It turns out that some of Diablo 2's most infamous issues aren't quite what they seem from OUTOUT's blog

Diablo 2 and its expansion pack, Lord of Destruction, are far from perfect games, but they are still enjoyable. The sheer number of bugs and exploits that have been discovered and are still being discovered is almost comical. However, over the course of two decades, many of those bugs have become ingrained in the game's regular play. Using a recipe for the Horadric Cube, it is possible to bug unsocketed ethereal armor and obtain sockets as well as an enormous defense boost. This would make an excellent runeword base for a mercenary if it were done properly.

Another bug involving act boss drop rates allowed you to get a better chance at primo gear each time you killed the boss, regardless of whether or not you had completed the quest previously. While some bugs, such as the quest drop rate bug, have been fixed in buy Diablo 2 resurrected items, others, such as the ethereal armor bug, appear to still be present in the game (at least in the most recent beta build we played). So, how did the team determine which bugs needed to be fixed and which ones could be left alone?
Diablo 2 Resurrected gets DLSS support – but it isn't all smooth slaying |  TechRadar
Bug fixes, like the core gameplay, were unable to alter the overall feel or balance of the original game in any way. As a result, this was handled on a more individual basis, and the team conducted extensive research into player perceptions of the bugs in question. It all came down to whether or not the bugs could be used as a gateway to further exploits and item duplication, with the goal of preserving the original experience always at the forefront of our minds. Furthermore, many of the bugs that players have been dealing with for years aren't exactly what everyone expected them to be at all. In a behind-the-scenes demonstration, Gallerani demonstrated how the classic next hit always misses bug is caused by the Sorceress Nova attack.

Diablo operates in a manner in which your client (or your PC) performs one action while the server performs another. In addition, they aren't always thinking the same thing. To make a move in the original game, you simply say, "I want to do this move."The character begins to perform the action. Suppose that you are hit and forced to leave the game at the end of frame eight. You've been hit, your game knows you've been hit, and the server is aware of your injury. And you immediately launch another attack on the same target. When you immediately repeat the attack, your client says, 'Cool, let's start over from the beginning.'After that, you'll have to watch the animation all over again. As of right now, the server is still stating, 'You were hit, and you are not permitted to do anything until you have completed the take-hit animation.'

And it is at this point that you will see attacks fizzle out and do no damage. The desynchronization between what players saw and what the server saw in the original game was the source of the problem. The game couldn't be fixed because there wasn't anything in it that could be fixed other than making sure the server saw what the client saw and that it was displayed correctly on the screen. The game's perceived changes, according to Gallerani, were simply a result of the game's developers accurately depicting what was going on behind the scenes.

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Added Jan 12



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