Patch pros and cons: your opinions wanted

Flux

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Patch pros and cons: your opinions wanted

This dude (L.B. Jeffries) mailed me some interview questions earlier this month. He's going to incorporate the replies into a future article, and besides wanting my replies, he's interested in what other d2 players think. Here are the questions; you can answer as many or as few as you like, and he'd prefer detailed, opinionated replies to quick yes/no answers. Enjoy.


What inspired this post was the realization that, despite the fact that I’ve beaten Diablo 2 with 4 different character classes, whenever I talk to a hardcore player they have a dramatically different relationship with the game. For me, I would just sample abilities and slap together a basic method for winning the game at Normal. These players, between dueling and playing on Nightmare, would build entire strategies around one ability like the Barbarian’s War Cry or Frost Armor for the Sorceress. Can you give me a basic description of how a more advanced player chooses a tactic? What are the main motivations (dueling, tournaments, etc)?


Expanding on that, how does one decide when a tactic is inferior to another one? Obviously there’s the whole, “You lose the fight†test, but when is that just a product of circumstances or someone using rare equipment? What I’m getting at is how Diablo 2, to me, always seemed to revolve around what kind of Loot you could find. Advanced players don’t seem to really work that way, since they throw together Lvl 80 characters in a few hours and then test them out. When does gear become a factor?


How would a patch typically disarm a tactic? Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?


What effect did the Expansion pack have on the game? I’ve heard of people now only playing the original and not dealing with the Expansions stuff. Why?


Are there any patches that you remember having a larger effect than others? Why? I’m flipping through Blizzard’s record now and a lot of the times it looks like they’re trying to get people to play a class more often, like by boosting the Amazon’s skills. Did this actually work? Did it lead to people gaining an edge over others?


Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?


Rant about anything that comes to mind.
 
Re: Patch pros and cons: your opinions wanted

I'll paste in the answers I already emailed him, just to start things off.


What inspired this post was the realization that, despite the fact that I’ve beaten Diablo 2 with 4 different character classes, whenever I talk to a hardcore player they have a dramatically different relationship with the game. For me, I would just sample abilities and slap together a basic method for winning the game at Normal. These players, between dueling and playing on Nightmare, would build entire strategies around one ability like the Barbarian’s War Cry or Frost Armor for the Sorceress. Can you give me a basic description of how a more advanced player chooses a tactic? What are the main motivations (dueling, tournaments, etc)?
It differs for everyone, depending on their ultimate goals. At this point there's very little trial and error, since the game has been out for so many years, and it's been a long time since a patch really shook things up. Players have long since figured out the best builds and strategies and equipment, and the skill synergy changes in v1.10 did much to limit character variety.
http://diablo2.diablowiki.net/Synergies

Thanks to synergies you've got to basically decide what your character is going to do long term, and build them from level 1 with that in mind, since you'll generally be devoting 80 skill points to your primary attack.

Also, equipment = destiny, since the high level, high quality gear is very hard to find or create, and it's extremely unlikely that the new character you start today will still be using anything they find themselves by the time they're level 80 or 90. All of their end game gear will come from what your other characters have found, either by magic find runs of bosses, or from runes/runewords you've accumulated over time or through trading (most high level runes are dupes, but few players actually know how to dupe. Most just trade for runes of dubious origin.)


Expanding on that, how does one decide when a tactic is inferior to another one? Obviously there’s the whole, “You lose the fight†test, but when is that just a product of circumstances or someone using rare equipment? What I’m getting at is how Diablo 2, to me, always seemed to revolve around what kind of Loot you could find. Advanced players don’t seem to really work that way, since they throw together Lvl 80 characters in a few hours and then test them out. When does gear become a factor?
Deciding on good vs. bad is not really an active practice, since it's all been figured out by now. Until a new patch comes along and changes some balances or adds new equipment that might shake things up. How players find what works best is much less about trial and error than about reading forum posts, seeing what other players are using, and chatting on battle.net. There are a few items that radically change things, and many of these become almost mandatory for a character of a given build. These days, any non-sorceress who tries to duel without wearing an Enigma is wasting their time, when every other character can teleport and you can't. Owning a Call to Arms weapon is considered essential for most builds, since it grants the Barb's Battle Orders skill and greatly increases your hit points.

Aside from some of the great/unbalancing runewords (such as Enigma and CTA), most equipment is just about incremental improvement. Slightly increasing damage, or resistance, or whatever. The basic needs/requirements are all well-established, so equipment improvement just becomes about getting more of X or Y.


How would a patch typically disarm a tactic? Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?

Past patches have made major changes by nerfing, but they usually add new things that are just as imbalanced. Players have usually been more interested in finding the new thing than in grieving over the old one, in my experience. One big change came in v1.10, when the buggy nature of Guided Arrow was fixed. In v1.09 the Amazon's Guided Arrow worked with her Pierce skill, which let each GA hit a target multiple times. This wasn't that important against big packs, but against individual enemies (or in PvP) it made Guided Arrow ridiculously overwpowered. The biggest damage bow at that point was the Buriza Xbow, which fired very slowly, but did huge damage. And with the GA and Pierce bug it was unbeatable.

Especially in dueling, if an item that added "slows target" was used. I didn't duel myself since I played Hardcore, but what I heard was that public PvP was almost dead in those days, since some guy would always join in with his Burritozon, plant himself just outside of town, and kill everyone else simply by standing still and holding down the right click.

Once v1.10 came out, GA no longer pierced. That made GA a much less useful skill, elevated Strafe as the best bowazon boss killing skill, and made the Buriza a forgotten weapon, since its slow firing speed was a great handicap when using skills other than GA. The fact that more elite unique bows and high level runeword weapons came out in the same patch was also a factor. I don't think you could get chipped gems for a Buriza in a trade now, while it was one of the most expensive items in the game in v1.09.

I did hear some complaints from players who had loved their overpowered Burizons, but most people were excited to try new stuff, and it took a lot of denial to argue that Burizons hadn't been enormously cheesy and overpowered.


What effect did the Expansion pack have on the game? I’ve heard of people now only playing the original and not dealing with the Expansions stuff. Why?

The expansion is almost universally more popular, and is a much improved and expanded playing experience. It did, however, add a lot of new stuff, and made the game considerably easier (mostly thanks to the new items). Plus all of the patches since then have been for D2X, and have added much, much more stuff. Mostly items, but also there have been huge skill changes.

People who still play D2C all (I'd guess) played D2X for some time, before returning to the classic version. It's harder, there aren't such overpowered items, and it's much simpler. No runes, no runewords, no charms, no jewels, no way to add sockets, no act 5, no elite items, rares are the best possible items, etc. Players who still play D2C think it's more balanced and like the simpler, old fashioned version of the game. I'm not one of them though, so I'm only extrapolating from knowing the game differences and hearing such people extol the virtues of their game of choice.



Are there any patches that you remember having a larger effect than others? Why? I’m flipping through Blizzard’s record now and a lot of the times it looks like they’re trying to get people to play a class more often, like by boosting the Amazon’s skills. Did this actually work? Did it lead to people gaining an edge over others?

V1.09 was the current version for most of the early days of D2X. I believe v1.07 was the launch version of D2X, and then v1.08 fixed some bugs, most of which were then fixed in v1.09. That version remained current for 2 or 3 years, until v1.10 which brought on huge changes. Tons of new end game items, uniques and runewords, and the introduction of skill synergies, which radically changed the skill builds of most characters. V1.11 pushed that a bit further with some more new items and added the Uber Quests.
http://diablo2.diablowiki.net/Pandemonium_Event

The v1.12 patch did little more than bug fixes. V1.13 is pending and Blizzard solicited bug fixes and other suggestions for it, so hopes that it will shake things up aren't unfounded. Blizzard has also mentioned the possibility of setting up a test realm so players could try it out before it goes live; something they've never done with previous patches.

I don't think blizzard specifically tries to get people to play or not play different characters in patches, but they do note skills that are underutilized and try to improve them. The Druid's Elemental tree was notoriously useless when D2X launched and it remained that way until v1.10, when it was pumped up to Sorceress quality, creating a variety of new viable druid builds.

The buzz before v1.10 (from the designer who was creating it) was that it would have no nerfs. Just buffs. This was somewhat disingenuous, since by changing the overall game state a great deal skills that were formerly overpowered became weak, even though they didn't change any themselves.

One example I remember was the Barbarian's Berserk skill. It hits for magical damage, not physical, and was enormously useful in v1.09, when every monster on hell difficulty had at least 50% physical resistance, and physical immunes abounded. In v1.10 the global physical resistance was removed, PIs became much less common, and monster hit points were greatly increased. This conspired to greatly lower the relative effectiveness of Berserk, while increasing the quality of other physical damage skills.


Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?

I wasn't a big fan of v1.10 and the synergy changes. (Admittedly, it came out in 2004, when I was working full time and living with my girlfriend and thus had veryl little time for gaming.) Synergies reduced variety for individual characters, while making more different builds viable.

I used to love doing tri-elemental sorcs, with skills from all 3 trees, since this let me deal with every type of monster in the game, and I could use skill and speedy fingers to greatly improve my killing speed. Tri-elementalists became non-viable in v1.10+, since you now need to put so many points into support skills/synergies to up the damage of your main killing spells. Sorcs aren't ruined; the best builds use skills from 2 trees, but in v1.10 you pretty much know what every character's skills look like the minute you see them.



Rant about anything that comes to mind.

Ultimately, it comes down to acquired knowledge. Advanced players might have experimented and fooled around with different builds and equipment options in the early days (their early days or the early days of each major D2X patch), but by now everything is so well known and understood that there's little point in experimenting or varying tactics (in terms of skill builds and items). That's not to say that all or even most advanced players have experimented and arrived at their current tactics through trial and error. Many players have zero experience playing characters at low levels. They've simply built up surplus equipment with one or two item finding characters, read a strategy guide for a Hammerdin or Wind Druid or whatever, and then created one unto whom they twinked all their gear and got them rushed to level 80, instantly taking that character into the end game.

Thanks to shared experience and rushing there's no need to actually "play" a new character at the lower levels, and it's become almost a lost art on Battle.net. New characters are rushed through the game by friends (or players do it for themselves by using multiple accounts/computers), all of their gear is twinked, and come the end game they might only do one or two areas over and over again, and only in large groups. There's very little "skill" required to play as part of a large co-op game engaged in a Baal run. Characters in such enterprises are required for a skill or two, Battle Orders, Fanaticism, Conviction, Blessed Hammer, etc. The ability to provide these skills is entirely dependent upon having proper skill allocation and good equipment; actually knowing what you're doing as a player is helpful, but not that important. Just running along with the rest of the group so your aura stays shared, or remembering to refresh the Battle Orders before it runs out is enough, in many cases.
 
Re: Patch pros and cons: your opinions wanted

While I won't be able to give as in-depth answers as you, I do believe I'll give my .02 dollars on the issues

Can you give me a basic description of how a more advanced player chooses a tactic? What are the main motivations (dueling, tournaments, etc)?

I believe everyone has their own unique goals to the game. The main issue is the subjective question "What's fun?" Fun for you is different from fun for me, and everyone else for that matter. The fantastic thing about this game is that there's something for everyone. If I feel like playing mindlessly, I'll play my summon necro and watch my summons wreak havoc. If I want to make things a little more intense, I'll play a martial arts assassin, using more strategy than other builds to kill my foes. Currently my goal is to experience (and defeat) the ubers and diablo clone, as that's the only part of the game I haven't touched on yet. No doubt once that's done I'll make it my goal to defeat them with every class (not just a 1pt smiter), and once that's done then maybe I'll have thought up another goal, or diablo 3 will come out, whichever comes first.

The point I'm trying to make is that there is no one motivation for playing this game, besides for the general "to have fun" reason. Whether it's being the ultimate pvp-er, pk-er, mf-er, what have you, whatever makes the game fun for you is what motivates you.


When does gear become a factor?

It would really depend on the build you're going for. I hear stories of skelemancers finishing hell naked. Different builds call for different gear dependency. Barbarians won't be able to last long without any gear, hell, 6 masteries revolve around specific weapon types and 3 combat skills REQUIRE you to have two weapons! This goes for the assassin's claw martial arts skills, the necro's poison dagger skill and all of the amazon's bow/crossbow and javalin/spear skills. Personally as far as gear goes, the amazon has it the worst when it comes to dependency, being virtually limited to bows, crossbows, javelins and spears.


How would a patch typically disarm a tactic? Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?

I'll give you some examples here. The biggest change that completely derailed a lot of people was the arrival of patch 1.10. In this patch they introduced something called synergies, which lets certain skills get more powerful if other specific skills had hard points invested in it. Rather than horde all of your points for the insanely powerful lvl 30 skills, players had to do a double-take on what to do. No longer were tri-elemental sorcs dominating the world of diablo.

1.10 also introduced some game-changing runewords. The most infamous is the Enigma. It required a Jah and a Ber rune (which I've never heard of until I read about enigma, mind you), and the main draw was that whoever wore this armor got the sorceress' teleport skill. The existence of all these new impossible to make runewords gave rise to more people that would duplicate runes. This in turn completely twisted the economy into what it is today, with most runes above ist or gul doomed to be deleted by Blizzard's rust storm program.

What effect did the Expansion pack have on the game? I’ve heard of people now only playing the original and not dealing with the Expansions stuff. Why?

For me, I started this game with the expansion. I've never touched classic mode. With that said, the changes I know that came with the expansion is a larger stash, the introduction of charms and uniques, a whole new act and extension to the storyline, and, most importantly, the introduction of two new classes, the assassin and druid.


Are there any patches that you remember having a larger effect than others? Why?

Like I said above, the 1.09 -> 1.10 transition was the biggest for me. The synergies completely changed the game mechanics, for better or worse.

Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?

None of them were game changing to me. I'm still playing, so none really ruined it for me. I'll be honest I was a bit miffed when nobody would make hell cow games anymore when 1.10 came out, but it quickly passed when I realized the potential for incredibly powerful builds.


Rant about anything that comes to mind.
I think I've ranted enough haha, all I hope is that in 1.13 they fix the full trang casting bug, although if they did the value of that set would sky-rocket lol.
 
Re: Patch pros and cons: your opinions wanted

What inspired this post was the realization that, despite the fact that I’ve beaten Diablo 2 with 4 different character classes, whenever I talk to a hardcore player they have a dramatically different relationship with the game. For me, I would just sample abilities and slap together a basic method for winning the game at Normal. These players, between dueling and playing on Nightmare, would build entire strategies around one ability like the Barbarian’s War Cry or Frost Armor for the Sorceress. Can you give me a basic description of how a more advanced player chooses a tactic? What are the main motivations (dueling, tournaments, etc)?

I think it has a lot to do with the loot. Just the pure rush of finding sick items, or the journey for a LOT of people. I have gone through hardcore patches (as in dedicated gameplay) and will make a char and go crazy and then just stop, and start from scratch or switch to hardcore mode to FORCE myself to play with crap items because having nothing and finding something of value IS what makes the game.


Expanding on that, how does one decide when a tactic is inferior to another one? Obviously there’s the whole, “You lose the fight” test, but when is that just a product of circumstances or someone using rare equipment? What I’m getting at is how Diablo 2, to me, always seemed to revolve around what kind of Loot you could find. Advanced players don’t seem to really work that way, since they throw together Lvl 80 characters in a few hours and then test them out. When does gear become a factor?

I think it comes down to basic enjoyment. What do you like to do, and can you succeed in the game while doing it. If one of those 2 things isn't ture, the tactic is wrong. Gear becomes a tactic when you find something enjoyable that can kill or needs a little extra oomph to kill. Then you try to find perfect match with gear and go from there

How would a patch typically disarm a tactic? Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?

You werent REALLY able to tell, but you could have a basic idea. in 1.09 people basically kinda somewhat knew that Zons were going to get nerfed because Guided Arrow was just sick...but the change was just bad. Some of the glitches were just fun. It was a challenge to make a char to take down a zon in PvP in 1.09. so people made Ith Barbs andoccy ring sorcs and lord knows what else and it was FUN even if it was wrong lol. Nothing is EVER certain though and I think overall no matter what the community is blindsided by MAJOR skill nerfs. the zons was one of them which ill continue ranting about soon.

What effect did the Expansion pack have on the game? I’ve heard of people now only playing the original and not dealing with the Expansions stuff. Why?

Not really sure, I played mainly after EXP pack. I believe the main reason it was different. people as a whole fear change!


Are there any patches that you remember having a larger effect than others? Why? I’m flipping through Blizzard’s record now and a lot of the times it looks like they’re trying to get people to play a class more often, like by boosting the Amazon’s skills. Did this actually work? Did it lead to people gaining an edge over others?

1.10 was THE patch IMO. Its not even about playing a specific patch, just that it took FOR. FRIEKEN. EVER. to come out. It was anticipate for YEARS. I love people today complaining about being told info a month ago and seeing little result. you dont know a thing until you played 1.09. The 1.10 patch INVENTED "its done when its done" and I dont think that is an exaggeration, and then guess what? There was community backlash when it came out! haha. why? Because people fear change, common theme here. It added synergies, nerfed the F out of the Zon (didnt boost the zon in any way), I believe added D clone and tried to get people to sell sojs (and they did, D clone was popping every 2 seconds, although it coulda been 1.11 not 100% sure) and it was just DIFFERENT.

Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?

all of them were kinda non-issues (80% of my hardcore sessions were in 1.09) except I cant even play a Zon till this day and have anywhere near the fun I had back in the day. 1.10 was just a HUGE landmark in the D2 community, people dont even remember what it was like or care not to talk about it because no one would be complaining at all today if they remembered that stuff. The game is still fun and kept fresh by these patches and its great blizzard still supports this game after 10 years (remember, they dont HAVE to), but 1.09 --> 1.10 was probably the biggest day in D2 communtiy before D3 was announced. If someone would like to refute that, thats fine, lets just hear a different day! haha.


Rant about anything that comes to mind.

Nada, good stuff.

Edit: LOL. Just started reading flux's respons (didnt before, too long for both ahead of me) and heard him talking about zons. good stuff! hilarious.

you cant dis-agree it was fun though flux! Also, I saw a lot of 1.09 stuff in your posts too. im telling you 1.09 and 1.10 were like Diablo's golden eras

double edit: ok I just looked it up, I guess it was 2 years froim patch 1.09 --> 1.10 and 5 years later we are in 1.12b with 1.13 coming so not TOO much discrepency as I remembered, but man, when there was as many passionate people playing back in 2k1, it seemed like ages, also Ladder resets keep the game fresh while waiting for new patches which is probably why 1.09 to 1.10 felt so long as 1.09 had no ladder
 
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Re: Patch pros and cons: your opinions wanted

(L.B. Jeffries) What inspired this post was the realization that, despite the fact that I’ve beaten Diablo 2 with 4 different character classes, whenever I talk to a hardcore player they have a dramatically different relationship with the game. For me, I would just sample abilities and slap together a basic method for winning the game at Normal. These players, between dueling and playing on Nightmare, would build entire strategies around one ability like the Barbarian’s War Cry or Frost Armor for the Sorceress. Can you give me a basic description of how a more advanced player chooses a tactic? What are the main motivations (dueling, tournaments, etc)?

There are PvP and PvM players. They have a different understanding of the game. PvM player is interested to play in a coop game, the PvP is interested to kill others as fast a possible. PvM players sometimes loves to play untwinked, PvP is all about gear,gear and gear. The both groups have to be divided, you see it in the forums, they constantly produce flamewars. I do not PvP.

(L.B. Jeffries)Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?

If the most powerful runeword enigma gets nerfed the it will change the game. Public item finding bots use the enigma hammerdin.

(L.B. Jeffries)What effect did the Expansion pack have on the game? I’ve heard of people now only playing the original and not dealing with the Expansions stuff. Why?

I like more variants in the game. Expansion made me come back again. Classic limits the game for me. I stopped playing classic because of that. People who go back to classic hate the overpowered runewords which made the game ridiciously easy. Without duping they would not have seen a high runeword in years.

(L.B. Jeffries)Are there any patches that you remember having a larger effect than others? Why? I’m flipping through Blizzard’s record now and a lot of the times it looks like they’re trying to get people to play a class more often, like by boosting the Amazon’s skills. Did this actually work? Did it lead to people gaining an edge over others?

1.10 made me come back. More items, more runewords and the biggest effect to the game.Whatever blizzards tries to implement, players will find the strongest one hit killer and play the char most frequently.

(L.B. Jeffries)Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?

I still play the game with friends from time to time, especially at a ladderstart, where the economy is fresh, no items, no dupes for 2-3 days. As i said, 1.10 made me come back. If 1.13 has not the effects on the game which i desire, i will leave.

(L.B. Jeffries)Rant about anything that comes to mind.

Here we go:

Blizzard implemented measures to fight against cheaters/botters/dupers which make the honest players suffer mostly.

Bot protection


It stopped the pindle bot 2003/2004, but since then fast item runs lead to a temporary ban. Now multi boss killer bots are used, so no effect and the players have massive problems to mule things.

Dupe protection


2006 the bonewall/meteor dupe method went public. 2 months every kid tried to dupe their brains out which lead to games with 4k ping on all realms.
Blizzards answer stopped this but if today 2 players use torches and cast the firestorm the game crashes. A pain in the a.. for party play.

Hacks?

Massive banwaves like 2006 judgement day or dec2008 had no long term effects. TPPK made public gaming in hardcore for the vast majority impossible, since 2005/2006. Blizzard ignores it, i have no idea why.

World event

Annihilus....the duper reward of all times. 125 sojs to get the DC spawned? Hey kids dupe as much as u can and you get the thing. Countless suggestions to change the world event, no reaction from blizzard.

Nilaripper
 
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Re: Patch pros and cons: your opinions wanted

- Stop Bots and Dupes. If Bots and Dupes are stopped raise the chance of finding high runes otherwise delete Enigma.

- Equalize all level 30 skills so they could be balanced in a sense that none of them has double/triple killing power or defense capabilities. Assassin’s Venom should have similar killing speed as any lvl 30 skill, this way it's useless.
 
Re: Patch pros and cons: your opinions wanted

How would a patch typically disarm a tactic? Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?

In PvP things seem pretty balanced atm. Nothing needs to be nerfed. There is no class than dominate all others. In the PvP community it wouldn't be welcomed.

I do feel melee characters need some improvement to keep up with the casters. AR is the big problem, which only leaves smiters as a good PvP build. WW barbs are also great if he has very expensive charms to boost AR to 20.000+. I'd say nerf the defense against other players to make it more interesting for melee duelers. That makes zealers, fury wolfs and frenzy barbs more PvP viable. I think the community at large would welcome such a nerf.

In the PvM community, a nerf of Iron Maiden would be welcomed I think. It will make Lighting Sorc, Javazons ( merc instantly dies cause of Iron Maiden so no conviction aura of Infinity then ) and melee builds ( instantly die to because of the high melee damage they do ) alot better.

edit: judging by the posts on www.battle.net, Enigma is going to removed and Hammerdins are probably going to be nerfed I think? That's not a good idea in my opinion. Builds such as Wind Druids who need Enigma to work will be dead. And Hammerdins allready get dominated by Smiter/Foh Hybrids, Wind Druids, Assasins and Bone Necs. Nerfing them even more makes them too weak to compete. Even WW barbs can give a good fight against a Hammerdin which is probably the hardest duel a WW barb has.
 
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Re: Patch pros and cons: your opinions wanted

What inspired this post was the realization that, despite the fact that I’ve beaten Diablo 2 with 4 different character classes, whenever I talk to a hardcore player they have a dramatically different relationship with the game. For me, I would just sample abilities and slap together a basic method for winning the game at Normal. These players, between dueling and playing on Nightmare, would build entire strategies around one ability like the Barbarian’s War Cry or Frost Armor for the Sorceress. Can you give me a basic description of how a more advanced player chooses a tactic? What are the main motivations (dueling, tournaments, etc)?

At this point, Diablo 2 has been dissected down to mathematics and formulas. PvP is solely focused on maximum damage output. People take careful methods factoring in gear, resistances, penalties, etc from before they even start a character to build the perfect killer.

The Barbarian is the perfect example of this. He is not an ideal character for beginners, as not knowing what weapon you will be using at level 90 will significantly reduce his killing capacity. If you find what you think is an "uber awesome" Todesfaelle Flamme with a character and make a sword barb for it, only to find out that Etheral Breath of the Dying Berserker Axe is what you should be using, then you basically have a level 90 mule sitting on your account.

PvM isn't much better. In order to survive hell with most builds, you need to have a twinked character. Going "Iron Man" aka "I'm going to start from scratch/not put a bunch of uber items on my character and just use what he finds" will significantly hinder your character in hell difficulty. Without help, only the absolute best well planned out characters will be able to survive hell.

Despite this, I motivate myself by trying a different build that I've never tried before. I've had the game since the day it came out, and just when I think I've seen all the builds worth playing, one pops up that I haven't played and its very creative. The last one that really caught my attention was a damage reduction barb, which was rare since physical damage reduction by a percentage was capped at 50%. Recently on the forms someone mentioned a Holy Bolt paladin which sounded fun. I personally avoid cookie cutter builds that, while statistically may do the most damage, but they lack the uniqueness and fun that I get from trying out a flame thrower sorceress, or a a chinese gold farming barbarian.


Expanding on that, how does one decide when a tactic is inferior to another one? Obviously there’s the whole, “You lose the fight” test, but when is that just a product of circumstances or someone using rare equipment? What I’m getting at is how Diablo 2, to me, always seemed to revolve around what kind of Loot you could find. Advanced players don’t seem to really work that way, since they throw together Lvl 80 characters in a few hours and then test them out. When does gear become a factor?


Diablo is purely a game about gear and time grinding into it. I don't care how skilled you are in this game, if you are a level 70 character with poor mans items going against a level 90 noob who bought all his items off ebay, you will die every time. Once players both have relatively equal quality items, then strategy comes into play.

Items are just superior to gameplay in D2. It was just how the game was built. Blizzard seems to make this more and more the case with every patch, adding absolutely necessary items like Engima.

How would a patch typically disarm a tactic? Were you able to tell when something was about to get nerfed? What would the reaction be in the larger community?

Oddly enough, disarming a tactic comes down to gear as well. Fireball sorc kicking your butt? Slap on a high lords and inferno strides and watch them cry. Using such item oriented tactics tends to be frowned upon by the PvP community, but that doesn't reduce its effectiveness.


What effect did the Expansion pack have on the game? I’ve heard of people now only playing the original and not dealing with the Expansions stuff. Why?
The expansion basically turned Diablo 2 into a completely different game. It raised the potential for super powerful characters. Classic tends to be a more balanced game in my opinion. First off, you don't have the ungodly powerful Enigma. Secondly there are fewer bots running around, and the community as a whole tends to be more legitimate. This is partially because so few people play classic anymore.

Classic players are the ones who are really attracted to a real challenge. Lord of Destruction really removed any sort of challenge from the game with the insanely powerful items they added.

In classic, everything is a struggle. Because the community is smaller, and recent patches designed for the expansion have also been applied to classic, it is much harder to level. In the expansion, it is all about Baal runs, Baal runs, Baal runs. There is a clear transition from normal to nightmare to hell because of these runs. In the expansion, because the monsters in Act 5 grant so much more experience while providing only the illusion of a threat to your character, leveling is a breeze. In classic, the last few patches intended to increase the difficulty for LoD Baal runners, the overall challenge of the game is insane. Players will cease getting much experience in normal at around level 25 to 30ish, and then are thrown into a difficulty now intended for levels 40 to 50. Its a harsh awakening. The transition from Nightmare to Hell is even harder.

Are there any patches that you remember having a larger effect than others? Why?
1.10

Hands down the best and worst thing to ever happen to Diablo 2. Synergies redefined the game, making every character's overall damage shoot much higher than was previously obtainable. This was refreshing, while at the same time drastically reduced the number of viable builds in the game.

The main reason its the worst patch in the game is that it introduced the obviously overpowered items such as Enigma, Call To Arms, and Breath of the Dying. Originally intended to be nothing more than an unobtainable wet dreams, the need to be competitive against other players led to boting, duping, and other forms of foul play. Basically Blizzard threw a bone to all the illegitimate players at the expense of its honest fan base.

Legitimate players were now stuck in a world becoming more and more designed with these ultimate end game items in mid and are now forced to make a decision: Trade with boters and duper to stay effective, or become nonviable in PvP and weaker in PvM.

Needless to say, 1.10 made a sharp cut between the "haves" and the "have nots."

Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?

1.10 did in many ways as I had outlined before. I left diablo 2 for several years and did not come back until a friend dragged me back into it. The whole "1 step forward, 2 steps back" philosophy of the patch put me off of it. None of my skills had been nerfed so to say, all my characters just became obsolete. I had hoped that the faults of the game would have been corrected in 1.11 and 1.12, but with both patches I just received a few bug fixes, and a couple of rune words that I couldn't care less for. It became apparent for several years that blizzard could not care less for its diablo fan base. Only recently with the announcement of Diablo 3 did Blizzard start paying attention to its Diablo patrons again.

Hopefully 1.13 will fix everything, but with Blizzard's d2 patch history, I seriously doubt it.

Rant about anything that comes to mind.

all my ranting is over:girly:
 
Re: Patch pros and cons: your opinions wanted

The expansion is almost universally more popular, and is a much improved and expanded playing experience. It did, however, add a lot of new stuff, and made the game considerably easier (mostly thanks to the new items). Plus all of the patches since then have been for D2X, and have added much, much more stuff. Mostly items, but also there have been huge skill changes.

People who still play D2C all (I'd guess) played D2X for some time, before returning to the classic version. It's harder, there aren't such overpowered items, and it's much simpler. No runes, no runewords, no charms, no jewels, no way to add sockets, no act 5, no elite items, rares are the best possible items, etc. Players who still play D2C think it's more balanced and like the simpler, old fashioned version of the game. I'm not one of them though, so I'm only extrapolating from knowing the game differences and hearing such people extol the virtues of their game of choice.
QUOTE]

I'll only answer this part as i happen to be @ work and should not browse dii sites :)

First of all one can have sockets in classics (rares). It needs the said rare 1 soj and 3 ps to add a socket. Bit more costly than in xpansion, but done freaquently. even my lld brb had weapon, shield, armor and helm socketed, so its not very uncommon.
Second, most of classic players whether they are pvm or pvp players appriciate the fact that rare items are better than uniques (and thank god no runewords around). Lod is like wearing school univorms. Everyone has the same.
Thirdly, having charms in your inventery sounds nice, but in actuality is very annoying. Basically in classic one has more room in inventory than in Lod as in Lod everyone is loaded with skiller or lifers.
Fourthly, Lod is too freaking easy...

Imo best patch was 1.06 for pvm and 1.09 for pvp. After that it has been rather steep downhill. Maybe they could just revert classic into 1.06 and make new items and features ONLY to Lod :))

Edit: Maybe you could ask classics MOD to write the classic community's need for the new patch and forward his ideas and explanations for classic needs as a part of your future letter to Blizzard?
 
Re: Patch pros and cons: your opinions wanted

Are there any patches that you remember having a larger effect than others? Why? I’m flipping through Blizzard’s record now and a lot of the times it looks like they’re trying to get people to play a class more often, like by boosting the Amazon’s skills. Did this actually work? Did it lead to people gaining an edge over others?


Were there any patches that ruined the game for you? Any patches that made them significantly better? Or were most of them non-issues for you?


Rant about anything that comes to mind.

I'll respond to these questions, since my story is very tied to 1.09 to 1.10.

I bought DII, and very soon after, LoD in the early 00's - I dabbled some in B.net play, but my goal and main aim was to beat the game in SP - my very first character was a Paladin, and I also started working with a Barb and a Sorc (some playing around with other characters, but not too much time investment). I played my Pally to the Guardians of Mount Arreat in Hell, and hit a brick wall. I could not get past them (especially with that Town Portal reset). I tried for weeks. I was a real hearbreaker because I was SURE I could have beaten Baal after my experience with Diablo... but the Guardians were a unique enough challenge that my Pally just didn't have the octane to tackle.

Well, I also had a Frezy Barb that was not quite to that point yet, but I felt very good that he had the offensive firepower to take out the Guardians - but I still had a way to go.

All of this character building happened in 1.09, but then, very unwisely, I bought into the hype and installed 1.10, including my characters. Well, as you might guess, these characters turned out to be unviable in 1.10, and, having lost all that invested effort into now-useless characters (having been built in 1.09, they did not have the benefit of the ramped up drops and much expanded runeword list, but DID have to deal with much tougher monsters), I put the game away. For 6 years.

Now, just several weeks ago, I have a fresh computer, clean of any updates, and decided to give DII another try. I am NOT messing with 1.10 UNTIL I beat the game in 1.09 (thankfully, 1.09 patches are still out there). I'm trying it with a frenzy barb (lvl49 now, preparing to take on NM Diablo - looking for a Nef rune - I have Lum *thank you Hellforge* - to fit out a 2 socket Russet Armor for Smoke before I do), since that was the character I didn't get a chance to truly test back in the day. If I can't beat the game with him, I'll go for the Multi/GA/Pierce 'Zon since I have read that she it a total boss-killer.

I'm finding that researching is a little challenging, since so much advice and information is based on 1.10 now, but I like the tidy selection of 1.09 runewords that avoids being to daunting to get your arms around, and playing SP in 1.09 pretty much forces me to play untwinked.

My rant is that I didn't realize that installing 1.10 would immediately make any existing characters unplayable, and the siren song of better drops lured me into ruining my gaming experience.

Once I decide to play 1.10+ (probably 1.12), I will start characters from scratch so that I can utilize all the advice/research available from day 1.
 
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