General Changes: Difference between revisions

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<noinclude>This page lists an overview of changes made in PD2 relative to the vanilla game. Topics which are too detailed for this list include links to other pages with additional information. Also see: [[All Topics]]</noinclude>
 
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== Skills ==
All skills have been reviewed and balanced (or reworked if necessary) to ensure each has a niche, and some new skills have been added. The [[Skill_Changes|Skill Overview]] page lists changes for each skill. There's also a [https://betweenwalls.github.io/portal/?v=PD2 Skill Planner] for PD2. See [[All Skills]] for a complete list with details per level.
 
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== Individual Items ==
All unique, set, & runeword items have been reviewed and balanced to improve itemization options, and some [[New_Equipment|new equipment items]] have been added. See [[All Items]] for a complete equipment list.
 
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There are also several new non-equipment items. For example:
* [[Corruptions|Worldstone Shard]] and [[Larzuk's Puzzlebox]] can corrupt items and add sockets to them
* [[Recipes#Jewel_Fragments|Jewel Fragments]] can be stacked and used like jewels in recipes
* [[Maps]] allow access to new endgame zones (2523 total new zones)
 
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See [[New Items]] for a complete list.
 
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== General ==
Below is a comprehensive list of changes that don't fit in either of the previous categories. Bulleted points that follow page links are described with more detail on those pages.
 
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=== Out-of-Game ===
* Widescreen support and improved graphics
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* No tolerance for cheating or unfair practices such as botting, maphack, auto-pickup, or real-money-trading (see the full list of [https://discord.com/channels/701658302085595158/725193331998589018 PD2's rules])
 
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=== Quality-of-Life ===
* Bigger stash (10x15), cube (4x4), and inventory (10x8, still only 10x4 available for active charms)
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* Maximum stash gold doubled
 
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* Characters now automatically pick up gold they run over (as long as it isn't filtered out)
* Loot dropped on unreachable tiles by flying enemies will now spawn at the nearest ground location
* Customizable [[Customization#loot.filter | item filtering]] and drop notifications
 
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* All active skills can now be bound to left click
* New "Move Only" skill which makes characters move toward a selected location without attacking
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* Option to "quickcast" skills (activates the skill when the key is pressed rather than just switching to the skill) - only primary keybinds will quickcast, whereas secondary keybinds will switch skills normally
 
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* Shortcuts for moving items between inventory & stash/cube/ground (shift+rightclick, ctrl+shift+rightclick, ctrl+rightclick)
* Shortcuts to add 5 stat/skill points (ctrl+click) and add as many points as possible (shift+click)
* Shortcut to identify items with Tome of Identify (shift+click)
 
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* Stackable gems, runes, essences, uber keys/organs
* Shortcuts for stacking/unstacking (ctrl+shift+click) and separating individual items when a stack is picked up (ctrl+shift+click, ctrl+click)
* Tomes can now hold up to 80 scrolls each, keys can stack up to 50
 
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* Customizable [[Customization | screen info]] in the upper right that shows zone level and has options for real time, elapsed game time, ping, etc
* Advanced character statistics page (default: press 8), press while mercenary window is open for merc stats
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* Options for auto-partying and auto-permitting corpse looting
 
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* New ''.roll'' command to help facilitate sharing loot in parties
* Messages that begin with ''.p'' or ''.party'' will only be seen by party members
* New ''.dps'' command to show/hide how much damage per second the character has done recently
 
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* Stat ranges on item tooltips can be toggled on/off, and shown temporarily by holding ctrl
* Displayed loot can be toggled on/off
 
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* Gamble refresh button
* Killing the Cow King no longer prevents you from opening the Secret Cow Level, and Wirt's Leg from any difficulty can be used to open it
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* Antidote, Thawing, and Stamina Potions now auto-belt
* Characters can now hold multiple Wirt's Legs and unique charms in their inventory/stash (still only 1 of each charm can be active at a time)
* Unique charms can be repurchased from vendors (if accidentally sold) and several special items can no longer be sold to them to prevent accidents
* Screenshake can be disabled
 
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=== General Balancing ===
* Drop rates improved for low-player-count games - nodrop chance when solo is [[Game_Mechanics#What's_different_in_PD2?|similar to vanilla's /players5]] but still scales up to a similar level with full games
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* The chilled/frozen debuffs now also reduce cast speed alongside run/walk speed and attack speed
* Antidote/Thawing Potions now grant +25% to Poison/Cold Resist (was 50%) and no longer grant +10% to Maximum Poison/Cold Resist
* Full Rejuvenation Potions now restore 65% life/mana (capped at 2000 life/mana per potion)
* Attackers Take Damage and reflect mechanics now also affect ranged attacks and deal damage when attacked instead of when hit (occurs before hit, so if reflected damage kills the attacker, the attack won't land)
* Ranged attacks now leech half as much as melee attacks
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* Summons (except Fire Golem) are now affected by -% to Enemy Elemental Resistance (half effectiveness)
* Abilities that reduce monster resistances have been rebalanced and now operate at 1/2 effectiveness when [[Game_Mechanics#Behavior_of_-enemy_resists|above 99% or below 0%]] (used to be 1/5 when above 99%)
* Spells and abilities no longer share cooldowns globally
* Melee attacks have 1 additional range against moving targets
 
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=== Item Changes ===
* Low-tier pointmods (staffmods) no longer have an upper ilvl limit - items can have any combination of pointmods, provided the ilvl is high enough for each of them
* Useable "forbidden" pointmods are no longer restricted (Holy Shield, Smite, most Barbarian combat skills, Poison Strike on Necromancer shields)
* The chances for items to get pointmods and for pointmods to be higher have been increased
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* Rares now get a minimum of 4 affixes at ilvl 45+, 5 at 65+ and 6 at 85+
* Rare jewels now always get 4 affixes
* Weapon durability decreases at half the normal rate
 
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[[Item Bases]]:
* Ethereal bonus reduced from 50% to 25% (most exceptional/elite weapons rebalanced so that eth stats remain the same)
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* Durability increased for all weapons
 
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[[Item Affixes]] have received several changes, especially for rares. Some notable examples:
* Elemental damage affixes for charms normalized according to charm size & element type, damage increased
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* Rare items can now be used in crafting recipes
 
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[[Recipes]]:
* Some recipes have been simplified
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* Other new & modified recipes corresponding to new items
 
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=== Non-Player Characters ===
* Jerhyn and his guards now always stand outside of the Palace in Lut Gholein
* Deckard Cain now wanders at the top of the stairs in Harrogath near Malah
* Anya will give a regular tier 1 map in Hell in addition to her normal reward
* Ormus will give a corrupted ring as a reward for returning the Gidbinn
* Healing NPCs now remove chill in addition to other ailments
 
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[[Mercenaries]]:
* Mercenaries have better AI
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* Mercenaries can now equip gloves, boots, and belts
* Rogue Scout mercenaries can equip any bow/crossbow & quivers, Iron Wolf mercenaries can equip Paladin shields, scepters, tipped maces, wands, knives, & Sorceress orbs, Barbarian mercenaries can equip axes, tipped maces, & hammers
* Open Wounds now deals ¼ damage to mercenaries and pets, and can be further reduced by Physical Damage Reduction
* Mercenaries now have the same stats regardless of which difficulty they're hired from
* Old mercenaries drop their equipped items when a new one is hired
 
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[[Monsters]]:
* Monsters can now spawn with Concentration, Vigor, or Holy Shock auras
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* Rathma is a new uber boss
 
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=== Player versus Player ===
[[PvP Changes]]:
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* Regenerating charges (e.g. Blink on [[Enigma]]) regenerate 200% faster in PvP arenas
 
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=== Bug Fixes ===
* Andariel quest bug fixed (multiplayer only)
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* Lilith can no longer spawn outside the map
* Fixed a bug which caused excess MDR to apply to physical damage if the target's Magic/elemental Damage Reduction was higher than the attack's magic/elemental damage
* Dual-wielding attack speed breakpoints are now always based on the faster weapon (WSM bug removed)
 
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: Also see: [[Bugs]]
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