If you need any assistance or want to submit a bug PLEASE do so in the discord. Discord is the best way to get ahold of me and receive and help you may need. Our community has grown significantly and a lot of the time the community is able to assist much faster than I can.
This is just a minor issue, but since i'm running a shortcut of D2R.exe as instructed, discord can't detect diablo 2 resurrected as a result. Anyone know of a way where i can make discord detect it?
I like some things about the mod, but some are not so good.
More runewords, uniques, sets - good. Problem is - they are significantly stronger than the stuff from vanilla, outside of a few exceptions(like spirit RW still being good), at least the things I've found instantly outclass whatever I'm wearing(not a bad thing in concept but the difference is night and day, like a 50% dr kite shield lolol).
More affixes on rares? In theory, interesting. In practice, it makes it almost impossible to get anything decent now. You just get a bunch of random, mostly useless stuff. So you end up using uniques/rws/sets at every point of the game, because they have fixed, useful stats. edit: also good luck getting a teleport staff now, holy crap. i gave up after just over 2 hours
On character rebalancing, I can't speak much, as I've only played fire druid up till the end of nightmare(i'll try smth else later), but despite lower cooldowns his primary issue remains - the way his abilities work, it's just so random. I end up having to cast Volcano underneath every enemy, if I get lucky a group of 2 or 3 gets hit. Don't get me wrong, I don't want to instantly annihilate everything on the screen, but some consistency would be welcome. Right now it always just hits the thing on top of the volcano and misses everything else around it. I guess that was the idea behind the class, that you control the powers of nature partially but they remain unpredictable for the most part, but in game it's a pain to use imo. Damage has been good so far, it's the rng of attacks that's annoying. Wind dru has a similar problem with tornado pathing, though the way it travels can be mostly figured out.
Rune/gem stacking: Project D2 did it best, the way it's implemented here is inconvenient, idk how else to put it. Also when you move a stackable rune, let's say a Sol, from eq to stash, and you already have a stackable Sol in there, they won't stack together. Same happens the other way around, idk why. Have to move it to eq, manually stack them, then move back to stash.
Overall I think the mod has a lot of potential especially with all the new items(so build possibilities), but the qol stuff is lacking, and the rare items are TOO random imo.
Is there a way to change, so you dont have to resummon all 50+ minion on necro each game, or give us desecrate skill? thank you. also. any maps in plan for later?
Mod is really great, congrats and thanks to the devs. Changes, mostly qol, are great, also new runewords and uniques.
But there are 2 things that destroy a bit of the origin d2 feeling in my opinion: its ok that the chances for high runes is a bit higher, but now they drop far to often. The original feeling was a very satisfying Yes! a highrune! Now its, oh, high rune again. Its not good that a simple blue jewel creates more or the same satisfaction than a hr.
And the second thing is the feeling when u see a drop of a unique diadem for example. In origin d2 u know its a griffons, one of the best and rarest items in the game. Now u have 3 unique diadems, where two are simply not good enough for this kind of rare item. i hope u understand what i mean.
i am disagree with you cause , it's the same game but it's not the same way of playing it. Now you have a lot of formula where you need a lots of hr's in it , so if you keep the old way of hr's drop you can't use the true power of this mod. and for the unique an set some are cool some are useless but i'm ok with it. but you'r totally right with the jewel now they are like hr's and to bad the orb of conversion don't work with jewel.
a higher chance for hr than the base game is absolutely ok. but for example, 1 did 2 cow runs just some mins ago and got 2 BER, 1 SUR, 1 ZOD. Even if u need more hr here, thats too much
and dont forget, u can get the runes back from runeword items, so can try over and over again with the same runes. Think drop rate should be somewhere in the middle between base game and the actual status
I must also disagree with you saying that the increased droprate isn't a good thing, because there is no point to having runewords at 65 if all my characters are level 99 and Ive had no high runes drop, especially now that the weaker character skills have been balanced out making all classes less gear dependent. I am also an adult with other things that need to be done, which means I don't have a full 24 hours a day with 7 days a week to grind.
If you want the droprates to decrease, go to your Excel folder in Merged and edit the drop rates. I did it with sunders because I can't stand a monster that I can't kill.
treasureclassex.txt in C:\Program Files (x86)\Diablo II Resurrected\mods\Merged\Merged.mpq\data\global\excel (assuming you didn't change the defaulted install location). Would suggest using Open Office or AFJ from https://www.d2rmodding.com/modtools as these tools are 1000% better than the default text editor.
Many of the new uniques outclass the old runewords, especially with an orb of socketing used in them making old runewords largely a stepping stone now.
Instead of giving pets flying in Monstats.txt to get rid of their collision, I recommend instead to set SizeX and SizeY to 1 (or 0 if you really want) for each of them in Monstats2.txt. It's really annoying watching my skeletons and golems run over lava, water, through walls, etc. This setting will remove their collision, but still bind them to ground.
This causes missiles to not collide with the minions properly and you end up getting railed by projectiles. We had this originally but it was a problem and we swapped to flying.
250 comments
Hope to see you there.
More runewords, uniques, sets - good.
Problem is - they are significantly stronger than the stuff from vanilla, outside of a few exceptions(like spirit RW still being good), at least the things I've found instantly outclass whatever I'm wearing(not a bad thing in concept but the difference is night and day, like a 50% dr kite shield lolol).
More affixes on rares? In theory, interesting. In practice, it makes it almost impossible to get anything decent now. You just get a bunch of random, mostly useless stuff. So you end up using uniques/rws/sets at every point of the game, because they have fixed, useful stats.
edit: also good luck getting a teleport staff now, holy crap. i gave up after just over 2 hours
On character rebalancing, I can't speak much, as I've only played fire druid up till the end of nightmare(i'll try smth else later), but despite lower cooldowns his primary issue remains - the way his abilities work, it's just so random. I end up having to cast Volcano underneath every enemy, if I get lucky a group of 2 or 3 gets hit. Don't get me wrong, I don't want to instantly annihilate everything on the screen, but some consistency would be welcome. Right now it always just hits the thing on top of the volcano and misses everything else around it. I guess that was the idea behind the class, that you control the powers of nature partially but they remain unpredictable for the most part, but in game it's a pain to use imo. Damage has been good so far, it's the rng of attacks that's annoying. Wind dru has a similar problem with tornado pathing, though the way it travels can be mostly figured out.
Rune/gem stacking: Project D2 did it best, the way it's implemented here is inconvenient, idk how else to put it. Also when you move a stackable rune, let's say a Sol, from eq to stash, and you already have a stackable Sol in there, they won't stack together. Same happens the other way around, idk why. Have to move it to eq, manually stack them, then move back to stash.
Overall I think the mod has a lot of potential especially with all the new items(so build possibilities), but the qol stuff is lacking, and the rare items are TOO random imo.
Changes, mostly qol, are great, also new runewords and uniques.
But there are 2 things that destroy a bit of the origin d2 feeling in my opinion: its ok that the chances for high runes is a bit higher, but now they drop far to often. The original feeling was a very satisfying Yes! a highrune! Now its, oh, high rune again. Its not good that a simple blue jewel creates more or the same satisfaction than a hr.
And the second thing is the feeling when u see a drop of a unique diadem for example. In origin d2 u know its a griffons, one of the best and rarest items in the game. Now u have 3 unique diadems, where two are simply not good enough for this kind of rare item. i hope u understand what i mean.
But rest is very nice, keep up the good work :)
Now you have a lot of formula where you need a lots of hr's in it , so if you keep the old way of hr's drop you can't use the true power of this mod.
and for the unique an set some are cool some are useless but i'm ok with it.
but you'r totally right with the jewel now they are like hr's and to bad the orb of conversion don't work with jewel.
and dont forget, u can get the runes back from runeword items, so can try over and over again with the same runes. Think drop rate should be somewhere in the middle between base game and the actual status
If you want the droprates to decrease, go to your Excel folder in Merged and edit the drop rates. I did it with sunders because I can't stand a monster that I can't kill.
You cube the stacked rune and get a single stacked rune.
Then you cube that rune alone and you get a normal rune.
Instead of giving pets flying in Monstats.txt to get rid of their collision, I recommend instead to set SizeX and SizeY to 1 (or 0 if you really want) for each of them in Monstats2.txt. It's really annoying watching my skeletons and golems run over lava, water, through walls, etc. This setting will remove their collision, but still bind them to ground.
We had this originally but it was a problem and we swapped to flying.
How do you transfer your chars to a laptop? Where do I find the files for the chars?
Thank you!
I like the balance changes here, but for visual ones and so forth, we can still use the mod manager in addition with this mod right?
Looks amazing! Will be doing installs/playthrough later tonight!