Diablo 2: Resurrected’s Terror Zones offer a welcome new endgame option

The first new gameplay feature for Diablo II: Resurrected arrives today with Patch 2.5, and it’s one that drastically changes the way players will approach Blizzard’s classic ARPG endgame grind. It’s a change the developers didn’t introduce lightly.

When Diablo II: Resurrected first released, Blizzard was interested in keeping the changes small. A fresh coat of paint, a gold automatic van, support for modern screens, that sort of thing. After all, Diablo II popularized a genre, and Blizzard said it wanted to make sure it “established the landing” by offering a game that longtime fans would instantly remember by not messing with the fundamentals.

Jugando ahora: Diablo II: Revisión de video resucitado

Con el paso del tiempo, se han producido más cambios en Diablo II: Resurrected. El parche 2.4 introdujo cambios importantes en el equilibrio de clases por primera vez en más de una década, ajustes a los mercenarios del juego y nuevas palabras rúnicas. El parche 2.5, que llega hoy, va un paso más allá y agrega una forma completamente nueva para que los jugadores aborden el viaje al nivel máximo de 99.

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Se llaman Zonas de Terror. Cada hora, una de las ubicaciones del juego quedará aterrorizada. No todas las áreas son elegibles, y la misma zona no será aterrorizada dos veces seguidas, pero aparte de esas restricciones, el proceso es en gran parte aleatorio. Una zona aterrorizada generará monstruos de mayor nivel (al menos dos niveles más altos que el propietario del juego, y hasta cierto nivel máximo dependiendo de la dificultad que se esté jugando) que recompensan con más puntos de experiencia y mejor botín cuando son asesinados que los enemigos estándar. . Además, todos los monstruos aterrorizados también otorgan experiencia adicional, lo que hace que cultivar estas zonas sea increíblemente lucrativo para los jugadores que buscan subir de nivel.

La idea de Terror Zones surgió del deseo de hacer que la infame rutina de Diablo II hasta el nivel 99 fuera más accesible para más jugadores. Antes de Terror Zones, una de las mejores formas de acumular puntos de experiencia era matar al jefe Baal una y otra vez, debido a que el enemigo era uno de los pocos monstruos de mayor nivel en el juego que otorgaba más puntos de experiencia. Alcanzar el nivel 99 literalmente requiere cientos de horas y miles de estas “carreras de Baal”. Al analizar qué hacer a continuación con Diablo II: Resurrected, Blizzard quería ofrecer una alternativa.

En una entrevista con GameSpot, el diseñador principal de juegos de Diablo II: Resurrected, Robert Gallerani, y el director técnico, Michael Bukowski, compartieron su visión sobre cómo el equipo se decidió por la idea de Terror Zones, diciendo que, en última instancia, surgió del deseo de brindarles a los jugadores más opciones. .

“El camino a 99 es definitivamente un gran desafío”, dijo Gallerani. “Es una especie de insignia de honor que recibe la gente. Es uno de los puntos de Ladder, comienzas desde el principio y todos corren hasta el final. Pero lo que vimos realmente fue alrededor de ese nivel 85 o más, mucha gente estaba como, ‘Está bien, ¿es esta la única opción para mí para llegar a 99?'”

Si bien las Zonas de terror son ciertamente eficientes para los jugadores que buscan subir de nivel, son una función opcional que se puede activar o desactivar al crear un juego en línea. Inicialmente, la función no estará disponible para personajes fuera de línea, aunque el equipo buscará agregar Terror Zones al juego fuera de línea después de la Temporada 2 de Ladder del juego, que comienza el 6 de octubre. Los jugadores deberán haber completado el Acto V en una dificultad para poder jugar. para desbloquear la capacidad de crear juegos con Terror Zones para esa dificultad habilitada, aunque los jugadores pueden unirse a los juegos de otros con la función habilitada sin restricciones.

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Para Blizzard era importante dar opciones a los jugadores y no quitar o hacer obsoletos los métodos existentes para subir de nivel, como farmear a Baal, que se han convertido en una de las cosas clave que los jugadores recuerdan sobre su experiencia en Diablo II. Siempre que tengan la opción, Gallerani dijo que no hay razón para que Blizzard no les dé opciones a los jugadores cuando se trata de optar por participar o no en nuevas funciones.

“Si realmente te gusta [killing Baal] you can still do that,” Gallerani said. “But I was almost doing a disservice to all the other monsters, all the other builds, all the other ways to play, and we wanted there to be… we didn’t want to make it easier to get to to 99, but we wanted more people to feel like they could do it, right? It’s a very fine line.”

Bukowski echoed that sentiment. Dreadzones is a “pretty dramatic change,” but Bukowski said that the current development team see themselves as “shepherds” Diablo II, which informs how Blizzard makes decisions regarding new features.

“It’s got a lot of history and we’re trying to move forward but at the same time be very respectful,” Bukowski said.

Dread Zones provide a new, less monotonous way for players to advance to level 99.

That same philosophy is how the team approached the new Riven Amulets, which will drop from enemies in the Dread Zone in the game’s upcoming Season 2 ladder. These new charms, one for each type of damage, will break monster immunity, at the cost of lowering resistance to that specific type of damage. The result is that charms bring builds that were previously ignored when it came to addressing parts of Diablo II’s endgame, due to their inability to damage monsters immune to specific damage types, back into the fold.

“I know we have a huge audience that already knows, they know very well, they’ve known for over 20 years how to play,” Gallerani said. “But if you just go into D2:R and say ‘Hey, I’ve got my build, I’m building a certain way,’ and then all of a sudden you hit a monster and it doesn’t.” No matter what you do, you just can’t beat this thing. To have a Sorceress in full fire that could take down Baal in under five seconds, under 10 seconds, but you’re stuck killing this Fallen. at this level? It was all this meta.”

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Gallerani said that the start of Sundered Charms came from looking at some particularly powerful builds, specifically the Hammer Paladin, and theorizing about how they might bring other builds closer to the Hammerdin’s level of power.

“The reason Hammerdin is kind of a ‘win button’ is that it’s not that much more powerful than other classes,” Gallerani said. “It’s just that you never have to get to that point for the most part, where I can’t hurt anything… If the Paladin equips one of these charms, yeah, technically a Hammerdin gets a little more powerful in like two fights in the whole But all the other builds that used to be down here are starting to get much, much more viable.”

Cleft clefts are a calculated approach. While the team could have completely changed the way monster immunity worked, Bukowski said the team liked the idea of ​​giving players more agency with charms, which don’t throw anything overboard when it comes to of the existing Diablo II design.

As for what’s next? Having addressed the level 99 grind, monster immunity, class balance, mercenary changes, and more, Gallerani and Bukowski were coy about what other big aspects of Diablo II the team would consider updating next. Bukowski, however, noted that frequently requested quality-of-life changes are a primary goal.

So far, Bukowski said the community response to all the changes to a game as beloved as Diablo II has been generally positive and players are excited about the game’s future. Bukowski said that the team strives to hear a variety of perspectives from the community when it comes to changes, understanding that there is a wide audience of different types of players who play Diablo II: Resurrected. The team tries to strike a balance between making the game more accessible to players who “may hit multiple walls on their journey” while still listening to feedback from hardcore gamers and Diablo II purists who think the game is perfect exactly as it was two decades ago. behind.

“We’re definitely listening across the board and I think we’re pretty measured with the changes that we’re making,” Bukowski said.

Diablo II: Resurrected Patch 2.5 launches today, with Ladder Season 2 starting on October 6.

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