{"id":657358,"date":"2026-05-09T03:28:13","date_gmt":"2026-05-09T03:28:13","guid":{"rendered":"https:\/\/www.newsbeep.com\/ca\/657358\/"},"modified":"2026-05-09T03:28:13","modified_gmt":"2026-05-09T03:28:13","slug":"diablo-ii-resurrected-ladder-season-14-coming-soon-diablo-ii-resurrected-blizzard-news-2","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/ca\/657358\/","title":{"rendered":"Diablo II: Resurrected Ladder Season 14 Coming Soon \u2014 Diablo II: Resurrected \u2014 Blizzard News"},"content":{"rendered":"<p>Strike fear into demonkind when you enter their midst, traveler.<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>The annals mark the reign of the Warlock, push further into the fray when Ladder Season 14 arrives on May 22. Read on to discover many changes made following the 3.2 PTR, including vast changes to the Warlock, Terror Zone changes, and more.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n<a name=\"Top\"\/>&#13;<br \/>\n&#13;<br \/>\nCodex&#13;<br \/>\n&#13;<\/p>\n<p style=\"text-align: center;\"><a href=\"#Ladder\">Ladder Season 14<\/a><\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p style=\"text-align: center;\"><a href=\"#Overview\">Patch 3.2 Overview<\/a><\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p style=\"text-align: center;\"><a href=\"#Notes\">Patch 3.2 Patch Notes<\/a><\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n<a name=\"Ladder\"\/>&#13;<br \/>\n&#13;<br \/>\nLadder Season 14&#13;<br \/>\n&#13;<\/p>\n<p>Our previous Ladder Seasons for Diablo II: Resurrected have showed just how adept adventurers were at saving Sanctuary, racing to be the first to cement their names on the Leaderboard while striking fear into the tormented hearts of their demonic adversaries in the process.<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>Ladder Season 14 will usher in a new opportunity for brave adventurers to race to Level 99 and amass powerful loot along the way. We cannot wait to see which determined souls carve their name into the Leaderboard this time.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\nLadder Season 14 Launch Timing:&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tNorth America&#13;<br \/>\n\t\t\t&#13;<\/p>\n<p>May 22, 5:00 p.m. PDT<\/p>\n<p>&#13;<br \/>\n\t\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tEurope&#13;<br \/>\n\t\t\t&#13;<\/p>\n<p>May 23, 1:00 a.m. BST<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>May 23, 2:00 a.m. CEST<\/p>\n<p>&#13;<br \/>\n\t\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tAsia&#13;<br \/>\n\t\t\t&#13;<\/p>\n<p>May 23, 8:00 a.m. CST<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>May 23, 9:00 a.m. KST<\/p>\n<p>&#13;<br \/>\n\t\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>As with previous seasons, Ladder Season 14 will feature different modes:<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tVersion&#13;<br \/>\n\t\t\tDescription&#13;<br \/>\n\t\t&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tPre-Expansion Ladder&#13;<br \/>\n\t\t\tThe standard version of Ladder play that encompasses only the original four acts.&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tPre-Expansion Hardcore Ladder&#13;<br \/>\n\t\t\tThe hardcore (only one life) version of Ladder play that encompasses only the original four acts.&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tLadder&#13;<br \/>\n\t\t\tThe standard version of Ladder play that encompasses\u202ffive acts, as it includes the \u201cLord of Destruction\u201d expansion content.&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t&#13;<br \/>\n\t\t\tHardcore Ladder&#13;<br \/>\n\t\t\tThe hardcore (only one life) version of Ladder play that encompasses five acts, as it includes the \u201cLord of Destruction\u201d expansion content.&#13;<br \/>\n\t\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>For those new to Ladder Seasons, you might be wondering what happens to your Shared Stash loot once the current season ends.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p><a class=\"lightbox\" href=\"https:\/\/www.newsbeep.com\/ca\/wp-content\/uploads\/2026\/02\/0OII55NW4L061663713895050.png\" style=\"text-align: -webkit-center;\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.newsbeep.com\/ca\/wp-content\/uploads\/2026\/02\/0OII55NW4L061663713895050.png\"\/><\/a><\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>Once Ladder Season 13 ends, all Ladder characters will be transferred to their respective non-ladder group. All items in that character group&#8217;s Shared Stash go into a new Withdraw Only set of Shared Stash tabs, denoted by a check marked Past box. Any items from Ladder Season 12 stored in the Withdraw Only tabs will be lost at this time. You will have all of Ladder Season 14 to withdraw any items you would like to keep from Season 13. When Ladder Season 14 ends, this withdraw only set of Stash Tabs will be overridden with any items in the Ladder Season 13 Shared Stash. Be sure to get any items out before then or they will be forever lost!<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p><a href=\"#Top\">Back to Top<\/a><\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n<a name=\"Overview\"\/>&#13;<br \/>\n&#13;<br \/>\nPatch 3.2 Overview&#13;<br \/>\n&#13;<\/p>\n<p>We deeply appreciate the community participation in the Public Test Realm. Maintaining the uniquely iconic feel of what makes Diablo II feel like Diablo II is impossible without interaction with each of you. Most of our balancing post launch for Reign of the Warlock were shaped by the feedback left by you, our passionate players.<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>Below you will see how that feedback impacts our initial balancing efforts to iterate post launch. We look forward to future opportunities to provide additional updates and content to improve the game we know and love.<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>Note that any changes made since the PTR are noted in blue.<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p><a href=\"#Top\">Back to Top<\/a><\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n<a name=\"Notes\"\/>&#13;<br \/>\n&#13;<br \/>\nPatch 3.2 Patch Notes&#13;<br \/>\n&#13;<br \/>\nWarlock&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tWarlocks can now only equip a two-hand weapon in one hand if the other hand is using a grimoire.&#13;<br \/>\n\tIncreased the effectiveness of health potions from 100% to 150% to match classes with similar playstyles.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nChaos&#13;<br \/>\n&#13;<\/p>\n<p>Sigil: Lethargy<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tRemoved the Damage Taken stat.&#13;<br \/>\n\tFixed an issue where the skill did not affect hostile players.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Ring of Fire<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tReduced base maximum damage scaling.&#13;<br \/>\n\t&#13;<br \/>\n\t\tLevel 1: From 12 to 10&#13;<br \/>\n\t\tLevel 20: From 181 to 175&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Flame Wave<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tReduced base damage scaling by around 15%.&#13;<br \/>\n\t&#13;<br \/>\n\t\tLevel 1: From 17-23 to 14-19&#13;<br \/>\n\t\tLevel 20: From 310-355 to 267-303&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Apocalypse<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where the visuals would sometimes be duplicated for other players.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Miasma Bolt<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tReduced base direct hit damage scaling.&#13;<br \/>\n\t&#13;<br \/>\n\t\tLevel 1: From 1-3 to 1-2&#13;<br \/>\n\t\tLevel 20: From 36-53 to 22-25&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tFixed an issue where an extra instance of damage was applied when the cloud expired.&#13;<br \/>\n\tAdded a delay before the cloud missile spawns.&#13;<br \/>\n\tRevert Miasma Bolt Cloud Delay.&#13;<br \/>\n\tReduced cloud damage by 50%.&#13;<br \/>\n\tRevert Miasma Bolt Cloud Damage to pre-PTR values.&#13;<br \/>\n\tChanged Miasma Bolt Cloud Explode value from 0 to 1 to prevent double ticking.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Miasma Chains<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tRemoved casting delay.&#13;<br \/>\n\tAdded a limit of active chains that starts at 5 and increases to 10.&#13;<br \/>\n\tAdded a next hit delay of 1 second for each individual chain.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s Note: Next Hit Delay only applies to clouds generated from a single chain. To be clear, a chain generates a new cloud &#8220;stamp&#8221; 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.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where extra clouds could be created.&#13;<br \/>\n\tFixed an issue where chains would break when using Blade Warp.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Enhanced Entropy<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where the bonus to Abyss radius did not increase from bonus levels.&#13;<br \/>\n\tFixed an issue where the bonus to radius was sometimes not reflected in the Miasma Bolt, Miasma Chains, and Abyss tooltips.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Abyss<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tMaximum radius capped at 11 yards.&#13;<br \/>\n\tFixed an issue where Abyss would consume Mana when it failed to cast.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s 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.<br \/>&#13;<br \/>\nAfter 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.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nEldritch&#13;<br \/>\n&#13;<\/p>\n<p>Hex: Bane<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where the character stats page would not update after leveling up one of Hex Bane\u2019s synergies and re-casting the skill.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Cleave<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where the skill would appear to cast slower than it actually was.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Echoing Strike<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tIncreased percentage of weapon damage used from 75% to 90%.&#13;<br \/>\n\tFixed an issue where damage bonuses were combining multiplicatively instead of additively.&#13;<br \/>\n\tFixed an issue where Echoing Strike would always hit.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s 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&#8217;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.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Eldritch Blast<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tChanged Eldritch Blast Life Steal and Mana Steal from 5%-20% to 5%.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Mirrored Blades<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where Mirrored Blades did not display attack rating on the character screen.&#13;<br \/>\n\tFixed an issue where the tooltip did not display the granted attack rating bonus.&#13;<br \/>\n\tFixed an issue where the skill would not repeatedly cast when the button was held down on controller.&#13;<br \/>\n\tFixed issue where the first missile when using Mirrored Blades with a bow or crossbow was getting the modified damage meant only for mirrors.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nDemon&#13;<br \/>\n&#13;<\/p>\n<p>Summon Tainted<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tReduced the damage synergy from Blood Boil from 30% to 20%.&#13;<br \/>\n\tFixed an issue where the damage synergy from Blood Boil did not apply.&#13;<br \/>\n\tFixed an issue where the skill did not count as a fire skill for the purposes of bonus levels from items.&#13;<br \/>\n\tFixed an issue where the attack speed increase did not display on the tooltip.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Bind Demon<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s 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.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tNow requires a base skill point investment to bind demons elite demons.&#13;<br \/>\n\t&#13;<br \/>\n\t\tLevel 10: Champions&#13;<br \/>\n\t\tLevel 15: Uniques&#13;<br \/>\n\t\tLevel 20: Super Uniques&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tAdded a cap to max health which varies by each demon.&#13;<br \/>\n\tSynergy for chance to bind from Death Mark reduced from 1% to 0.5%.&#13;<br \/>\n\t&#13;<br \/>\n\t\tReverted to pre-PTR value&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tIntroduced max health cap which varies by each demon.&#13;<br \/>\n\t&#13;<br \/>\n\t\tFurther increased the health cap that was seen on PTR&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tThe overall chance to bind a Demon has been reduced.&#13;<br \/>\n\t&#13;<br \/>\n\t\tChance to Bind Demon now starts at 20% (was previously 10%) and diminish (dm vs ln) leading toward 56% (was previously 25%)&#13;<br \/>\n\t\tAdded an audio cue for players so they can know if they will not succeed when attempting to binding a demon.&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tDemons 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.&#13;<br \/>\n\t&#13;<br \/>\n\t\tMight to Concentration&#13;<br \/>\n\t\tHoly Fire to Vigor&#13;<br \/>\n\t\tBlessed Aim to Thorns&#13;<br \/>\n\t\tHoly Freeze to Holy Freeze&#13;<br \/>\n\t\tConviction to Fanaticism&#13;<br \/>\n\t\tFanaticism to Fanaticism&#13;<br \/>\n\t\tHoly Shock to Vigor&#13;<br \/>\n\t\tFixed 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.&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tReduced the Cursed modifier\u2019s chance to cast Amplify Damage from 75% to 5%.&#13;<br \/>\n\tMana Cost reduced to 9 per second.&#13;<br \/>\n\tNow requires a base skill level of 10 to bind Champion demons, 15 to bind Unique demons, and 20 to bind Super Unique demons.&#13;<br \/>\n\tCertain Super Uniques require more damage taken before they can be bound.&#13;<br \/>\n\tAdded an audio cue that plays if a monster is unable to be bound.&#13;<br \/>\n\tReduced the bonus chance to bind that damaging a demon grants. The bonus is further reduced if the demon is an elite monster.&#13;<br \/>\n\tFixed an issue where the chance to bind would roll 12 times per second. It now rolls once per second.&#13;<br \/>\n\tFixed an issue where Frenzied demons could be bound.&#13;<br \/>\n\tFixed an issue where Achmel the Cursed could be bound even though it is not a demon.&#13;<br \/>\n\tFixed an issue where minions of a monster could become invulnerable after binding it.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Blood Boil<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tRadius updated to have three increased ranges based off level thresholds: &#13;<br \/>\n&#13;<br \/>\n\t&#13;<br \/>\n\t\tLevel 1-4: 5 yards&#13;<br \/>\n\t\tLevel 5-9: 6 yards&#13;<br \/>\n\t\tLevel 10+: 7 yards&#13;<br \/>\n\t&#13;<br \/>\n\t &#13;<br \/>\n\tFixed an issue where the tooltip displayed the incorrect radius.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Engorge<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tAttack speed bonus now is now skill-based instead of item-based.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Demonic Mastery<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tMax Demons now requires base skill points to increase its value.&#13;<br \/>\n\tReduced 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.&#13;<br \/>\n\tAttack speed bonus is now capped at 25%.&#13;<br \/>\n\tAttack speed bonus now is now skill-based instead of item-based.&#13;<br \/>\n\tFixed an issue where the attack speed bonus did not display on the client, causing a desync.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Blood Oath<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tDamage Taken Goes to Your Demon stat changed to use diminishing scaling. &#13;<br \/>\n&#13;<br \/>\n\t&#13;<br \/>\n\t\t3% at Level 1&#13;<br \/>\n\t\t25% at Level 20&#13;<br \/>\n\t&#13;<br \/>\n\t &#13;<br \/>\n\tFixed an issue where the Damage Taken Goes to Your Demon stat would not benefit from bonus skill levels.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Consume<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tAdjusted many of the bonuses.&#13;<br \/>\n\tBonuses 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.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nTerror Zones&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s Note: Heralds are our core attempt to mitigate the dissatisfying experiences related to Sunder Charms prior to Reign of the Warlock. At launch, it\u2019s clear that we over-corrected this experience by making both Heralds and Sunder Charms too rare. The changes in the PTR attempted to address this over-correction but introduced other undesirable impacts. This next iteration aims to find the middle ground of increasing Herald&#8217;s appearance at a pacing that does not create an undesirable gameplay loop.<br \/>&#13;<br \/>\nIn the PTR we experimented with an increased chance for Heralds to drop a valuable item if a Sunder Charm did not drop. This quickly proved to be too lucrative and has been removed. Sunder Charms have instead been integrated into the existing item table for Heralds, which also makes hunting higher Tier Heralds more impactful as Heralds drop more items at higher Tiers. We want item drops to feel rewarding, but not break the chase for items that players know and love in Diablo II.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tThe chance to drop Worldstone Shards is no longer modified by player count. This change is reflected as an increase in drop rates for solo players.&#13;<br \/>\n\tThe increased chance to drop a Latent Sunder Charm from Heralds now starts at Tier 1 instead of Tier 4.&#13;<br \/>\n\tThe increased chance to drop a Latent Sunder Charm from Heralds is no longer modified by player count. This is an increase in drop rates for solo players.&#13;<br \/>\n\tHeralds at Tier 3 and 4 have twice the increased chance to drop a Latent Sunder Charm. Heralds at Tier 5 have three times the increased chance.&#13;<br \/>\n\tLatent Sunder Charms can drop from any monster, Terrorized and non-Terrorized, using Magic Find.&#13;<br \/>\n\tIf the increased chance to drop a Latent Sunder Charm from Heralds fails to drop a Latent Sunder Charm, there is an increased chance of dropping something desirable instead, like a charm or amulet.&#13;<br \/>\n\tFixed Herald of Terror&#8217;s Thorns Aura procs twice for every player hit.&#13;<br \/>\n\tSlightly reduced the chance for Heralds to drop Unique, Set, and Rare items.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s Note: This change makes Heralds match Super Unique monsters and should prevent them from feeling like loot goblins, rolling excessive amounts of Rainbow facets and unique jewelry.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tHeralds now spawn and hunt players upon killing any monster in a Terror Zone. The chance for a Herald to hunt you is increased with each monster killed within the same Terrorized Zone.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s Note: In PTR we saw Tier 1 and Tier 2 Heralds spawning too frequently and Tiers 3-5 spawning not as frequently as we intended. To address this we have made the spawn rates more uniform. When using shards and performing consecutive full zone clears, we saw a double in the total amount of Heralds in a game from 30-40 to 70-90. We also placed in protections to prevent the double spawning of Heralds at the same time.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tA lightning storm will appear on top of the slain monster when a herald is about to spawn. You have 5 seconds to prepare!&#13;<br \/>\n\tHerald Tiers now increase when a Herald is spawned instead of when a Herald is killed.&#13;<br \/>\n\tReduced the difficulty of Heralds above Tier 1. &#13;<br \/>\n\t&#13;<br \/>\n\t\tHealth bonus per Tier reduced 500% to 250% (starts at 1000%).&#13;<br \/>\n\t\tDamage bonus per Tier reduced from 50% to 25% (starts at 50%).&#13;<br \/>\n\t&#13;<br \/>\n\t &#13;<br \/>\n\tFixed an issue where the Thorns aura from Heralds would hit twice.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nColossal Ancients&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tColossal Ancient Statues now drop from non-Terrorized act bosses at a reduced rate.&#13;<br \/>\n\tColossal Barbarian summons continuously spawn, up to a cap of 5.&#13;<br \/>\n\tIncreased the Magic Resistance of each Colossal from 50% to 75%.&#13;<br \/>\n\tIncreased the damage of Talic&#8217;s Whirlwind.&#13;<br \/>\n\tIncreased the damage of Talic&#8217;s Fire Twisters.&#13;<br \/>\n\tIncreased the damage of Korlic&#8217;s Cold Fissure.&#13;<br \/>\n\tIncreased the damage of Madawc&#8217;s Thunderstorm.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s Note: We heard the feedback that Colossal Ancients were too easy for some builds. We believe that combining adjustments to the Colossal&#8217;s survivability and damage with adjustments to certain player skills will create a fair difficulty increase.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nKeyboard Movement&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tReintroduced bindable keyboard movement keys.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>Developer\u2019s Note: We are excited to bring back bindable keyboard movement keys, also known as &#8220;WASD&#8221;, after their soft launch in 2024.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nChronicle&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where Chronicle rewards would un-equip when joining a new game or on character death.&#13;<br \/>\n\tImproved the controller experience for the Chronicle.&#13;<br \/>\n\tFixed various issues when viewing a Runeword in the Chronicle.&#13;<br \/>\n\tFixed an issue where the Indestructable stat was missing when viewing an item in the Chronicle.&#13;<br \/>\n\tFixed an issue where Attack Speed would display improperly when viewing an item in the Chronicle.&#13;<br \/>\n\tFixed an issue where the \u201cView Rewards\u201d button in the Chronicle would become out of sync with the rewards panel.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nLoot Filter&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where Gold hidden by the loot filter was not automatically picked up when using a controller.&#13;<br \/>\n\tFixed an issue where highlights could become misaligned in the loot filter when using a controller.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nStash&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tAdded ability to move three items from the Advanced Stash to the inventory when using controller.&#13;<br \/>\n\tFixed an issue where non-Rune items were unable to be quick-moved from the inventory to the Personal or Shared Stash.&#13;<br \/>\n\tFixed an issue where the Advanced Stash notification would play regardless of if the item was moved there.&#13;<br \/>\n\tFixed an issue where the wrong tooltip was used on controller when moving an item to an Advanced Stash tab.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nUser Interface&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed several issues with various dropdown menus.&#13;<br \/>\n\tFixed an issue on Controller where switching menu tabs with triggers was very sensitive.&#13;<br \/>\n\tFixed an issue where the character select UI would become unselected when switching between controller and mouse input.&#13;<br \/>\n\tFixed an issue where an empty button prompt could appear when using a controller.&#13;<br \/>\n\tFixed an issue where text could overlap in the message log when using a controller.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nConsole and Handheld&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed various issues that could occur when placing or removing a Nintendo Switch\u00ae from its dock.&#13;<br \/>\n\tFixed an issue where text would appear out of bounds in the Party menu.&#13;<br \/>\n\tFixed an issue where a missing string was sometimes displayed when failing to join a game.&#13;<br \/>\n\tFixed an issue where the account linking modal border\u2019s would overlap with the text.&#13;<br \/>\n\tFixed an issue where the default settings did not match the settings when first launching the game.&#13;<br \/>\n\tFixed an issue where an unusable confirm button would appear in the lobby screen.&#13;<br \/>\n\tFixed an issue where shortcuts from the main menu remained active while other UIs were open.&#13;<br \/>\n\tFixed an issue where the default Game Creation settings menu was not accessible.&#13;<br \/>\n\tFixed an issue where the cursor was missing when using a controller in desktop mode.&#13;<br \/>\n\tFixed an issue where the friends tab could sometimes lose focus.&#13;<br \/>\n\tFixed various issues with the Loot Filter UI.&#13;<br \/>\n\tFixed an issue where the text in Character Conversion modal would extend past the modal\u2019s boundaries.&#13;<br \/>\n\tFixed an issue where text would overlap with the divider lines in the settings menu.&#13;<br \/>\n\tFixed an issue where the Chronicle rewards UI could get misaligned.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nMiscellaneous&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tMany stability and performance improvements.&#13;<br \/>\n\tFixed an issue where the Resolution Scale setting was not applying properly in certain scenarios.&#13;<br \/>\n\tFixed various issues with joining games across different regions.&#13;<br \/>\n\tFixed an issue where monsters over pits would sometimes disappear after moving far away from them.&#13;<br \/>\n&#13;<br \/>\n&#13;<\/p>\n<p>May your Ladder race be filled with fiends to eviscerate and bountiful loot.<br \/>&#13;<br \/>\n-The Diablo II: Resurrected Team<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p><a href=\"#Top\">Back to Top<\/a><\/p>\n<p>&#13;<\/p>\n","protected":false},"excerpt":{"rendered":"Strike fear into demonkind when you enter their midst, traveler. &#13; &#13; The annals mark the reign of&hellip;\n","protected":false},"author":2,"featured_media":657169,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[49,48,61],"class_list":["post-657358","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-ca","tag-canada","tag-technology"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts\/657358","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/comments?post=657358"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts\/657358\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/media\/657169"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/media?parent=657358"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/categories?post=657358"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/tags?post=657358"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}