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Apr 18 2026 12:23pm
How do they come out once triggered?


You get a message in-game saying you've drawn ire, about a 1-2 second delay and then they spawn a random pack right on top of you or next to you, which could easily instakill people depending what spawned
If its just making a bunch of crappy monsters it won't matter, but t5 heralds with 3.5x damage and 14x minions with 1.5x damage, well that can OHKO people
I don't know what happens if you try to dodge the moment they spawn, and from what I see the vast majority of the time they spawn a reasonable distance from you, its probably the limitations of D2 placing units that makes them go on top of you when they're 'supposed' to be a short distance away
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Apr 18 2026 12:26pm
I dislike the change to Sunders, they should stay exclusive to Heralds. Being able to find them anywhere is dumb in my opinion.

I really like the herald changes though. The fact that you could go multiple entire acts without seeing a single herald before was ridiculous. After playing the PTR for a while longer, i do think they're a bit too common now though. But I still prefer it over the way it was before by a long shot.

Them popping up where the monster that triggered them was killed pulls me in more the longer i played with the PTR as well. They make you feel actually hunted. You have enough time to move away before it spawns so they don't drop on your head, but they still have a very real aspect of danger now.

You get a message in-game saying you've drawn ire, about a 1-2 second delay and then they spawn a random pack right on top of you or next to you, which could easily instakill people depending what spawned
If its just making a bunch of crappy monsters it won't matter, but t5 heralds with 3.5x damage and 14x minions with 1.5x damage, well that can OHKO people
I don't know what happens if you try to dodge the moment they spawn, and from what I see the vast majority of the time they spawn a reasonable distance from you, its probably the limitations of D2 placing units that makes them go on top of you when they're 'supposed' to be a short distance away


They spawn at the monster you kill that triggers them. Which is usually right on your head if you don't move as soon as the message pops. You can see a light ball where the monsters corpse is(like when you pop a seal in chaos), and after a few seconds they spawn centered on that ball.
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Apr 18 2026 12:34pm
They spawn at the monster you kill that triggers them. Which is usually right on your head if you don't move as soon as the message pops. You can see a light ball where the monsters corpse is(like when you pop a seal in chaos), and after a few seconds they spawn centered on that ball.


huh maybe there's too much shit on screen but I never noticed the ball of light, good catch
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Apr 18 2026 12:37pm
I dislike the change to Sunders, they should stay exclusive to Heralds. Being able to find them anywhere is dumb in my opinion.

I really like the herald changes though. The fact that you could go multiple entire acts without seeing a single herald before was ridiculous. After playing the PTR for a while longer, i do think they're a bit too common now though. But I still prefer it over the way it was before by a long shot.

Them popping up where the monster that triggered them was killed pulls me in more the longer i played with the PTR as well. They make you feel actually hunted. You have enough time to move away before it spawns so they don't drop on your head, but they still have a very real aspect of danger now.



They spawn at the monster you kill that triggers them. Which is usually right on your head if you don't move as soon as the message pops. You can see a light ball where the monsters corpse is(like when you pop a seal in chaos), and after a few seconds they spawn centered on that ball.


I do agree just make them spawn t1-5 but higher drop r8
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Apr 18 2026 12:47pm
huh maybe there's too much shit on screen but I never noticed the ball of light, good catch


Didn't notice it myself initially either haha. Daano2 noticed and mentioned it earlier in the thread.

Still could barely see it while playing the PTR until i swapped to a Summoner Build. Death Mark making it easy to kill monsters a distance away and without the skill spam made noticing the light balls a lot easier. There's definitely too much on screen between your character, merc, potential summons and skill spam to notice them if you kill things up close :)
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Apr 18 2026 02:07pm
Sunders dropping at random like a gheeds is fine as long as the drop rate is similar to gheeds. That way players are not forced to do terror zones, but the drop rate isn't ridiculously high. Terror zones are just a more targeted farm of those items. Just like the rest of Diablo 2 design where there are better places to try to get certain things but it's not guaranteed yet it also isn't nill. I can't say I like the idea of them spawning evil urn style though due to never playing with a BO loader on HC.

The rarity with sunders should specifically come from the method of upgrading it. That way they hold value to gambling addicts looking for the perfect sunder. Right now the method to upgrade it is a bit of a joke.

This post was edited by BlakeXeal on Apr 18 2026 02:10pm
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Apr 18 2026 03:12pm
wr0ng the change is only better for solo players (read bots)

anyone who had 1-7 friends that would mf together is now a solo player with these changes


1-7 automated loaders arent friends m8.
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Apr 18 2026 03:20pm
1-7 automated loaders arent friends m8.


indeed :(

i was referring to actual players killing shit in different acts
was good fun do recommend
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