"What we then did was everything you find in modern shooters in which you click on the thumb stick and that is what toggles between run and walk," Rob notes. But even this brings up another issue relating to Diablo 2 Items picking up an item off the floor -- where the accuracy and the granularity of a mouse is frequently difficult to replicate. "With regular pathfinding, if you click on a potion, you are going to run to it and pick it up. We really allow you to pick potions up behind you when you're using a control, because people will run past an item.""A lot of times we would have talks about making changes," Rob Gallerani states. "Perhaps we should try this particular tact. A number of the easy ones we would test we'd be like,'What do? That is different'. Maybe it is a cool way to go but it's not the first."Part of this procedure that is remastering Diablo II for Blizzard was to stay true to the first, and to ensure what is important to fans was there. So right off the bat sweeping basic changes were never actually on the desk, although the notion of climbing inventory size was briefly discussed and quickly dismissed based on just how crucial inventory management is in Diablo II.That's sacrificing room for Charms, being specific about just how many Potions you can carry, decision making on par with combat, exploration, and assigning Skill Points."Where we did lots of experimenting was when we had been considering quality of life items or incorporating things for consoles," Rob adds. "When we added a controller one of the items that we tried was an auto-sort of this Inventory for people. We are going to keep the Inventory Tetris but because handling your stock might be difficult with Buy Diablo 2 Resurrected Items the controller we'll just do it to you. So we did that. We built a system where when you have a product, it might go in your inventory in the most optimal manner. It would automatically form it to you. This was in the game for maybe 5 minutes"