Diablo (series): Difference between revisions

Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.9.2
mNo edit summary
(Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.9.2)
 
Line 220:
* [[Palette Swap]]: The different monster varieties, from three to six variants, as well as champion/unique monsters.
* [[Pamphlet Shelf]]: Bookshelves in the series usually yield a single spell tome at best.
* [[Perpetual Beta]]: Both games have suffered from this. ''Diablo'' had a long history of [[Good Bad Bugs]] and [[Game Breaking Bug]]s, most notably item-duplicating, in its day. The second game is more notable for being in this state even after a decade of semi-annual support. Most skills are bugged and many are outright broken [https://web.archive.org/web/20111113203051/http://diablo.incgamers.com/forums/showthread.php?t=754786 even after ten years of patches]. A few particularly offensive examples of bugs that still plague it: the "Lying Character Screen". Due to the character screen not being updated in patch while fundamental game mechanics ''have'' been, the character screen is notorious for displaying incorrect numbers for ''every gameplay value'' except the player's name, level, experience, and health. Melee spear skills for the Amazon class are so broken that players will call you crazy for considering them. One skill has such a slow animation that a monster can walk away before it lands. There's also a multi-strike skill that, as soon as ''any'' hit misses in the sequence or is interrupted (including by any of the Amazon's passive damage avoidance skills), all subsequent hits will miss while the animation plays out and you are beaten to death. Both skills that use a certain attack animation, which looks like a continuous blast of flame or ice, can only hit one target. Furthermore, these skills do less than 1/3rd the damage they should. This is because the missile used disappears once it hits a target, rather than continuing to exist to deal damage in spite of the ongoing animation giving the illusion it's working. There is the Gloam enemy that has two attacks: a powerful touch-based attack and a ranged lightning blast. The damage from the first attack is inexplicably added to the damage from the second attack making it one of the most infamous monsters in the game. Due to faulty coding a Viper enemy, on Hell difficulty, fires poison blasts from its mouth that leave behind invisible hitboxes that do massive ''physical'' as well as poison damage and hit up to ''[[Emphasize Everything|12.5 times per second]]''. This can and will kill any character not specifically built to fully negate the damage to be killed within seconds if they meet the conditions to trigger the bug. The conditions? Walking, or having an ally stand near you. They're also notorious for murdering your NPC ally without a moment's notice. Veteran players will usually just Save & Quit rather than deal with them. If a boss monster gets a certain kind of randomly generated Mana Drain power, it drains 512x as much mana as intended. This makes it go from an annoying perk to an instantly debilitating one that can result in (nearly) instant death for sorceresses who used the Energy Shield skill (which allows the player to lose mana instead of health when attacked).
* [[Physical Heaven]]: ''Diablo II'' has you sent to Hell to kill Diablo. Turns out the forces of heaven have set up a fortress there and in fact have a few angels patrolling the place trying to keep things under control. Care to guess how that turned out?
* [[Physical Hell]]: Of course, there wouldn't be a game otherwise. Not there originally, ''Diablo'' makes it literally out of [[Nightmare Fuel]].