The Poison Master’s Search for Loot

My enthusiasm for playing Diablo II builds that I’ve been wanting to push to the endgame for decades, but for some reason or other never did, is still going strong.

While the Blade Fury Assassin is a lot of fun, after having her beat Hell difficulty I concluded that she’s not going to become one of my go-to farming characters after all. I’d really like to have another one of those though, not so much for boss killing, but for density-farming in terror zones. As my last visit to Uber-Tristram netted me my second Necro torch I decided to finally try a Poison Nova Necromancer in earnest. And good thing that I did, because holy crap, that dude rocks!

Unfortunately he dresses like crap, too. Where’s my wardrobe system, Blizz??

As the name suggests this skill is the venomous version of the Sorceress’s Nova and Frost Nova, and like all kinds of poison in DII it deals its damage over a set period of time. Luckily, in this case we’re only talking about two seconds, so while not nearly being “instant”, enemies lose health quickly enough to not die of old age beforehand.

I don’t know why, but it’s strangely satisfying to get in, spray two quick bursts of green goo all around me, get out again, and then watch my enemies drop dead like flies without me doing anything at that particular moment.

Now, I remember giving up on this build at around level 50 many years ago, mainly because its damage just couldn’t keep up with the monsters’ health and resistances anymore. While that would be bad news for any kind of character, it makes the life of a poison based one absolutely miserable. You just can’t afford to wait until the venom has done its thing, then reapply, wait again, so on and so forth…the monsters will rip you to shreds long before their own life runs out.

I guess what I’m saying is, this is definitely one of the more gear-dependent builds. Fortunately I’m not as poor anymore as I was during most of my Diablo II career – mainly due to my characters not getting deleted every time I take a break anymore – so this time around I was able to push things much further.

The skill has a higher range than one might think at first

Aside from getting Poison Nova itself to as high a level as possible and maxing out its synergies the most important thing to increase the effective damage output is lowering the enemies’ poison resistance.

Of course the most obvious method is to use the Lower Resist curse the Necro has access to anyway. That alone doesn’t cut it for very long though, especially once poison immune monsters become more common, which happens as early as Act IV on Nightmare. I won’t go into the exact math of immunities here, all we need to know is that an immunity has to be broken before damage of the respective type can have an effect at all, and then gear with stats like “-x% to Enemy Poison Resistance” can take its full effect.

So what I usually do is to try and break any poison immunities with Lower Resist, and if that’s not enough I fetch the appropriate sunder charm from the Horadric Cube and put it in my inventory. I’ve talked about what those do here, keep in mind however that they are much harder to acquire nowadays (it’s quite bad, honestly, but that’s a topic for another day).

Once the immunity is broken the aforementioned gear can do its thing.

Specifically, my Necro wears three pieces of the Trang Oul’s Avatar set, most importantly the shrunken head (i.e. shield), which grants -25% to Enemy Poison Resistance when worn with at least two more pieces. The gloves give +20% Faster Cast Rate as well as +25% to Poison Skill Damage, and the belt has the all-important Cannot Be Frozen, so this is a lot of bang for only three bucks, so to speak.

Even more important is the weapon he wields, a Death’s Web unique wand. Its most impactful stat is -40% to -50% (rolled randomly) to Enemy Poison Resistance. Unfortunately that thing is one of the rarest pieces of gear in the game, and I’ve never seen one drop myself.

Which is one of the main reasons why I’ve always played online, despite only rarely teaming up with other players – I can trade for stuff I can’t find.

A bargain if I ever saw one

Obviously a perfectly rolled specimen is worth an arm and a leg, but compared to not having one at all a -40% piece is already a huge damage boost, so I got myself exactly that for the low price of one Ist rune.

I also asked Larzuk to punch a hole in it and plugged in a decently rolled Poison Rainbow Facet, and now this Necro kicks some serious ass indeed.

Two expensive runes in there, and an appropriate base armor is also needed

There’s one last piece of gear that I feel is almost a necessity, and unfortunately there’s no cheap version of this one: the Enigma runeword armor.

It’s the one pretty much every DII player at least knows about, because it grants its wearer one level of Teleport, regardless of class. It also sports +2 to all skills, loads of magic find and more…calling it overpowered would be an understatement. It’s no surprise then that quite a few players use it on every high level character they play – even Sorceresses.

I’m not such a big fan, but its usefulness can’t be denied, and for Poison Nova in particular it really is extremely strong. The ‘go in, cast once or twice, go out’-approach mentioned above just doesn’t work all that well without it.

It’s very worth the investment though. The build has exceptional clearing capabilities, on my account only surpassed by the Bowzon, and even she gets slowed down considerably by physical immunes, whereas the Necro can farm quickly anywhere. Also, with Poison Nova there’s no aiming required whatsoever – killing monsters like leapers and blood hawks, which can be very annoying to deal with for many builds, is easy as pie.

I also dig that I rarely feel the need to use Corpse Explosion. When the screen is chock-full of monsters, and/or they get constantly healed or revived, then, yes, I blow everything up. But usually I get by without it no problem.

Lastly, I’m glad to finally play a caster class that doesn’t have to rely on their mercenary wearing an Insight polearm for its mana-regenerating aura. I mean, he does spend quite a lot, but many of his gear pieces have either mana or some form of mana regeneration on them, and if push comes to shove I just quaff a potion once in a while. This freed up his weapon slot, so I gave him an Obedience socketed into in an ethereal Mancatcher.

With that he really slaps, and he also leeches enough life to die very rarely, which is obviously great.

So, yeah, if you’re tired of boss rushing and are looking for a build to clear whole zones with efficiently, one that requires an active and fun playstyle while not being completely overpowered – you can still die very easily if you’re not careful – look no further.

Going full-on Ninja in Diablo II

It’s been almost 25 years since Diablo II got its first and until very recently only expansion, Lord of Destruction. Of the two new classes it introduced to the game the Assassin appealed to me the most by a landslide.

As I’m a huge fan of all things martial arts that’s no surprise of course. She uses claws as her weapon of choice, throws shuriken and traps, hides in the shadows, kicks the crap out of her enemies…did I mention that she throws fricking shuriken?

Despite all this I never made it beyond level 25 or so whenever I created the first Assassin on a new account though. I don’t know why exactly, she just didn’t klick with me for some reason or other.

Maybe because she reminded me too much of this weirdo?

Some of her skills, most importantly Blade Fury, which is the shuriken one, were buffed in patch 2.4 however, and now I also have the complete Natalya’s Odium set at my disposal for the first time. So I finally buckled up and pushed her all the way through Normal and Nightmare, as well as half of the way through Hell.

She’s at level 79 now and indeed wears Natalya’s set, which unfortunately isn’t even close to her best-in-slot gear, but it’s ok for now and makes her look pretty cool to boot.

Except for the helmet, which gives her a moustache for some reason

The Blade Fury playstyle is a lot of fun. You hold down the button, and she hurls throwing stars, about five of them per second, in the direction you’re aiming. This is as close to “beam weaving”, which I quite enjoyed in Marvel Heroes, as you can get in DII. Well, except for the Sorceress-skill Inferno, but that one’s so crappy that we don’t talk about it.

BF also has a pretty huge range, with the stars reaching farther than you can actually see on screen.

Even when you’re not zoomed in like this of course

Blade Fury alone doesn’t cut it on higher difficulties though, where monsters are too numerous and have too many hitpoints to kill them all like this. Enter Death Sentry, which is one of her various traps. She throws these on the ground, and whenever there are targets in range they do their thing. In this case that means blowing up the corpses of dead enemies for massive AoE-damage, just like the Necromancer does with his skill Corpse Explosion.

The thing about the Necro skill is…I don’t like it all that much. Not because it’s crap, but because it’s too damn good to not use it.

You see, whatever flavour of Necromancer you play, the answer to all of his problems is always Corpse Explosion from the moment he gets access to it. As a summoner – wait until the minions have offed the first opponent, then blow everything up. Poison or Bone skills? Kill one, explode the shit out of the rest. You get the picture. To me that’s boring und uninspiring.

Assassin sporting her starter gear, a Death Sentry next to her

I don’t know why, but throwing a trap or two and let them do the exploding does make a world of difference to me. I actually enjoy it quite a lot. I guess to my mind throwing those traps just fits the Assassin’s playstyle, whereas clicking the corpses manually and blowing them up instead of reanimating them or something doesn’t sit right with me on the Necro.

Whatever it is that makes it work for me, I’ll take it. It also provides for a pretty active playstyle, while thankfully not being as fast and nausea-inducing as, say, a Frenzy Barbarian.

I’m still amazed sometimes by how great DII Resurrected looks

Of course the Assassin also has her own set of support skills and passives.

Since claws are her signature weapons – she’s the only one who can equip them, too – she has some passive skills to boost their damage, attack rating and even block chance, with the latter only working when she holds a claw in each hand to prevent using a shield and effectively double dipping.

She also has some good crowd control skills at her disposal. One blinds the targets and lowers their defenses, another even charms some of them into attacking their peers while stunning the rest.

You’re not an Assassin if you can’t control your own shadow, right? In DII it’s actually an autonomous helper that attacks stuff on its own, and you can even choose between a version that uses the same skills as you do, and one that has all of the Assassin’s skills on hand.

Two very strong buffs round out her arsenal. Burst of Speed makes her run and attack a lot faster (which unfortunately doesn’t work for Blade Fury for some reason), while Fade provides resists and damage reduction. For balancing reasons you can only use one or the other though, not both at the same time.

Neat: She doesn’t have a shadow when wearing Natalya’s set. Strangely, the Shadow Master, who’s supposed to be a shadow herself, does.

I’ve always appreciated the love for little, seemingly insignificant details that Blizzard poured into their games during the nineties and early noughties (and Overwatch too, to give credit where it’s due), and DII is no different in that regard.

When they designed the new classes they obviously asked themselves “What can we do to differentiate them from the others?” Apart from her signature set making her near invisible instead of glow like a Christmas tree the Assassin got one little perk that suits her well thematically. It’s a really small one, but still pretty nice: she can pick locks, meaning that she doesn’t need keys to open locked chests. Like I said, it’s a small detail, not nearly enough to make the other classes fundamentally inferior to her or anything, but it comes in handy for sure.

Ever since the introduction of Charms inventory space in DII has become even more precious, so not having to lug around a stack of keys is a greater boon than one might think. It’s also one less supply of stuff that needs to be maintained, and since Reign of the Warlock we can even set the loot filter to hide those keys from our overview. So, again, it’s just a small perk, but still great.

Where do you think you’re going??

And there you have it. The Blade Fury Assassin, as well as the class in general, really is a lot of fun.

Once we know more details about how Blizz intends to change the runeword Mosaic, which has been the uncontested go-to for martial arts Assassins ever since its introduction – because it’s hopelessly overpowered – I’ll probably try that out next.

Reign of the Warlock – early thoughts

So, yeah, Diablo II Resurrected really got an expansion, including the first new class added to the roster since the release of Lord of Destruction in fricking 2001. Which, if you ask me, is pretty huge, and I definitely didn’t have something like this on my Bingo card for 2026 (or any other year, for that matter).

Of course there’s lots of criticism going round. No new Act, no new monster types, the Quality of Life features should have been there from the start, so on and so forth.

Personally, I really like what we got. Sure, a new Act would have been awesome, but, again, I basically had made my peace with not getting any new stuff for one of my all time favourite games, so I’ll take it for sure.

Quite dashing, isn’t he?

What about that new class then? Well, I played the Warlock all the way through Normal difficulty, completely SSF (Solo Self-Found), and it was by far the easiest run I’ve done with any class or build that way. Nightmare came next, and for that I handed down some gear, making the whole affair easier still. Even Tal Rasha’s tombs and the Travincal council, which can be a pretty tough challenge for low- and mid-level characters, were a breeze.

Big fan of summoning builds that I am I went for the Demon-tree of course, and it’s awesome! Back in the original Diablo the monster type Goatmen was the bane of my existence because they are really quick and hit like trucks, so having them do my bidding now feels very satisfying.

Well, I say “them”…in the early game you’ll have to make do with only one. That’s not as bad as it sounds though, as these guys are sturdier and hit much harder than the Necro’s or Druid’s minions. Also, the goats have some sort of cleave attack that can hit multiple enemies, so it doesn’t take ages to kill larger packs either.

Raise “Demonic Mastery” to level 10 and you get to have two!

Even better than the minions themselves are the supporting skills. Most importantly: we can fricking teleport the buggers on top of a specific enemy and have them attack it! A game changer, that is! Engorge is another great one – consume a corpse to heal all your demons and give them a speed and damage buff on top.

At level 30 we get Bind Demon, and this is where it gets really interesting. This skill lets us bind any one demon in the game, barring act bosses like Andariel and Diablo, to fight for us. It even persists across games, you’ll only lose it if it either dies, you die, or you actively bind a new one.

My first thought was “Holy shit, let’s try to get Hephasto!”, the big burly armorer found at the Act IV Hellforge. I basically just wanted a hard-hitting, tanky beast to fight for me, but I’d completely forgotten that he always has an aura too – Fanaticism or Conviction are great options, depending on which of the other minions you use. This basically makes him the uncontested top choice for a long time, so we’ll see whether they’ll nerf this in some way.

You really want that guy to be on your side in a barfight!

Whichever demon you choose to bind, be careful, as it doesn’t heal or regenerate on its own – unless the monster in question has the innate ability to do so, I suppose – and you can’t feed potions to it like you can to your mercenary. Which means that using Engorge is the only way to keep it healthy, so trying to keep a supply of corpses around is pretty important for difficult fights.

All things considered, the summoning Warlock basically has everything the poor Necro and Druid have always wished they had. Again, it remains to be seen whether any nerfs might be incoming.

The Warlock is very much about Quality over Quantity

Traditionally each caster class begins the game with a weapon that grants one level of a starting skill. In case of the Warlock it’s Miasma Bolt, which does most of its damage via a small “cloud of entropy”, meaning that it’s an AoE. I was still using that in Act II to kill bigger packs more quickly without having invested any additional skillpoints into it, which is saying something.

I assume you’re noticing a trend by now – the Warlock seems to be designed to have AoE-capabilities right from the start, no matter which route you decide to go. It’s almost as if someone on the current dev team agrees with me that it’s actually not all that much fun to click thousands of baddies dead one by one, no matter how well the game is designed otherwise.

Overall the Warlock is very strong and also a blast to play. I hope they don’t nerf the fun things into oblivion, but toning him down a bit numerically might actually be necessary.

It took two whole characters to store all these before

Now let’s talk about the new stash tabs, shall we?

Well, they’re awesome! What did you expect?

I will say, however, that collecting, sorting, upgrading and storing gems and runes has always been a big and even quite enjoyable part of the gameplay loop for me, so I do have mixed feelings about this. There’s no denying how infinitely more convenient this is though, so I would by no means want to go back.

As you can see they’ve even baked the Horadric Cube functionality into these tabs (provided the character you’re on has one), as well as a shortcut to move three gems or runes at once to it, making upgrading even easier. Also, the tab for Essences, Uber Tristram keys and so on also holds both types of Rejuvenation potions, which I really appreciate.

The loot filter is pretty neat, too.

What I really like about it is that each single profile can have multiple independent rules set up. Due to this I don’t have to create a completely seperate profile for my Bowzon, for example, instead I just uncheck the rule “Hide Ammo” and leave everything else as is.

One feature that’s missing, unless I somehow just fail to find it, is the ability to change the colors of specific item types, add stuff like colored borders to them or even have the game play a sound effect when something really valuable drops. These things helped me immensely when I played Path of Exile to never miss anything good.

So there’s still some room for improvement.

Finally, let’s adress the elephant in the room: is this really a proper expansion, and is it worth the admission fee Blizz is asking?

As for the former – that’s debatable. If we don’t count romping through the same five acts we all know inside and out, just with a new class this time, actual new content is pretty thin on the ground indeed.

However, I’m still completely fine with the 25 Euros they’re charging. About a year ago I argued that Blizz selling us cosmetics and stash tabs was long overdue. If they had gone that route I would’ve gladly shelled out something like five bucks each for the three different currency tabs, and another two or so per additional shared tab (of which we got a pair). Which means that I basically got the Warlock, various new items and a slightly overhauled endgame for a grand total of six Euros. As far as I’m concerned that’s a pretty great deal.

Now get cracking on that wardrobe system already!

Holy hell, this is real!!!

Click to enlarge – there’s something here that wasn’t before

No, this is not an early April Fool’s joke! I took that screenshot myself, ingame, just a few minutes ago.

Yes, Diablo II Resurrected has really gotten an expansion! New Class! New items and runewords! Additional endgame activities! Loot Filter! (!!!) Currency Stash Tabs! (!!!!!) …

…and I’m too fricking sick to play right now, goddammit!

So my deep dive and subsequent report will unfortunately have to wait, but I at least wanted to let y’all know. You can find all the details here.

Shut up and take my money…what do you mean, “No”?

For quite some time now there’s something going on in the gaming industry that I just can’t wrap my head around.

On the one hand, many developers and/or publishers try to make us spend all the money nowadays, their methods getting more dubious – often to the detriment of the gaming experience itself – year by year.

But there are also cases where I can’t help but wonder how a game can possibly stay afloat at all, let alone generate profits, with the so-called business model its overlords have chosen for it.

In my opinion ArcheAge Unchained was one of the titles that suffered from and ultimately died because of this. I voiced my concerns in that regard less than a year after its launch, when Gamigo had come forward and admitted that they weren’t generating enough income, so they had to charge for the upcoming expansion despite their initial promise that those would always be free.

Granted, it took another three years before they eventually pulled the plug by merging the Unchained servers with the legacy (i.e. Pay2Win) ones, but the writing was on the wall almost from the beginning.

Conversely, The Secret World was arguably over-monetized at release. It came out with a full box price and a monthly subscription on top, at a time when only the most successful games, or the ones with fiercely loyal fanbases like EVE Online, could still get away with that.

It didn’t take long until Funcom realized their mistake – the subscription went away only six months later. However, aside from that they basically carried on as if nothing had changed, resulting in many players not spending another dime beyond the box price and maybe a cosmetic outfit or two.

What they should have done the moment the decision to ditch the sub was made is to considerably ramp up their production of cosmetics, and also to find additional ways for us to part with our money.

But Mail, I hear you say, you always claim that you hate being nickeled and dimed for every little thing. True, but: when I really love a game I want it to succeed, so that it stays alive and (hopefully) keeps getting better and better for years to come. Thus having reasonable (!) ways to support its continued development is crucial.

What’s more, for basically every game you can always think up a plethora of features that would be nice to have, but not really necessary. Players have proven that they’re willing to spend money on that kind of thing time and again.

Which brings me to…

Diablo 2 Resurrected has been out for almost four years now, and to this day there’s absolutely no way to spend money on it beyond the box price.

Now, I’m obviously very happy that they haven’t taken the least bit of inspiration from their mobile abomination wearing the same brand name. But, again, if we want the game’s future to look bright, additional ways for us to support it financially would surely go a long way.

It’s no rocket science either. Whoever’s in charge of D2R needs to look no further than Path of Exile, which was and apparently remains bloody profitable by selling its players just two kinds of things: cosmetics and stash tabs.

Please deliver me from this mess…

To me the currency tabs were probably the greatest and most game-changing gimmicks that were added to PoE while I was playing it between 2014 and 2019 – and they also introduced fricking housing during that time frame, so, coming from me, you know how much I value a quality of life feature like this when it’s done right.

More stash space in general, preferably with options to name, sort and color-code the individual tabs, is always welcome too of course.

Shouldn’t stuff like that be there right from the start and included with the box price though? If we’re talking about a one and done game that has to be feature-complete when it ships, yes. But, again, amenities like these, which are obviously very nice to have but not strictly necessary, lend themselves very well to generate additional funding for a game that’s supposed to be supported and expanded for years to come.

And as for cosmetics…

Pictured here: Crap Necro

This is what my level 82 Necromancer looks like right now. If you’re thinking I’ve deliberately dressed him up badly for illustration purposes, think again. This is the current high-end gear he’s actually wearing.

Spending a grand total of ten minutes I’ve superficially skimmed some stashes and mules, and compiled an approximation of how I would want him to look like if it wasn’t gonna royally screw up his stats:

Pictured here: Drip Necro

I would happily pay five bucks or so per character to be able to use items just for their looks, while retaining the stat bonuses of that goddamn green panholder he’s wearing on his head in the first picture. If a wardrobe system is too complicated to implement, sell a consumable that turns items into skins, and let us use those to overwrite the look of something else.

I think for them to do something, anything, along those lines is not only wishful thinking on my part, but basically a necessity. Why? Because active development on the game has ground to a halt about two years ago, and I’ll eat my hat if that doesn’t have anything to do with revenue drying up.

I don’t know, maybe there is such a thing as a studio’s big cash cow titles funding the smaller ones, making the latter being profitable unnecessary. Unfortunately the last two decades have made me cynical enough to not quite believe this to be a long-term solution though.

To be fair, Blizzard have kept the original D2 servers’ lights on for a very long time, but still…I can’t help being worried that D2R might suffer the same fate AA Unchained and TSW did, and that would be truly heartbreaking as far as I’m concerned.

So, yes, please shut up and take my money already!

Eight years of blogging about (mostly) old games

Today marks this here blog’s eighth anniversary, so it’s yet again time to look back on another year of playing and talking about video games.

In doing so two things of note stand out to me.

One, with only a few exceptions the games I’ve played since my last blogiversary are at least ten years old by now. As a matter of fact I’ve just made my return to a title that was released in fricking 2000 – in its original form, anyway.

Granted, it didn’t quite look like this back then

I’ve lamented more than once that all too many modern games are designed with maximizing player retention and monetization in mind. Being actually, you know, fun to play seems to be an afterthought at best.

For example, I liked Zenless Zone Zero quite a lot – for about a month and a half, that is. By then I was already burnt out by all the stuff I was expected to do on both a daily and weekly basis, and even then it wasn’t enough to beef up my characters, their skills and weapons and so on to a satisfactory level. I’m sorry, but I’m done playing games that feel like a second job.

Obviously Diablo II is basically ancient at this point, so there’s luckily no trace of “modern gaming” to be seen, and (much to my surprise) they didn’t mess things up with the release of Resurrected either. Quite the contrary, in fact. So, yeah, I’m having a blast once more, killing shit entirely at my own pace while reveling in the game’s unmatched style and atmosphere as I go.

As per usual I also played quite a lot of Warframe, probably for a total of four to five months this past year. Aside from being an absolutely awesome game it’s also one of the poster childs for Free2Play done right as far as I’m concerned, and while there is a lot of stuff to do I never feel pressured to do anything, which, to me, is a very important distinction.

Another playthrough of The Secret World was also on the agenda. I haven’t finished it yet, but I had a hell of a good time once more. As long as they keep the servers up (fingers crossed) I will revisit this gem time and again for sure.

ZZZ aside Helldivers 2 is by far the newest title I’ve played this year, and fortunately the devs have overcome their initial urge to make an otherwise great game harder and less fun with every patch. My group has picked it back up about a month ago, and it’s a hoot every time we play.

The most recent main update, big enough to almost call it an expansion, added not only new enemy types to the Illuminate faction and a new urban biome – the combination of which resulting in the most epic battles I’ve ever seen in a video game – but also a whole new customization system for primary weapons. Want to unlock less recoil or a bigger magazine for your favourite shooter? Chances are you now can. Great stuff!

Finally got them speedy swimfins, yay!

The second thing of note when looking back on the blog’s eighth year of existence is that, for the first time in quite a while, I had lots of fun playing actual Massively Multiplayer content again.

The catalyst for this was my return to ArcheAge. Not only is the ArcheRage private server rocking a much more player-friendly version of the game when compared to the now defunct official servers, it also has a pretty big and lively community. Participating in the various PvEvP-events and having a really good time isn’t hard at all even without joining a guild and such.

Which is great because, while it really is a lot of fun and all, I’m still not quite ready to commit myself fully to any game’s multiplayer aspect and become a member of a regular gaming-group again – my buddies being the exception, obviously. The drama and toxicity I’ve experienced (or at least witnessed) over the years are still too fresh in my mind, and I just don’t want any of that in my life.

He must be so sick of getting beaten up all the time

Be that as it may, overall I’m quite satisfied with the state of affairs. There are more games to choose from than ever before, not least because the really good ones tend to hang around or even get remastered, so it was never easier to vote with one’s wallet and outright ignore the bad eggs.

Also, many developers seem to have gotten the memo by now that a lot of gamers do like to play with others, but don’t want it to be a big commitment or take up too much of their limited time. I’m still in awe about how quick and reliable the matchmaking in Warframe works, and Helldivers 2 does a pretty good job with that too.

So, yeah, for me as a consumer gaming is in a pretty good spot right now. Here’s to another year of playing stuff and talking about it.

One more thing about good itemization

About a week ago Ginger Gaming Mentor released a video in which he reminded me of a very important aspect of well designed (i.e. motivating and fun) itemization in RPGs – arguably the most important one, in fact – that I completely forgot to address in my own recent post on the subject.

Actually I didn’t so much “forget” to include it, I just didn’t have this particular design philosophy on my radar as something worth mentioning, because it absolutely feels like a no-brainer to me, one that any RPG worth its salt should adhere to.

I’m talking about the (supposedly) simple concept of item power not being dictated by item level.

What do I mean by that?

Well, let’s have a look at this pretty well known Diablo II item. These are the Magefist unique light gauntlets, a very good pair of gloves for many caster-type builds in the game. As you can see a character needs to be only level 23 or higher in order to equip them.

This is not to be confused with the level of the item itself however. Each piece of gear in D2 has one, but it isn’t actually displayed anywhere. If you really want to know a certain thing’s item level you have to take note of what kind of monster it dropped from, and where.

Let’s say you find a pair of Magefists in early Act III on Normal difficulty, which is the earliest where they can drop due to their treasure class (another stat the game hides from us). If a normal monster drops them in the Great Marsh, for example, the item level will be 21.

Now let’s look at the exact same scenario, only on Hell difficulty. This time around the gauntlets will have an item level of 80. Quite the difference, no?

Aaaaaaaayy have some gloves for youuuuuuuuu…

Here’s the thing though: for all intents and purposes there will be absolutely no difference between the two. This is because an item’s level has no effect whatsoever on its stats. Magical affixes, defense, and in the case of weapons even damage – none of this is determined by item level.

In my earlier post linked above I said about D2:

There’s always something to feel good about. […] You find useful stuff all the time and at all levels.

I believe the detachment of item level and item power is the main reason for this, because whenever you find a good item, it really is a good item. You will never have to feel disappointed and say to yourself “Why oh why did I not find this on my max level character, it’s no good to me at this ilvl!”.

Goblin toes are always great to have, believe it or not

If a game lets you level your characters up to, say, 100, but is designed in a way that only loot dropped by level 90+ monsters can potentially be good enough to actually use at late game…what’s the point of the 90 levels that came before? Why even bother?

For me personally that’s really the biggest turn-off any kind of RPG can have – an itemization that’s completely item level (or, to use the more modern term, gear score) focused, because it eliminates almost any chance to hit big jackpots along the way. Sure, you’ll find items that are good at and around that particular level, but you’ll always know that you’ll have to replace them sooner rather than later. I don’t know about you, but I can’t derive any joy from that.

I’ll rather take my…err…chances…with these

It gets even worse when the power of items you find isn’t just dependent on monster levels, but also capped by the gear you’re currently wearing.

New World has (or had, I don’t keep myself informed about the game) such a system at endgame, and while I didn’t experience it myself because I didn’t play long enough I almost threw up in my mouth when I read about it over at Belghast’s.

In a nutshell, if you had an item with a gear score of 600 equipped in a specific slot, let’s say the headgear, whenever another helmet dropped it could only have a maximum GS of 602 (I’m making up these numbers, but you get the picture), no matter how high level a monster or chest you got it from.

This is stupid on so many levels that I can’t for the life of me imagine why anyone would think this was a good system. Unless “good” means “players need to grind for a bazillion hours to get the gear they want”, then, yeah, I get it.

Only that it doesn’t just cause gearing up to take a buttload of time. It also forces you to completely screw up your gear choices along the way, because you always have to wear the items with the highest gear score available to you, even if the stats are utter garbage for the build you’re playing. Where’s the fun in that?

Now, even in Diablo II item level isn’t completely meaningless. When stats for magic and rare items are rolled their ilvl determines which affixes are available and how high the bonuses can go – you wouldn’t find a circlet like the one above at level 20, for example. The maximum number of sockets non-magic items can have is determined by ilvl too. Also, quite a few high-end unique and set items just can’t drop at low levels because of their aforementioned treasure class.

And I’m fine with that. I mean, of course levelling up should enable you to find better and better gear, right? I’ve never suggested this shouldn’t be the case. What I am saying is that accumulating your dream gear should be a process that’s stretched out more or less evenly over the whole levelling process, from start to finish, so there’s always something to rejoice at.

Which brings me back to the Magefist gloves. I believe I got these when my sorceress was somewhere around level 30 or 40, and she’s still wearing them at 91. I was happy to find them then, and I’m still happy to have them now. Her weapon, on the other hand, is a Death’s Fathom, which I got when she was already 88 or so, and I’m still waiting for Tal Rasha’s Adjudication to finally drop, so her gear isn’t even finished yet.

In my opinion that’s how a character’s gear curve should look like, and that’s only possible if the level of an item doesn’t determine (all of) its power.

Spin for the win!

Well, that didn’t take long. Just a few days after talking about the Barbarian being a hot candidate for my next Diablo II Resurrected character I indeed started playing one. Or more precisely, I dusted one off that had been lying around at level 24, unused, for quite some time.

My initial plan for him, shortly after D2R’s release, was to use Frenzy as his main skill. However, I then decided that I wanted to level a buffbot-Barb on my second account first and use Frenzy as a means to get him through the game quickly. In doing so I had to realize that I don’t actually like the skill all that much.

First off, you basically have to clobber each single enemy one by one, and for my taste that’s never been a recipe for success in an ARPG. Sure, D2 doesn’t throw nearly as many mobs at you as, say, Path of Exile, but it’s still too damn many to deal with them more or less individually. A Frenzy Barb compensates for that with speed, but therein lies the second problem: he moves too damn fast for me to be able to control him properly. I’m not getting any younger, you know.

So after the buffbot-to-be had beaten Nightmare difficulty – and given me motion sickness in the process a couple of times, I kid you not – I immediately respecced him into his warcry-build and didn’t touch the other Barb again for almost two years.

A look fit for a king – especially an immortal one I guess

I’ve always been a big fan of the game’s class-specific elite sets though, and since I now had a complete Immortal King set at my disposal – yet another “first” for me – it felt about time to give that Barbarian another shot.

The set’s centerpiece is a two-handed hammer, so using Frenzy or any other dual-wield skill doesn’t work with it, which suits me just fine. Some other skills, like Concentrate and Berserk, are purely single-target and thus out of the question for the aforementioned reasons.

Which leaves Whirlwind.

“Wheeeeeeee!!”…unfortunately it doesn’t look impressive at all on screenshots

I’d never played a WW-Barb before, and to be honest, I didn’t expect much. But boy, have I missed out! I respecced into it at around level 40, and it’s so much fun!

The skill works like this: you point at a certain spot with your mouse; then, when you activate WW, your character starts spinning around in circles and attacking a couple of times per second, depending on weapon speed, while continuously moving towards the target spot at the character’s normal walking pace.

I didn’t think about it before, but what’s really remarkable about this is that you actually deal damage while moving. Usually you can either attack/cast or move in D2, but not both at the same time. It’s hard to describe how very different Whirlwind feels due to this, but it’s totally awesome. It’s especially great against weaker monsters – you don’t even slow down, you basically run them over and keep moving.

Now, technically speaking it’s also a single-target skill, as each individual attack hits only one enemy in range. You can get that speed up to about five attacks per second though, and coupled with a hard hitting weapon this shreds normal packs in a heartbeat. Even uniques and their minions don’t take very long to kill, and while it’s not the most efficient build to farm act bosses it can do even that pretty stress-free, albeit more slowly.

Look, mom, I glow in the dark now!

Speaking of stress-free, holy crap, dude is tanky!

His passive skills, which increase armor and resistances, combined with the massive HP and armor buffs from his warcries Battle Orders and Shout as well as a good amount of life leech make him a tough nut to crack indeed, even though he’s not wearing a shield. Aside from the Annihilus he also has no resistance charms whatsoever in his inventory, and they still all hit the maximum of 75% in Hell difficulty.

This is of course mainly due to the IK set itself giving a good deal of bonuses on that front. As it occupies a whopping seven of the ten available gear slots it kind of has to though, so it’s pretty well thought out in that regard. Also, all pieces except for the hammer sport pretty high armor values. Enhanced by the aforementioned buffs the total thus reaches a magnitude where it’s actually worth a damn, which is not something many D2 characters can achieve.

As I’m writing this he’s just spun his way through the first two acts on Hell difficulty, and I didn’t need to use a single potion of any kind! As a matter of fact I’m pretty sure his health never dipped below half, not even when surrounded by enemies while also being poisoned and/or cursed, which just…doesn’t happen! It’s a completely new experience to play the game like this.

It’s written in green, so it must be good!

The IK set brings two more features to the table that I really dig.

One, with the full array of set bonuses active the hammer deals all kinds of damage. Literally. There are six types of damage in the game, and it deals a good amount of each and every one, as seen above. Consequently he pretty much doesn’t care about immunities, another luxury not many characters have. Sure, he can’t leech off physical immunes, and those take a bit longer to kill too as that’s the only part of the hammer’s damage that gets increased further by his Whirlwind skill and Mace Mastery, but I feel that’s a small price to pay for not needing a sunder charm, a way to cast Necromancer curses and stuff like that.

The second “special feature” is that the gauntlets also get a bonus for wearing the full set which reads Freezes Target +2. I don’t know exactly how the game calculates this, but from experience I’d say that the corpses of normal monsters shatter at least 80% of the time now. Champions shatter less commonly and uniques only rarely or not at all, I’m not sure on that.

What this means in practice is that, for example, Fallen Shamans don’t keep resurrecting their foot soldiers all the time anymore, because there’s nothing left to resurrect. I’ve always found those to be quite annoying when playing melee characters, so I like this a lot. The downside is that the usual practice of Barbarians using the Find Item skill to loot corpses a second time doesn’t work with this set, and Necromancers won’t like grouping up with you either, but I can live with that.

In addition to all of the above playing a Barbarian also has some more universal perks, regardless of the gear and main skill you’re using.

Two of his passive skills increase run/walk speed and stamina, respectively, so he’s generally pretty fast (which also benefits Whirlwind move speed) and can sprint basically forever.

Furthermore, his skill Leap Attack is the only movement ability in the game aside from Teleport that can actually cross non-traversable terrain like rivers and sewers in Act 3 or lava in Act 4, which is obviously super practical.

Lastly, since his warcries are AoE effects his mercenary is tremendously tanky too. Unfortunately my mercs are chronically undergeared (and I’m usually too lazy to log in my buffbot just for that), so I’m used to them dying regularly, especially on my Sorceresses who actually use them to tank stuff. Well, this one just refuses to go down, which is another very welcome side effect of playing this big hunk of meat and muscles.

And there you have it, the IK Whirlwind Barbarian in Diablo II Resurrected. Highly recommended.

This is what good itemization looks like

About two weeks ago I celebrated yet another “first” in my long Diablo II career: the Windforce unique bow finally dropped for me.

This immediately prompted me to create and level up my first D2 Amazon in well over a decade, and just three days later she’d aleady reached the required level to wield this illustrious and mighty item. Yeah, I kinda couldn’t wait.

She’s really fun to play and absolutely shreds places like the Chaos Sanctuary, which, incredibly, she already clears almost twice as fast at level 83 as my level 91 Sorceress does.

What’s remarkable about this, however, isn’t just that I’ve looted a strong item and use it to good effect now. Stuff like that happens all the time in any kind of RPG, and for ARPGs in particular it’s basically the whole raison d’être, isn’t it?

What this really does exemplify is why Diablo II’s itemization is, in my opinion, still the best out there, with nothing else I’ve played even coming close.

Arrows are really hard to see with D2R graphics, so here’s the classic version

D2’s item design wasn’t perfect right from the get-go, mind you. At launch the majority of unique and set items in the game were garbage compared to even mediocre magic and rare items, and pretty much unusable.

In case you don’t know, uniques and sets mostly have a fixed selection of stats, while magic and rare items are rolled completely at random, only limited somewhat by item type. While rares can be extremely good, the chances to ever find a specific base item with the exact stats you want are basically zero.

This, of course, wasn’t a very motivating or satisfying state of affairs, because seeing stuff with a green or golden name drop (set and unique items, respectively) usually wasn’t a cause for celebration at all, and picking up something yellow (rare) more often than not led to disappointment too once you identified it.

“What the heck is this craaaaaaaaap???” he seems to say

Thankfully the dev team must have realized that this was a problem, because during the following year they put a lot of work – and, more importantly, thought – into it. With the game’s first and only expansion, Lord of Destruction, and some subsequent patches they added lots and lots of new unique and set items, as well as runes, runewords, jewels and charms to the game. They also beefed up the vanilla sets, which made at least some of them very usable.

While great, this still doesn’t explain why the whole thing works so damn well though. After all, more doesn’t necessarily mean better, right?

Well, they somehow managed to design and balance all that stuff in a way that’s really, really satisfying to engage with. At all levels I regularly find items that push my account-progress forward in a noticeable way – there’s always something to feel good about. Also, there are so many rare and powerful items in the game now that it’s not very hard to find at least some of those along the way, despite their rarity.

Even if you get one that your current character doesn’t need you’ll at the very least have increased your wealth, so to speak. Trading is pretty easy and always an option, but even if you don’t fancy doing that, chances are the item won’t be worthless to you. Maybe your mercenary or one of your other characters can make good use of it. Or, as finding Windforce did in my case, you might even feel encouraged to create a brand new one because you just can’t hit the jackpot like that and not take such a legendary item out for a spin.

Hell yeah, that’s what I’m talking about!

This is actually the most incredible feat they’ve accomplished – several of the game’s items are not only good – they’re basically famous!

If you’ve ever played Diablo II and maybe also engaged at least a little bit with the subject matter outside of the game, like reading forums or build guides, it’s more than likely that you’ve heard of Harlequin Crest (or Shako, as many just call it), Stone of Jordan, Enigma, Windforce and others, even if you were never lucky enough to find them yourself. Not only that, you probably also know, more or less, what they do, and what you’d use them for should you ever get your hands on them.

Hell, just look at what I’m up to at the moment: right after levelling the Amazon (a process that isn’t even finished yet of course) I also got another Sorceress going – I’d never had a lightning sorc before, and my Griffon’s Eye just begged to be used, you see. While playing her through Nightmare difficulty, electrocuting monsters left and right, yet another treasure fell into my lap: the last missing piece of the Immortal King set. I guess a Whirlwind Barbarian is next on the list now.

Too bad he can’t actually wield both hammers at the same time

So, the items are really strong, and that’s the whole secret to good itemization? No, definitely not.

I mean, sure, if the overwhelming majority of stuff you find isn’t good enough to even use that’s obviously not satisfying or fun at all. So, yeah, a game like this absolutely should have lots of items on its loot tables that are guaranteed to be strong and of use to you. But there’s way more to it.

In D2 it’s also pretty easy to see whether an item is actually good or not, because the amount of possible stats, while not small, is still manageable, and most bonuses you can get are applicable all the time, not just under specific circumstances.

Additionally, many set items, uniques and runewords are, well, unique, in that they have bonuses on them that you’d not normally get on that type of item – or at all. This enables imaginative players to create amazing effects and synergies. However, only very few individual items offer stuff that you absolutely can’t get any other way, so if the one specific shiny you’re looking for just won’t drop there’s usually a way to work around that too.

Which highlights one more virtue D2’s itemization has up its sleeve: giving players options.

Sounds like something a chiropractor would use

Let’s use my Bowzon as an example. Her signature skills are Multiple Shot and Strafe, the latter being the main damage dealer. In order for Strafe to reach an acceptably high attack speed with the Windforce I need a total of 80% Increased Attack Speed, IAS for short. The bow itself already has 20% on it, where the rest comes from is up to me.

I decided to socket a Shael rune into the bow for another 20%, use a Highlord’s Wrath amulet for 20% more, and Laying of Hands gloves for the last 20%. There would have been lots of other options, like the Treachery body armor, which alone sports a whopping 45% IAS, but the amulet and gloves have additional stats that are beneficial to my build, as has the Lionheart body armor when compared to Treachery, so I went with that combination.

The build’s one limitation is that both main skills dish out pretty much purely physical damage, so dealing with enemies immune to that was another problem to be solved. Fortunately Sunder Charms aren’t “Ladder-Only” anymore, and I’ve already found the one that breaks physical immunities, as seen above. However, what these things do is set the monster’s resistance to exactly 95%, which means that you do deal damage to them, only it’s not exactly a whole lot.

The two Necromancer curses Amplify Damage and Decrepify are both capable of lowering physical resistance, and luckily there are a few ways the other classes can also add these to their arsenals. The recommended item for a Bowzon in particular is the Atma’s Scarab amulet, which has a 5% chance to cast AD on striking. Since I don’t have it and also think that Highlord’s is overall better I instead chose to equip my mercenary with The Reaper’s Toll, a unique polearm that has a 33% chance to cast Decrepify on striking. Socketed with another Shael rune it attacks relatively fast, making the curse proc regularly. With the Sunder Charm in my inventory and Decrepify on them even enemies that are immune by default melt just as fast as all the others.

To recap, I think Diablo II’s itemization is awesome because it’s (mostly) easy to understand, you find useful stuff all the time and at all levels (which you can use right away without having to upgrade/level/link it first or some such), you have lots of options to make your characters really strong and to think outside the box if you so desire, and many of its items are so recognizable (and good) that you already know you want them even if you don’t need them yet, and actually finding them feels like Christmas has come early and it’s your birthday.

I believe this is one of the main reasons why the game has always had a strong following and is still played by many, almost a quarter of a century down the road.

Since we’re living in times where “Players are having fun” doesn’t seem to be the main goal of big development studios anymore – unicorns like Larian Studios being the notable exception – I doubt we’ll ever see something like this in AAA-space again, but if someone building a new title asked me which game’s itemization to use as a role model if they want to make players happy, this would be my answer.

Diablo II – 23 years, and it’s still got new stuff for me in store

A couple of weeks ago I decided to dip back into Diablo II Resurrected after about a year-long break. I’d been without a game that managed to really grip and excite me for quite a few months, and I was definitely missing something. Since D2 has never failed me in that regard it seemed like the perfect time for another comeback.

Sure enough, it has delivered once again. Right now I play whenever I can, and think about playing when I can’t.

Of course it helps that they’ve really done an outstanding job with Resurrected, and still continue to improve it on a regular basis without messing up the basic formula.

Robocop can shoot around corners, and so can I

For example, I’m still having a tremendously great time with my Frozen Orb / Hydra sorceress, which only exists because Hydra, along with a couple other hitherto underused skills, was reworked in patch 2.4 and is really good now.

The build is fun, and also relatively safe to play, because both skills can deal damage from quite a ways away. The hydras in particular can easily reach enemies off screen or behind corners, which makes fighting dangerous opponents like Nihlathak much less perilous.

I hope the FBI won’t mind me using the word “terror” so much…

I’ve also come to really dig Terror Zones. I mean, I liked the idea behind it right from the start, but didn’t actually enjoy them all that much in practice at first.

What bothered me was the game setting an arbitrary schedule for my gameplay. Zones in D2 aren’t created equal in terms of layout, enemy types and -density as well as various other factors, so I naturally prefer some over others for farming or levelling.

However, by now I’ve come to terms with the hourly rotation. Playing in different areas does make for a more varied experience after all, and whenever one of the few zones that really aren’t worth running come up I just do something else for a while, like playing an alt.

The main thing that’s won me over though is the loot. Within a matter of about two weeks I’ve found many awesome items scattered across various different terror zones, some of which so rare that they’d never dropped for me before, and I didn’t think it was ever going to happen either.

These are “just” my personal highlights. Click to enlarge

The Griffon’s Eye, for example, dropped in Nihlathak’s Temple, though not from the boss himself, but from a random monster on the way. That’s the magic of terror zones for you.

In addition to better loot the mobs also give lots of XP. A couple of years ago I talked about level 89 having been the highest any of my Diablo II characters had ever reached, and at that point Baal runs were pretty much the only thing that moved the bar at all anymore. Well, my current sorceress hit 90 a week ago and is now well on her way to 91.

I will say though that I still enjoy boss runs the most. Andariel, Mephisto, Baal and the Uber-key bosses retain their status as my favourite targets. But even those benefit greatly from the new(ish) system, because whenever their lairs are terrorized they seem to drop even better loot, and every monster I kill on the way has the chance to do the same and also gives noticeable amounts of XP to boot.

What’s this, a cage fight where the cage’s made of fire? Bring it on, bro!

Speaking of bosses, the event I’m most happy about right now is getting my first ever Annihilus charm.

Interestingly, this item only exists because the game had a massive duping problem back in the day (duping being the illegal duplication of items by utilizing bugs or glitches). The most-duped item by far was the Stone of Jordan ring, and to get those out of the economy again Blizz devised a system where players realmwide needed to sell large amounts to NPC vendors in order to spawn Uber Diablo in every Hell difficulty game on that realm. Killing this pretty strong foe guaranteed a unique small charm to drop, the Annihilus.

It is a strange fate that we should suffer so much toil and loss over so small a thing

As far as I know the rampant duping has long been a thing of the past, but they decided to keep the whole system in place. They may have reduced the number of SoJs that need to be sold, but other than that nothing’s changed.

Which means that we can still get our hands on this powerful charm, but it also means that every ring that’s ought to be sold has to be acquired the hard way. It’s not a common drop either. Personally, I’ve yet to find my first SoJ in Resurrected – and I’ll definitely keep the first one or two, should they eventually drop, as it’s quite a good item (it wasn’t duped that much just for the hell of it).

There are websites that try to keep track of every realm’s status – the approximate number of SoJs that have already been sold can be displayed ingame – but still, at the end of the day only the player(s) that sell the last batch know the exact point in time when Uber Diablo will spawn. If you don’t have a Hell difficulty game open at that exact moment you’ve missed the opportunity.

About a week ago my time had finally come. I was farming with my sorceress when the message “Diablo has invaded Sanctuary” appeared. My heart skipped a beat, and I may or may not have screamed out loud “Hell yeah, finally!!!”.

However, my second thought was, damn, I need my Paladin for this. The sorc might be able to kill the bugger too, but it would be a lot harder and probably cost me quite a few XP due to deaths. Fortunately I always use password-protected lobby games to play, specifically because I can join those with a character from my second account. Usually I use this to mule stuff around or to buff my main character with an Enchant sorceress (great for levelling up alts), but this time around I just logged her in to keep the game open safely and then switched my main account to the Paladin.

Really, I can take this now? Don’t mind if I do!

The rest, as the saying goes, is history.

So, yeah, for over 23 years now I keep coming back to D2, mainly because it’s just an overall awesome game that holds a special place in my heart, but also because it still has, after all this time, new experiences and huge endorphine rushes up its sleeve. At least for me.

Uber Tristram’s next. Great Evils, beware!