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After re-reading the intro for the Countess quest along with seeing the actual quest itself unfold, it strikes me that the Diablo II writers put their spin on the folk tales attributed to Elizabeth Bathory (bathes in the blood of virgins to maintain her youth, accused of killing/torturing hundreds of women, sometimes referred to as female Dracula or otherwise being very bloodthirsty, etc).
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# ¿ Oct 16, 2022 18:02 |
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# ¿ May 9, 2024 13:43 |
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A few other things about chill (in vanilla D2 at least, I've forgotten if any of the mods change these):
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# ¿ Oct 22, 2022 21:50 |
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Seeing all of the maggots pour out of Duriel's corpse reminds me that, while it doesn't actually do anything (no EXP/gold/items), someone on the dev team went to the trouble of allowing players to squish those maggots/caterpillars/scorpions/creepy crawlies.
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# ¿ Nov 8, 2022 03:05 |
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Xarn posted:I am at 1.14d with few pretty vanilla mods (larger stash, reset talents, similar QoL stuff). I am not aware of any iron maiden + golem bugs , I just have the patience to recast golem until the boss eventually iron maidens itself to death. Diablo made this super annoying due to the lightning hose instantly murdering the golem, and the AI really liking the hose over attacking. If memory serves, there used to be a bug with how Blood Golem's lifesteal worked when interacting with abilities like Thorns and Iron Maiden. The way Blood Golem is supposed to work is that it leeches health from its target whenever it lands a blow, with some of the health leeched going to the necromancer. With Iron Maiden or Thorns involved though the golem would leech health based off of how much damage the monster dealt to itself instead of how much damage the golem itself had dealt. So, the golem would be effectively immortal as long as it could survive the monster's initial hit, which in turn meant the necromancer could sit back and stay at 100% HP until the monster eventually punched itself to death.
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# ¿ Dec 7, 2022 14:32 |
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I'll second that a summon necro is rough starting out in Eastern Sun. On top of what DarkMatt noted, you can't learn Amplify Damage until level 6. This isn't too bad though because Weaken is available at level 1 and reduces physical resist almost as much as Amp does (-60% vs Amp's -80%) on top of reducing enemy damage by 33%. So, you can reroll the odd charm you start with for +1 Weaken to make the journey to level 6 (Amp Damage and Clay Golem) not as painful. Ideally one of the sets dropped by Corpsefire and/or Bishibosh is the Infernal Set (wand/cap/belt wilth +2 necro skills and +2 summon skills in particular) but any set will do given the kinds of bonuses even a partial set can give.
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# ¿ Dec 22, 2022 01:22 |