The resurrection spell that was originally introduced in Diablo II is back, but the changes to its effect have made it less powerful than before. What will be changed with the next patch? Here’s a breakdown of what’s happening and how PvPers should adapt.
The “diablo 2 resurrected disable pvp” is a change that was implemented in the “Diablo 2: Resurrected”. The change has been made to make it more difficult for players to kill each other.
Diablo II: Resurrected Patch 2.4, which is presently in PTR testing, offers a slew of new features to the game. While the majority of them are focused on PvM, several nonetheless have a significant influence on PvP. However, there is one significant modification that exclusively impacts PvP.
When a character is struck by another player, character hit recovery will now have decreasing returns.
Just a single phrase. There are fourteen words in all. And it was enough to grab the whole PvP community’s cautious, even skeptical attention. The PTR then went online. There was a ruckus. It wasn’t only a stunning alteration; it was also meta-breaking.
Blizzard’s proposed Hit Recovery update and its impact on the PTR will be examined and discussed.
What is the difference between FHR and Hit Recovery? How does it work?
If you intend on doing PvP, FHR (Fast Hit Recover) is a crucial stat. When you’re struck, the game assesses a number of criteria, including the kind of assault and the percentage of your total life that would be lost, to determine your chances of seeing a hit animation. If the hit animation triggers, you will be stunned for a brief period of time and will be unable to conduct any further actions.
The FHR stat might decrease your recovery time by reducing the length of your stuns. If you don’t want to get stunlocked, this is crucial. Being stunlocked prevents you from responding to your opponents’ moves by repeatedly putting you into this hit recovery animation.
Being knocked back and being whirled are two more ways to get stunlocked. Mind Blast, Smite, Shock Wave, and Warcry are all skills that may send a character into a tizzy. You may still be stunned even if the strike produces no damage.
What exactly is the new mechanic up to?
The concept is simple: after being placed in hit recovery, you earn an invulnerability frame that stops you from being placed in hit recovery for a brief period of time. Here’s a video that demonstrates how it works:
- Anti-stun immunity kicks in nearly instantly once a strike is recovered.
- If your opponent is casting straight at rapid speed, or if you are fighting something that hits a lot, like a Trap Assassin, it lasts long enough to disregard numerous strikes.
- Some talents are unaffected or function differently for some reason. Both Fist of the Heavens and Smite do not seem to activate the stun immunity (maybe Bill Gates is a PvPer Paladin in Diablo 2: Resurrected?!)
What is the rationale behind Blizzard’s decision?
There are various factors to examine in order to answer this question:
- Weapon Switch Glitch, sometimes known as WSG, was a Diablo 2 Vanilla problem that was fixed in Diablo 2:R. Basically, if you repeated your switch weapon hotkey, you’d be able to walk away from a stunlock by ignoring the hit recovery animation. When the flaw in D2:R was corrected, it changed the PvP meta by making stunlock more powerful. Blizzard’s suggested hit recovery adjustment might be their response to the meta shift.
- Assassins are a popular S-tier class in the current meta, both in 1 versus 1 and Team vs Team: With their devastating stun weapon, Mind Blast, the Assassin is undoubtedly the class that plays most around stunlocking opponents. The more points you put into it, the more your Shadow Master will utilize it on its own, disrupting the enemy’s movement. Assassins subdue their victims via extended, oppressive stunlocking, keeping them tangled as much as possible, despite their lack of burst damage. They are also among the strongest in Team against Team, as they perform the role of stunbot to set up their teammate’s attack.
- In Team against Team, stunlock is especially oppressive since assassins aren’t the only ones that can stun. Barbarians may also shock their adversaries in a wide area with their formidable talent Leap. They make a lethal duo when paired with an Assassin, often preventing the unlucky individuals they prey on from escaping death. This is especially true for caster characters, who have few escape options if captured in this manner.
Is the hit recovery modification enough to resolve these issues?
Without a doubt, sure. In a vacuum, assassins will not be able to stunlock their victim, and players in Team against Team PvP will not be stunned for long.
This alteration will have long-reaching ramifications in the PvP environment, well beyond the Assassin’s current constraints.
What are the ramifications of this PvP switch?
In Team against Team, stunlock isn’t only for Assassins or Barbarians. Almost every class uses stunlocking as a basic PvP mechanic. When a Necromancer, Smiter, Wind Druid, or even a Sorceress chainlocks their victim, they anticipate Hit Recovery animations to give cover, preventing their adversaries from responding quickly and killing them in return. While lengthy stunlocks are primarily associated with the Assassins, small stunlocks are used by all classes and encourage flamboyant, aggressive play. When looking at the new FHR feature, it’s difficult not to be concerned that removing stunlock may lead to an excessively defensive game.
While this update nerfs Assassins, it isn’t good for the class. Assassins, as previously stated, do not have burst damage. They usually use stun to gradually kill their victim. They’re brash hunters that switch between pursuit, stunlock setup, and melee strikes. While powerful, this gameplay isn’t harmful or poisonous in and of itself, at least not in 1 vs. 1. Removing their stunlocking ability may encourage them to play more conservatively, such as camping their trap field. Indeed, if they engage in melee combat without being able to properly shock their opponents, they risk being outdamaged and penalized by most classes.
Also, Assassins’ present OP-ness isn’t only due to their stunlock gameplay. The “can’t miss, can’t be blocked” characteristic of kick and finishing abilities (which didn’t exist in Diablo 2 previous to D2:R) as well as the attack speed enhancement introduced in D2:R all played a part. Blizzard addressed part of the issue by allowing finishing abilities to miss and be blocked as long as you don’t have charge from other martial arts techniques, which aren’t generally utilized in PvP.
Sorceress will become overpowered as a result. In PvP, the Sorceress is by far the most defensive class. They keep a safe distance by spamming ranged spells and utilizing their mobility to keep that gap. They are almost unkillable without stunlocks or Open Wound since they employ Energy Shield with 90% absorb and higher. There isn’t much stopping them from dominating now that stunlock is gone.
FHR’s usefulness as a stat will be reduced (if not eliminated entirely). That would be neither good nor terrible in and of itself, but it would drastically alter existing character builds and gearing.
Because the new Hit Recovery feature is not the same as the Weapon Switch Glitch (SWG), it’s incorrect to interpret this change as a return to the Diablo 2 Vanilla PvP paradigm. Some even coined the phrase “auto wsg” to describe the planned shift. WSG, on the other hand, was a self-initiated event. It meant that you were responding quickly enough, but that you still needed to enter exact actions while simultaneously repeating your switch hotkey. People who used WSG run the danger of being desynched and becoming stuck in a pit or against an object. Finally, it’s worth noting that WSG wasn’t as consistent as the new mechanism, which seems to fight stunlock considerably more effectively and fully.
The new mechanic’s behavior is paradoxical, as well as difficult to anticipate and adjust to. It may be beneficial to run zero FHR in certain matchups and high FHR in others, depending on how often you get hit, but this data will be difficult to obtain or even theorycraft, particularly for novice players. Similarly, if you play aggressively, having a higher Faster Cast Rate (FCR) might be disadvantageous in certain scenarios.
This isn’t a good situation. In D2:R, players should never be scared to have more FHR or FCR. These are designed to be numbers that are always beneficial to increase — at worst, neutral, and never harmful.
Is the hit recovery modification beneficial or detrimental to PvP?
While players are appreciative of Blizzard’s quick and almost unprecedented attention in PvP balance, the community is split on the planned adjustment. On the one hand, there are people who are pleased since it eliminates the stunlock issue. On the other hand, others worry that the new mechanism may destabilize PvP, which has been steady for years. Assassin PvP players have already begun selling their items on trade networks.
In a recent study focused mostly on the D2A community, almost 70% of respondents said they disliked the hit recovery update (in fairness, it has to be noted that the sample size was small). Most opponents wanted it nerfed (for example, by making the immunity frame take longer to activate) or eliminated entirely, arguing that more skill-targeted nerfs would be a better solution to the protracted stunlock issues. The majority of top players seem to be opposed to the alteration.
Obviously, Blizzard’s involvement in D2:R PvP is encouraging, and it gives us reason to expect for a bright future for PvP. However, this particular alteration seems to be excessive, putting the PvP game’s core essence at danger. A more gradual and focused approach, with Blizzard maybe contacting top players, might be more appropriate.
Please review the following guide for additional details on the PvP changes coming in Patch 2.4:
PvP Changes in Patch 2.4: An Overview
The “diablo 2 resurrected pvp builds” is a change that has been made to the game. The changes have only been seen in PvP games and they are not yet known how they will affect PvE or other aspects of the game.
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