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Mar 28 2026 05:01am
About the new sunder system whether it's rarity should be altered, the new version is too strong or weak depending on a roll, or if it should be added into the base game and not just terror zone heralds. Personally I think it's too rare. Without a dedicated crew it was taking about 200hrs per sunder charm currently. This involved a mix of solo and full games depending on the hours played. I don't think most people even play a game for 200hrs let alone dedicating that much time to a bit of side content to hunt for something. I also believe it needs to be added to drop from other parts of the game and not just terror zones similar to how gheeds works. Content creators have discussed it as forcing a player to do a specific task when Diablo has never really been about forcing specific tasks, similar to daily questing.

I've also noticed that the majority of heralds spawning in public games were going to people with enigmas or playing sorcs. The reason for this is teleporting reveals the map quickly and revealing the map when at the peak of the threshold of spawning causes more chances for those particular characters than the players who have to walk the map and fight past individual monsters that are not champion packs. Moving faster across a map should not be an exploit to a new gameplay system. They need to make herald spawning separate for each zone have it's own meter or threshold. Otherwise it's pretty easy to let other players do the work for you then teleport around like you're looking for durance level 3 to force the next spawn. You can test this yourself with a warlock and a teleport staff or utilizing a vigor merc instead of might to move faster. You'll acquire more heralds with faster run walk oddly enough. Whenever I wasn't using my vigor merc in pub games it was noticeable in the number of heralds I would acquire.

I also think the heralds themselves are pretty lackluster. It's just a stronger version of a mob that already exists, continues to get stronger to the point of one shot potential, and doesn't do anything special. No special animations or attacks are involved in the content that's considered a key feature to an expansion and practically the only major feature at that besides the warlock itself. The content feels extremely lazily done compared to other expansions. Hopefully not an indication of the content we'll get moving forward but I guess after 20 years people are desperate for anything.

This post was edited by BlakeXeal on Mar 28 2026 05:20am
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Mar 28 2026 05:34am
Latents are still too rare
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Mar 28 2026 05:44am
Latents are still too rare


It seems like the content was designed for groups that are cooperating together and farming in the same zone, receiving a double bonus (player count & player proximity item bonus) along with horking the item. Most players are not farming it with that method though nor do they get a bonus chance of acquiring it with each kill. I'm not sure if mrllama had input with it but someone gave them the idea that it should only be accessible while in large groups farming the same zone.

This post was edited by BlakeXeal on Mar 28 2026 05:45am
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Mar 28 2026 05:51am
Herald system is retarded. No one mf in a group. Only bots.
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Mar 28 2026 05:54am
Latents are fine rarity wise imo, I like when games have chase items, we don’t need to be given everything on a silver platter. I do wish they’d do something about the spawning mechanics though, the whole system is ridiculously obtuse and could benefit from clearer, simpler mechanics. On the heralds themselves I agree that they’re pretty lackluster as well but I’m not too sure what you could change
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Mar 28 2026 05:55am
Herald system is retarded. No one mf in a group. Only bots.


yea who tf wants to compete for loot anytime past the initial ladder reset... even then should be personal loot like poe
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Mar 28 2026 05:58am
yea who tf wants to compete for loot anytime past the initial ladder reset... even then should be personal loot like poe


Plus you can't really loot things when there's people in pub games using pickit. Already a known fact if you ever check out chaos runs and see people instantly teleporting to small charms. The average player just doesn't play that way due to the quick looters or just playing at a distance to be safe while other players are diving in to grab everything (HC)

This post was edited by BlakeXeal on Mar 28 2026 05:59am
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Mar 28 2026 05:58am
pk, pk ..pkkkk

血流成河
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Mar 28 2026 06:03am
Herald system is retarded. No one mf in a group. Only bots.


The only way people would be farming these in groups is if they are friends, which again most players are not. And the second reason they'd farm together would be personal loot which does not exist in Diablo 2. So i'm not sure what they were thinking here with the design heavily favoring stacked groups. Most ppl aren't aware but there is a proximity bonus that increases drops on top of MF. When you utilize that it's like 1/30 herald kills. The typical method players are using results in something like 1/250 odds and that's for "terror" level heralds which take hours to get to if playing solo.

This post was edited by BlakeXeal on Mar 28 2026 06:07am
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Mar 28 2026 06:33am
I like the rarity too.
The issue is with the spawn mechanics which is troublesome and detrimental to solo play (which actually has the benefit of being detrimental to bots too, I think), and the removal of normal, more common sunders. People are already used to sunders. They may make them rarer than before but sunders should be more accessible (the lod version).

Herald difficulty is fine. It seems easy only because warlock is too strong. Builds outside of the S and A tiers do struggle against T4 and T5. From my experience, there were multiple times whereby they either RIP or took too long to take them out, and ending up having a warlock from another act come and snipe the kill. All druids, necro and barb builds will likely get their herald sniped in public games, there's absolutely no chance they kill them fast enough in p8.

This post was edited by xtraseal on Mar 28 2026 06:38am
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