![]() Reason for the steep difficulty increase in the end-game are first of all the significantly, partly dramatically increased monster and champion/boss monster stats (damage, hitpoints, defense, resistances etc) and their faster movement and AI (Artificial Intelligence) speed. ![]() Such an increase in difficulty might make sense for party-based multiplayer gaming, and the game is actually - more or less good - playable this way, but it's an annoyance for single-players because the game's best experience gains and items are available only in "Hell" difficulty. There were on the one hand the new game features and many new, even more powerful items, but the game difficulty, on the other hand, had increased so much that the game was often unplayable in "Hell" difficulty for solo- or single-players (even for seasoned ones). Many people absolutely liked the biggest game patch ever in Blizzard's history because it was feature-wise almost an expansion of the expansion package, but at least the same number of people had controversial feelings. When the officially last patch for Diablo II "LoD", the patch 1.10, was released last year, it caused a lot discussions. In addition to that, the monster and item generation have been completely revised and rebalanced, and the gameplay set to a difficulty level that is playable by all kinds of players from beginners to pro's and all character classes/character builds in "Single-Player" and "TCP/IP Multiplayer" mode. ![]() ![]() This MOD hasn't been named "LoD Classic Style MOD" because it modifies especially the classic, non-expansion Diablo II portion of "Lord of Destruction", but because it restores for the most part the expansion's early "classic" look and feel, especially in Act 5 of the game. The MOD also includes the recipes of my previously written Item Generation Cube MOD, so that you don't need to use the game table in textmode anymore. I thought it's patch time again, so I've now written my own, rebalanced 1.10 MOD for Diablo II "Lod":D ![]()
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