Diablo 4 – stora förändringar i 2.0, du kan testa dem nästa vecka
Here’s the breakdown of how to unlock each Torment Difficulty:
Reaching Level 60 unlocks the Pit and Tiers 1–20 of it. Beating Pit Tier 20 unlocks Torment Tier I.
Beating Pit Tier 35 unlocks Torment II.
Beating Pit Tier 50 unlocks Torment III.
Beating Pit 65 unlocks Torment IV.
While playing in Torment Difficulties, your armor and Resistances are reduced as follows:
Torment 1: -250 Armor and -25% All Resist
Torment 2: -500 Armor and -50% All Resist
Torment 3: -750 Armor and -75% All Resist
Torment 4: -1000 Armor and -100% All Resist
Monsters will no longer have their level displayed and will scale to the Difficulty you’re playing on.
----
Upgrading a Glyph is no longer driven by experience. Instead, you’re given attempts to increase your Glyph’s Rank by completing Pit Tiers.
The maximum level of a Glyph has been increased from 21 to 100. At Level 45, a Rare Glyph can be upgraded to a Legendary Glyph using Gem Fragments with the following bonuses:
The Glyph’s Radius Size has increased from 4 to 5.
The Glyph gains an additional affix.
----
Each Class has received 1 new Paragon Board. These Paragon Boards each come with a new Legendary Node as well. Additionally, only 5 Paragon Boards can be equipped, including your starting board.
The number of Paragon Points that can be earned by leveling has increased from 200 to 300.
----
Ancestral items start dropping in Torment 1.
Ancestral items always drop at Item Power 800, the highest possible.
Greater Affixes only appear on Ancestral items.
Ancestral items always contain at least 1 Greater Affix.
Sacred Items will no longer drop. Any Sacred Items you have on your character will be marked as ‘Legacy.’ They can continue to be used but cannot be upgraded.
Non-Ancestral items are capped at Item Power 750. Legendary items dropped when you’re Level 60 will always be Item Power 750.
Item Power 750 items can now be Masterworked up to 4 times.
----
1 New Skill for Each Class
5 New Passives for Each Class
Runewords are a feature that can only be accessed if you have the Vessel of Hatred Expansion.
Runewords can give you access to Skills from other Classes. They can also do things like temporarily increase your Movement Speed, Skills, and more. There are 17 Runes of Ritual and 28 Runes of Invocation available. With a multitude of ways to pair them, the sky’s the limit.
Keep these aspects about Runes in mind:
They are tradeable.
Runes stack and will be stored in a new socketable inventory tab.
A maximum of 2 Runewords can be equipped (4 Runes total).
The same Rune cannot be equipped twice.
Runes can be used to craft other Runes.
You can use 3 Runes with the same name to craft a new Rune. The Rune created from crafting is guaranteed to be different than the ones used.
When non-Legendary Runes are used to craft, there is a chance to create a Rune of the next highest rarity.
Runes can also be used to craft Mythics at the Jeweler.
Each one requires: 1 Resplendent Spark, 10 Legendary Runes of a specific name, 10 Rare Runes of a specific name, and 10 Magic Runes of a specific name to craft.
----
Party Finder gives you the ability to list the type of party you’re looking for, set what game type or activity you’d like to run, where you’d like to play, and add preferences for both casual and completionist players alike.
----
Gem Changes
The drop quantity of Gem Fragments now increases as you ascend Difficulties.
New Gem Tier: Grand
Requires 100,000 gem fragments to craft.
Grand provides a 50% increase in power from the previous tier, Royal.
Some Gem effects have been reworked
Ruby armor effect changed from % Max Life to + Strength.
Amethyst armor effect changed from +Strength to +% Barrier Generation.
Diamond armor effect changed from +% Barrier Generation to + All Stats.
Many Gem stat bonuses have been adjusted to better reflect Patch 2.0 numbers.
Gem stat updates, starting with Chipped, ending with Grand:
Ruby (+ Strength), Emerald (+ Dexterity), Topaz (+ Intelligence), Sapphire (+ Willpower): +25/50/75/100/150.
Amethyst (+% Barrier Generation): +2/4/6/8/12.
Diamond (+ All Stats): +8/16/24/32/50.
Skull (+% Healing Received): +4/6/8/10/15.
Ultimate skills can now have additional ranks. Players can invest up to 5 skill points into their Ultimate Skill, and bonus ranks of Ultimate Skills now exist. The limitation of having one Ultimate Skill remains. Additionally, bonus to all skill ranks (i.e. from Harlequin's Crest) will only grant ranks to the Ultimate the player has learned.
Life Generation affixes now trigger when at Full Life, to contribute to Overhealing effects.
All Weapon Tempering affixes now grant multiplicative damage. See each class's section for more info.
All Classes now have innate 15% Blocked Damage Reduction
Shield's inherent Blocked Damage Reduction reduced by 15%.
Runewords are a feature that can only be accessed if you have the Vessel of Hatred Expansion.
Runewords can give you access to Skills from other Classes. They can also do things like temporarily increase your Movement Speed, Skills, and more. There are 17 Runes of Ritual and 28 Runes of Invocation available. With a multitude of ways to pair them, the sky’s the limit.
Keep these aspects about Runes in mind:
They are tradeable.
Runes stack and will be stored in a new socketable inventory tab.
A maximum of 2 Runewords can be equipped (4 Runes total).
The same Rune cannot be equipped twice.
Runes can be used to craft other Runes.
You can use 3 Runes with the same name to craft a new Rune. The Rune created from crafting is guaranteed to be different than the ones used.
When non-Legendary Runes are used to craft, there is a chance to create a Rune of the next highest rarity.
Runes can also be used to craft Mythics at the Jeweler.
Each one requires: 1 Resplendent Spark, 10 Legendary Runes of a specific name, 10 Rare Runes of a specific name, and 10 Magic Runes of a specific name to craft.
----
Party Finder gives you the ability to list the type of party you’re looking for, set what game type or activity you’d like to run, where you’d like to play, and add preferences for both casual and completionist players alike.
----
Gem Changes
The drop quantity of Gem Fragments now increases as you ascend Difficulties.
New Gem Tier: Grand
Requires 100,000 gem fragments to craft.
Grand provides a 50% increase in power from the previous tier, Royal.
Some Gem effects have been reworked
Ruby armor effect changed from % Max Life to + Strength.
Amethyst armor effect changed from +Strength to +% Barrier Generation.
Diamond armor effect changed from +% Barrier Generation to + All Stats.
Many Gem stat bonuses have been adjusted to better reflect Patch 2.0 numbers.
Gem stat updates, starting with Chipped, ending with Grand:
Ruby (+ Strength), Emerald (+ Dexterity), Topaz (+ Intelligence), Sapphire (+ Willpower): +25/50/75/100/150.
Amethyst (+% Barrier Generation): +2/4/6/8/12.
Diamond (+ All Stats): +8/16/24/32/50.
Skull (+% Healing Received): +4/6/8/10/15.
Ultimate skills can now have additional ranks. Players can invest up to 5 skill points into their Ultimate Skill, and bonus ranks of Ultimate Skills now exist. The limitation of having one Ultimate Skill remains. Additionally, bonus to all skill ranks (i.e. from Harlequin's Crest) will only grant ranks to the Ultimate the player has learned.
Life Generation affixes now trigger when at Full Life, to contribute to Overhealing effects.
All Weapon Tempering affixes now grant multiplicative damage. See each class's section for more info.
All Classes now have innate 15% Blocked Damage Reduction
Shield's inherent Blocked Damage Reduction reduced by 15%.
Najs med party finder! Många trevliga förändringar generellt. Jag skaffar nog också expansionen.
Tack för ditt svar Ribcage.
Tänkte låna tråden snabbt för att inte starta en ny; jag returnerade mitt spel ganska omgående trots att jag är en Diablo III-fantast som lagt 500+ timmar på D3. Ångrade D4-köpet när jag märkte att nya områden i spelet, när man kom till en ny plats som en t.ex. en by, då var hela kartan öppen, utforskad. Det var inte som i tidigare Diablo-spel att det synliga på kartan "låstes upp" där man sprang. Förstår du vad jag menar? Att endast där man har varit syns på kartan, så ju mer man springer runt och utforskar desto mer syns det av kartan, man "låser upp" kartan där man har varit. Men i D4 är hela kartan öppen direkt. Man vet inte var man har utforskat och inte utforskat, eftersom hela kartan är redan upplåst. Det var dealbreaken som fick mig att returnera spelet. Är kartan fortfarande så i D4, eller har det patchats till?
Tacksam för svar/tips.
Tror det var i S2 dom ändrade hur kartan funkade, har du utforskat alla områden innan så är hela kartan synlig för nya karaktärer från start vilket är en bra förändring imo.
-^-^--^-The sound of a bat cutting through space and time-^-^--^-
Det här med level scaling…
En liten fjäril dör på tre-fyra slag när du är level 1 och slår med en träpåk. 59 levlar senare har du Epic mega monster brinnande svärd. Samma lilla fjäril dör på…tre-fyra slag.
Aldrig förstått mig på det systemet. När jag blir bättre, får bättre utrustning och högre level, vill man då inte slåss mot större och mäktigare monster?
Recycling av innehåll i all ära, men systemet de använder i sådana här typ av spel är äckligt.
Största anledningen till min besvikelse över vad som kunde blivit. Inte spelat spelet sedan early access pga detta. Helt enkelt en hjärndöd design