know where it drops!!)
New high level bow base: Karcheus' Gale
(Another base in Depths of Hell!)
New Rune Words, find the cards with the recipes!
New stackable items to store resources for Tome of Stanic Portal (Depths of Hell - Torch, Anni, and Gheeds) without needing mules!
Now it's possible to change the wand from the Linarian set to a dagger
Doubled durability of all weapons
Increase in damage of Small Charms from 3% to 4-6%, Large Charms from 6% to 8-12%, and Grand Charms to 13-18%
Spirit with Jah improved Faster Cast Rate from 25-35% to 30-35%
War Guardian (Set Evolution's Pride) added 100% Enhanced Damage
Offo's Armor (Set Guardian Protection) added 12% Damage Reduced and Faster Hit Recovery from 20% to 20-30%
War Fortress changed +1 to +10 Teleport
Rune Word Doom released to craft in any weapon, changed Volcano cast to Lower Resist and reduced cold resist reduction from -30-60% to -20-30%
Auriel's Might changed aura from Cleansing to Holy Freeze
Craft Hit Power Weapon replaced Frost Nova on Struck with Attack Rating and reduced Enhanced Damage on weapons from 100-200% to 100-150%
Insight removed Attack Rating, reduced aura from 14-20 to 12-19
(Why did we improve so much a Rune Word that costs only Sol? It remains extremely useful in early and mid game)
Dark Leather defense reduction from 555 to 477
(A simple comparison between strength requirement and defense shows how disproportionate it was)
Thunderstroke reduced light resist reduction from -15-30 to -15-20%
(When we improved it, it was so that Amazons wouldn't have to use only Titan's to be effective, but Thunderstroke was simply better than even much more expensive Rune Words in almost all combinations, being a relatively easy item to find)
Jungle Hoop I reduced Amplify Damage chance from 5 to 3%
Jungle Hoop III removed mana regeneration
Cube
New formulas for creating and improving Grand Charms skillers!
(Finally two great things will be possible: First: find a GC with a skill and add a property; Second: spend less on creation, since now there are two steps, if the first one comes with the tab you want, only then do you spend to add another property)
Cheaper charm creation formulas
Create SoJ with fake organs reduced from 12 to 6
Fixed the "Eth Bug" when using cube on armors (Finally!)
Cube formulas unlocked on all Ethereal items (Freedom!)
Weapon Forge reduced socket attribute from 2-3 to 2
(This change is part of the game's "general balance". We believe that with 2 sockets it's more than enough to enjoy the bonuses of all the new gem and exclusive jewel options, and with 3 sockets it was getting "out of balance". The advantage is there's no more variation, it was very annoying to get the desired Forge with sockets and in the end not get the maximum)
Skills
Bone Spear increased synergies from 10% to 11%
(The intention is to make it have enough damage to be viable like other fragile mages)
With protection in Henknoc Jungles, Fade will not reduce the protection time nor curses, the Cleansing aura still reduces.
Poison Dagger reduced initial damage and added duration time limit at high level
(damage increase at high level, this is a new skill and we already expected it would need some adjustment, it was too strong at low level and afterwards, the increase in poison duration time would reduce this damage exponentially)
Druid Summons reduced 10% health gain per synergy points
(Their damage is very good, but combining the damage with their sustainability, they were very strong for being summons that you just need to summon without needing a body for example, the idea is for them to stay strong, but they need items and strategies to keep them alive longer or just summon again)
Exploding Arrow added synergy with Immolation Arrow
(This arrow we've been increasing its damage a few times, we found a good point, but it was much superior because there were too many leftover skill points)
Berserker Bolt reduced explosion radius by 10%
(The Barbarian is a class that by nature has very high sustainability, has lots of life, resistances, defense, etc and with Berserker Bolt you can still use a shield, attack from range and with area damage, making it way too strong, so these adjustments were necessary)
Throwing Mastery reduced damage per level from 8% to 6%
PvP Mode
Charged Bolt reduced number of bolts per level with PvP Mode
Energy Shield mana per damage increased by 25% with PvP Mode
Poison Dagger synergies reduced from 2% to 1% with PvP Mode
Poison Nova synergies reduced from 10% to 8% with PvP Mode
Fissure reduction from 30% to 28% in synergies with PvP Mode
Monsters
Added more versatility in Lucifer's artificial intelligence for skill usage (Depths of Hell)
Reduced variation in life of Depths of Hell bosses, all will have about 10% more life
Increase of 15% experience gained from bosses in all events


