![Triumph studios website](https://cdn2.cdnme.se/5447227/9-3/18_64e61dfc9606ee7f722fb462.png)
The necro with nine skeletons and a golem, the paladin with the might aura buffing up the skeletons, the druid now featuring the “mobs be gone” spell that is fissure along with three wolves, the amazon stabbing like crazy, and two Act I mercenaries providing ranged support and two Act II mercenaries providing two additional auras was a group that went into Act III bowling over any groups of mobs that cared to show their faces. The other thing that came up around Act III was we were starting to feel like things were a bit too easy. Though, honestly, with Act IV only having three quests, it is as though a lot of work went into the first two acts and then time was running out and they had to get things ready to ship… which is, in fact, the story I have heard before. It feels like the team had to meet a quota for six quests and six waypoints, so kind of made some stuff up quickly and moved on. Act II then raises the bar, showing you new places, while Act IV is the “Go directly to hell and slay Diablo” big finish.Īnd, in the middle, there is Act III and Kurast and jungle and a series of quests that are mostly skippable.
![act 3 diablo 2 quests act 3 diablo 2 quests](https://i.ytimg.com/vi/OLnPhUyZJZU/maxresdefault.jpg)
In coming from the original Diablo, Act I puts you back in the world and connects the two games. When it comes to Diablo II, Act III is kind of the misfit.
![Triumph studios website](https://cdn2.cdnme.se/5447227/9-3/18_64e61dfc9606ee7f722fb462.png)