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Inferno and Superspawn


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Hi there!

I was wondering, is there any way in which I can check if Inferno and Superspawn are both indeed enabled? I don't notice a lot of cooldown on potions and the monsters don't seem that hard.

They aren't exactly very many, either. Perhaps I'm getting used to it, and there seem to be quite a lot of devilkin, yes, but bandits etc, nope. From the first quest-cave (find the map) to the level 5 first miniboss on the cliff, via the beach, in vanilla you encounter about 2 turtles and like 4 pirates on the way (of of them stuck-ish next to a tree). I don't think it's any more with Superspawn enabled.

Both are enabled in the GME which now says (in order);

Diablo 2 Fallen v14

D2F v14 Inferno Patch

D2F v14 Superspawn


Having great fun otherwise. My Amazon just got slaughtered at level 16 within seconds by a few white, not sure, devilkins or something, little bit to the west of the telescope observatory. There were about 5 or 6 of them, and they brought my HP down faster than the level 15 superboss just minutes earlier. Quite a huge spike in difficulty! My current amazon is still not using a shield, but pumping vit and armor lore and constitution a lot more.


Perhaps they had magic arrows or something ;-) I hadnt paid attention very much to ele resist.

Great game, great mod.



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Hello!  Most of the enemies in the starting area are hand-placed by the developers, meaning they're not "spawning" so much as just appearing there, always in the same place.  So the starting area isn't really affected by SuperSpawn.  Once you get out of that first area you will start to run into true mobs, and will likely notice hordes of enemies.

All enemies would be affected by Inferno though.  I will be reducing the damage of elite Devilkin in a future release.  But Inferno is meant to slaughter you.  It is not a fair experience. 

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Thank you Flix ;-) Much appreciated.  Elite Devilkin, yes, I think it was them ;-)

Not a fair experience - hmm - I mean, I do like a challenge, but what you're saying suggests that I'll get oneshotted / surprised at some point with a defensive build.

Perhaps I'll turn it off then... 

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Yes, let me explain.  Some people try to play Inferno with a new character.  It's meant for strong powerful high level builds who need a challenge.

The mod is balanced to feel challenging and "correct" on Normal difficulty, without Inferno. 

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15 hours ago, Flix said:

Some people try to play Inferno with a new character.

Here here! :D

Flix is correct, playing with Inferno from level 1 gets you in trouble very fast. You can actually do it with a tough class like the Barbarian, but squishier classes will get murdered really fast and out of the blue. I mean, even with a Barbarian with a huge emphasis on defensive countermeasures I could find some mobs that one-two shot me without me being able to react. Inferno is ok at most points, but then you get to a few elite of super-uniques and you don't even have the time to click, there are no tactics there. So I wouldn't recommend playing it from level 1. The mod is already harder than vanilla and EE because of some of the new mobs, so if you raise the stakes even more...

Hope this helped. :)

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Hm well I must be doing something right then, because my dual-wielding zeal paladin is now level 33 and going pretty strong! Still on inferno and superspawn mods, hardcore mode, normal mode. Now that I know that I have to watch out for the Elite mobs, I'm doing pretty ok! My mistake the first time was that I didnt pay attention to enemies damage types. With my previous character I was pumping dual wield to get attack speed up, now I've modded Fanaticism for far less points in tactical lore. Running fana and holy shield.

"even with a Barbarian with a huge emphasis on defensive countermeasures I could find some mobs that one-two shot me without me being able to react. "

That sucks! :-) I like the difficulty as it is now, nothing serious, I mean I can fight 5-8 mobs at a time, just gotta be careful with mages and elites and stuff like that, but I wouldnt like to get oneshotted without being able to do anything. 



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"Running fana and holy shield."

I meant, fanaticism and holy freeze aura. The slowing effect is a really nice defensive mechanism.

Prayer was great to get to level 10. Huge health regen.

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Yeah I've turned off Inferno now. I notice little difference by the way - the elite skeletons and cantors (that phys armor curse!!) almost got me anyway.

I noticed that opponents chance to hit was superhigh. Im looking hard at the 'speed' skill since both attack and defense are very useful, and I dont mind a fast character either.

However, the 'evade' from combat reflexes and reduced crits look very tempting too. I'd guess I'd need the same skill for spells, too. Critting spells - that sounds like it could get dangerous lategame.

Already do have toughness and armor lore, so all damage types are somewhat mitigated already.


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