“When we put movement on a thumb stick to Diablo 2 Items get a control, what’s traditional is you push the thumb stick a little and you move just a bit and if you push the thumb stick a whole lot you operate,” Rob Gallerani explains. “And we were like let us do that. The problem isthat nobody ever pushes a control stick forward just a tiny bit — you push it all the way. And in Diablo II your stats really change when you run, people forget but your Armor drops when you operate .”
“What we then did was everything you find in contemporary shooters where you click the thumb stick and that is what toggles between walk and run,” Rob notes. But even this brings up another issue relating to picking up an item off the floor — where the accuracy and the granularity of a mouse is often hard to replicate. “With regular pathfinding, if you click a potion, you’ll run to it and then pick it up. We actually allow you to pick potions up behind you once you’re using a controller, because people will run past an item.”
“A lot of times we would have talks about making changes,” Rob Gallerani says. “Perhaps we should try this particular tact. A number of the easy ones we would test we’d be like,’What do? This is different’. Perhaps it is a trendy direction to go but it is not the first.”
Part of this process that’s remastering Diablo II for Blizzard was to remain true to the first, and to make sure what’s important to fans was there. So right off the bat sweeping basic changes were never actually on the desk, though the idea of climbing stock size was briefly discussed and then quickly dismissed based on just how crucial inventory management is in Diablo II.
That is sacrificing room for Charms, being particular about Cheap Diablo 2 Resurrected Items how many Potions you can take, decision making on level with exploration, combat, and assigning Skill Points.