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May 17 2026 02:09pm
With the new ladder is the new ptr build also going live ?

Specifically are they needing bind demon ? I see conviction is no longer possible
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May 17 2026 02:27pm
Friday!
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May 17 2026 02:28pm
Friday!


Ok thanks I didn’t know if I read that correctly as if s14 = warlock changes as well

Bind demon is pretty nerfed and now the way using a 2h weapon works with only a book in offhand changes some things
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May 17 2026 02:29pm
Ok thanks I didn’t know if I read that correctly as if s14 = warlock changes as well

Bind demon is pretty nerfed and now the way using a 2h weapon works with only a book in offhand changes some things


https://news.blizzard.com/en-us/article/24261478/diablo-ii-resurrected-ladder-season-14-coming-soon
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May 17 2026 02:33pm
Ok thanks I didn’t know if I read that correctly as if s14 = warlock changes as well

Bind demon is pretty nerfed and now the way using a 2h weapon works with only a book in offhand changes some things


One could say it changes The Game
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May 17 2026 02:42pm
Bro wtf when
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May 17 2026 04:10pm
Bro wtf when


Ladder reset looks like warlock changes , see below

Patch 3.2 Notes
Warlock
Warlocks can now only equip a two-hand weapon in one hand if the other hand is using a grimoire.
Increased the effectiveness of health potions from 100% to 150% to match classes with similar playstyles.
Chaos
Sigil: Lethargy

Removed the Damage Taken stat.
Fixed an issue where the skill did not affect hostile players.
Ring of Fire

Reduced base maximum damage scaling.
Level 1: From 12 to 10
Level 20: From 181 to 175
Flame Wave

Reduced base damage scaling by around 15%.
Level 1: From 17-23 to 14-19
Level 20: From 310-355 to 267-303
Apocalypse

Fixed an issue where the visuals would sometimes be duplicated for other players.
Miasma Bolt

Reduced base direct hit damage scaling.
Level 1: From 1-3 to 1-2
Level 20: From 36-53 to 22-25
Fixed an issue where an extra instance of damage was applied when the cloud expired.
Added a delay before the cloud missile spawns.
Revert Miasma Bolt Cloud Delay.
Reduced cloud damage by 50%.
Revert Miasma Bolt Cloud Damage to pre-PTR values.
Changed Miasma Bolt Cloud Explode value from 0 to 1 to prevent double ticking.
Miasma Chains

Removed casting delay.
Added a limit of active chains that starts at 5 and increases to 10.
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.
Fixed an issue where extra clouds could be created.
Fixed an issue where chains would break when using Blade Warp.
Enhanced Entropy

Fixed an issue where the bonus to Abyss radius did not increase from bonus levels.
Fixed an issue where the bonus to radius was sometimes not reflected in the Miasma Bolt, Miasma Chains, and Abyss tooltips.
Abyss

Maximum radius capped at 11 yards.
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

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

Fixed an issue where the skill would appear to cast slower than it actually was.
Echoing Strike

Increased percentage of weapon damage used from 75% to 90%.
Fixed an issue where damage bonuses were combining multiplicatively instead of additively.
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

Changed Eldritch Blast Life Steal and Mana Steal from 5%-20% to 5%.
Mirrored Blades

Fixed an issue where Mirrored Blades did not display attack rating on the character screen.
Fixed an issue where the tooltip did not display the granted attack rating bonus.
Fixed an issue where the skill would not repeatedly cast when the button was held down on controller.
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

Reduced the damage synergy from Blood Boil from 30% to 20%.
Fixed an issue where the damage synergy from Blood Boil did not apply.
Fixed an issue where the skill did not count as a fire skill for the purposes of bonus levels from items.
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.
Now requires a base skill point investment to bind demons elite demons.
Level 10: Champions
Level 15: Uniques
Level 20: Super Uniques
Added a cap to max health which varies by each demon.
Synergy for chance to bind from Death Mark reduced from 1% to 0.5%.
Reverted to pre-PTR value
Introduced max health cap which varies by each demon.
Further increased the health cap that was seen on PTR
The overall chance to bind a Demon has been reduced.
Chance to Bind Demon now starts at 20% (was previously 10%) and diminish (dm vs ln) leading toward 56% (was previously 25%)
Added an audio cue for players so they can know if they will not succeed when attempting to binding a demon.
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.
Might to Concentration
Holy Fire to Vigor
Blessed Aim to Thorns
Holy Freeze to Holy Freeze
Conviction to Fanaticism
Fanaticism to Fanaticism
Holy Shock to Vigor
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.
Reduced the Cursed modifier’s chance to cast Amplify Damage from 75% to 5%.
Mana Cost reduced to 9 per second.
Now requires a base skill level of 10 to bind Champion demons, 15 to bind Unique demons, and 20 to bind Super Unique demons.
Certain Super Uniques require more damage taken before they can be bound.
Added an audio cue that plays if a monster is unable to be bound.
Reduced the bonus chance to bind that damaging a demon grants. The bonus is further reduced if the demon is an elite monster.
Fixed an issue where the chance to bind would roll 12 times per second. It now rolls once per second.
Fixed an issue where Frenzied demons could be bound.
Fixed an issue where Achmel the Cursed could be bound even though it is not a demon.
Fixed an issue where minions of a monster could become invulnerable after binding it.
Blood Boil

Radius updated to have three increased ranges based off level thresholds:
Level 1-4: 5 yards
Level 5-9: 6 yards
Level 10+: 7 yards
Fixed an issue where the tooltip displayed the incorrect radius.
Engorge

Attack speed bonus now is now skill-based instead of item-based.
Demonic Mastery

Max Demons now requires base skill points to increase its value.
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.
Attack speed bonus is now capped at 25%.
Attack speed bonus now is now skill-based instead of item-based.
Fixed an issue where the attack speed bonus did not display on the client, causing a desync.
Blood Oath

Damage Taken Goes to Your Demon stat changed to use diminishing scaling.
3% at Level 1
25% at Level 20
Fixed an issue where the Damage Taken Goes to Your Demon stat would not benefit from bonus skill levels.
Consume

Adjusted many of the bonuses.
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.

Member
Posts: 495
Joined: Oct 16 2021
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May 17 2026 04:10pm
One could say it changes The Game


Yes , I think it changes how warlocks function but like with anything new it’s over powered to start and they tune it back
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