Diablo III - It's official

Bleh, so basically they dumbed down the rune system and made it so everyone has every single one of them just like how skills are currently handled.

I can't say I'm looking at it as any sort of improvement over how the rune system was 3 months ago, and it still doesn't come even remotely close to the character customization potential you had in D2. Especially considering it has less character customization potential now than it did 3 months ago. If anything this goes a long way towards making everyone the same or similar as now there isn't even any potential random factor in what runes and what rune levels you'll have available to your character. Hell, you can't even choose rune level to help distinguish yourself.

Rather than having skill modified by rune type and level. Now you just have skill modified by rune type. Perfect for the casual user who will likely only play the game for a couple months then move onto other games. But certainly doesn't do anything to encourage longer term replayability.

So nothing has changed for me. I'm still looking forward to the game. Still expect to play the crap out of it for 1-3 months, maybe even a tad more. But highly unlikely there will be anything here to keep me interested for over a decade as D2 has done.

Ah well, here's to hoping Torchlight 2 gets it right.

Regards,
SB

I actually prefer this. It somewhat moves away from the sheer equipment focus of the game previously. It was too equipment heavy before, and thus too dependent on chance. This somewhat balances it out, or at least goes a bit towards balancing it.

My concern has always been too little customization on the skill side and too much on the equipment side. Runes no longer being equipment is a great thing, IMO.
 
I actually prefer this. It somewhat moves away from the sheer equipment focus of the game previously. It was too equipment heavy before, and thus too dependent on chance. This somewhat balances it out, or at least goes a bit towards balancing it.

My concern has always been too little customization on the skill side and too much on the equipment side. Runes no longer being equipment is a great thing, IMO.

That was pretty much my take on it too. And it lets the devs give players something new at each level up.
 
And again I would like to add to what Jay said, that if you allow people to set their stat points, they can thren create characters that will be viable in one difficulty level of the game, but not when they proceed further.

So, Blizzard can either accept that some people will never be able to play through the entire game with their character (unless they start over all the way from scratch), and accept that this will greatly annoy their customers (and Blizzard HATES annoying their customers! (Unless when it comes to stupid reputation or RNG grinds in World of Warcraft...:()), OR Blizzard can set the minimum difficulty bar SO LOW that any build of character can get through the game, regardless how bad/non-optimal it is.

This will of course make the game much too easy for an optimum character build, and will destroy the company's goal of having a challenging final difficulty level.
 
http://www.youtube.com/watch?v=WuKvxab1kBk

Silent_buddha's gonna have a seizure. :)

Meh, I can understand it's a move to cater to casuals and people who can't or don't want to think of themselves. I'll never be a fan of it myself. Just like I hate respec's, I hate skill based leveling (jack of all trades) versus class based leveling (classes with defined roles), hate that RPGs are continually being dumbed down (and D2 was already a rather dumbed down RPG to start with), removal of choice and customization (which I always consider a cornerstone of RPGs), etc...

But Diablo has always tried to cater to the lowest common denominator of gamers. Hence it has always been far simpler and far more limited than any contemporary RPG when it launched. I just personally think they are taking the simplicity to ridiculous levels.

IMO, removing stat distribution is no different to me than if they got rid of the expert skill tooltips and forced everyone to use simplified tool tips. Exactly the same thought process and result. Where Blizzard does the thinking for you.

Heck and don't even get me started on the ridiculous auto-aim and bounding boxes on mobs. When there's multiple mobs on the screen you can NOT choose what mob you want to hit as the system will automatically make the choice for you by enlarging the hit boxes of enemies, especially if they are moving. It also makes targeting the ground to actually MOVE impossible.

Sure it makes it a lot easier for casuals and people who don't want to be bothered. But makes it difficult to impossible to properly line up shots that pass through multiple enemies. Or attempting to move into the middle of a pack before unleashing a AoE with a long CD.

You can see numerous threads about that in the threads about hardcore mode (and even about the more normal modes), where it's likely going to result in far more deaths than would have been the case if there was no forced auto-aim and/or large and variable sized mob hit boxes.

So, hey, why not get rid of the expert tooltips, the elective mode, and anything else the player can actually customize similar to stat points. That way Blizzard gets to decide how your stats are applied at level up. Blizzard gets to decides what slots your skill can go into. Blizzard gets to decide whether you really need to know how effective your skills are. Blizzard gets to decide what enemies you should be hitting and not you. Blizzard gets to decide whether you are allowed to move your character or hit the mob that's 10-20+ pixels (1-3 feet) away from where you're clicking your mouse. Etc...

After all customizing your character how you want to is evidently Evil incarnate and anathema. Bad customers for wanting to be able to customize their characters and fight like how they wanted like in Diablo 2 or Diablo 1.

Regards,
SB
 
And again I would like to add to what Jay said, that if you allow people to set their stat points, they can thren create characters that will be viable in one difficulty level of the game, but not when they proceed further.

So, Blizzard can either accept that some people will never be able to play through the entire game with their character (unless they start over all the way from scratch), and accept that this will greatly annoy their customers (and Blizzard HATES annoying their customers! (Unless when it comes to stupid reputation or RNG grinds in World of Warcraft...:()), OR Blizzard can set the minimum difficulty bar SO LOW that any build of character can get through the game, regardless how bad/non-optimal it is.

This will of course make the game much too easy for an optimum character build, and will destroy the company's goal of having a challenging final difficulty level.

It's simple enough to deal with that for casuals and idiots. Just put in an optional auto-level stat distribution system like we've had in RPGs for well over a decade now. It's certainly not rocket science here.

Or in the case of D3 where that's the standard, put in an optional "expert" stat distrubtion system. Just like we have an optional "expert" skill tooltips for skills despite Blizzard thinking simplified is best. Just like we have an optional "elective" hotkey assignment system despite Blizzard thinking they know better than the players where skills should go.

Regards,
SB
 
Some nice new changes to the BETA.

Hardcore mode is in now. You just have to get to level 9 or 10 on one character to unlock it.

There's now some really low resolution grass effects that move according to your character passing through it.

Difficulty is slightly higher. Mostly due to rings dropping at the earliest at 13th level I think. Getting a ring of +damage was the single largest damage boost you could get. But also somewhat due to change to item prices (blue items cost more, white items sell for less) and blacksmith being more costly to level up, and crafting items requiring more magic ingredients to craft. Rare ingredients have less of a chance to appear when breaking down an item as well.

On the flip side crafting items cost less gold.

So basically you won't be able to craft as many items as previously somewhat limiting character power inflation in the early levels.

Some skills and runes have been shuffled around. Boo, monk dashing strike is now level 9. :( Skills are easier to place and edit now. Right clicking an unlocked skill slot automatically takes you to the skills window.

All in all, I can't find anything bad with this patch. All the implementations are solid improvements or non-impacting (the grass effect for example).

[edit] Oh and items were somewhat re-itemized. Some previously high powered items and armor which had no min level req now do.

[edit2] Also looks like when items unlock for crafting has been adjusted. There's no level monk weapon available before level 13 for instance. Fists used to be available at level 6.

Regards,
SB
 
I think it's a fantastic move. Not delay release because of PvP? Great! As long as they patch in Arena for the PvP crowd within 90 days of release.
 
I never PVP'd with D2 so it's not an issue for me. I'm more annoyed with the 30% dmg mitigation they're throwing at the melee classes with this latest update. Because to me that smacks that they're out of time to iterate the defense skills with trying to hit hte Q2 release date.
 
I think it's a fantastic move. Not delay release because of PvP? Great! As long as they patch in Arena for the PvP crowd within 90 days of release.

They cut out at least 4 big system 'to not delay the game' [that was at least 6 years in production].
Pvp arenas they've actually introduced us two years ago on Blizzcon in playable form and told that they wont balancing a game for pvp at all, so how is that delaying a game? They've also rebalanced the skills 3 times lately and when they were doing that they werent taking pvp into account? It sounds horrible at least.
 
Maybe they want to cash in on the PvP side of D3 like they do with SC2, which means trying to get PvP balanced so people will play it competitively.
 
First another comment for those that haven't tried the newest patch yet. It appears that all mini-bosses are now guaranteed to drop at least 1-3 blue magic items when killed. Golden chests also seem to drop at least 3-5 magic items when opened. So if you hunt down every boss in the game rather than going straight to the end, you can end up with more magic items than in prior patches.

Crafting still doesn't become hugely overpowering (still a bit though), due to the whole range of crafting items being re-tuned. Less stats overall, and +health regen is extremely rare just as with items drops. Crafted weapons for all classes are also relatively low power. So at least in the first 13 levels, dropped weapons will almost always be better than crafted.

I never PVP'd with D2 so it's not an issue for me. I'm more annoyed with the 30% dmg mitigation they're throwing at the melee classes with this latest update. Because to me that smacks that they're out of time to iterate the defense skills with trying to hit hte Q2 release date.

I've mixed feelings about that personally. But after playing 4 of the classes (monk, barbarian, demon hunter, and wizard) extensively (without twinking items) with the newest patch and hardcore mode, the melee classes needed something to bring their survivability up on par with the ranged classes.

For example, it's extremely easy, at least in normal, to kite even the hardest enemies. Even the skeleton king poses no problem for undergeared ranged classes due to this. An undergeared melee class on the other hand would have no choice other than to stock up on a ton of health potions and spend half the combat running away from the skeleton king while waiting for the potion CD with similar levels of gear.

In prior patches this was masked to a great extent by how much damage most people could dish out by the time they got that far, combined with how easily you could find health replenishing items. That combined with easily craftable gear to more than double or triple your available health pool.

Perhaps defensive skills could address this, but with only 4 skill slots and 1 passive slot unlocked in those early levels, that would restrict the melee classes far more than the ranged. If we compare somewhat similar current defensive skills, we can already see they greatly favor ranged over melee. Demon Hunter with snares makes kiting even easier. Wizard with Frost Nova again makes kiting even simpler. Monk with Blinding flash gains 3 seconds of free attacks after which he's getting pounded in melee again.

Even with the 30% damage reduction, I've switched to Wizard being my favorite farming class now due to superior survivability. Gear and healing skills may make me switch back to monk as favorite farming class due to superior mobility. Although by that time Wizard shoudl have teleport which will be far superior to dashing strike. Can't cross chasms or low barriers with dashing strike anymore unlike Barbarian's leap attack.

For non-HC mode, the lower survivability of the melee classes isn't a problem. You die, you respawn. In HC, something was definitely needed to give melee players a chance. However, even with the 30% boost to DR for melee, it's still far easier to survive with ranged classes which means not only reduced chances of dying, but also greater DPS as you aren't having to spend as much time avoiding combat waiting for health to regen or heal potions to come off CD.

They cut out at least 4 big system 'to not delay the game' [that was at least 6 years in production].
Pvp arenas they've actually introduced us two years ago on Blizzcon in playable form and told that they wont balancing a game for pvp at all, so how is that delaying a game? They've also rebalanced the skills 3 times lately and when they were doing that they werent taking pvp into account? It sounds horrible at least.

This is the problem with BETA's without NDA's. Prior Diablos also went through frequent balance changes. We'll never know for sure how much or how often but at least with regards to balancing, Blizzard has always constantly rebalanced skills, classes and units leading up to launch. This happens not only for Diablo but Starcraft, Warcraft, and probably WoW as well. I don't really follow WoW, so can't speak for that.

Regards,
SB
 
Argh, there's no way to order the collector's edition and still be guaranteed to be able to play the minute the servers come online. :(

Was hoping that Blizzard would make the CE available through their store so people that order it online can be guaranteed of being able to start play when the retail servers come online.

Regards,
SB
 
Yeah, I swear my UPS driver makes my house the absolute last delivery on his route. So I'll get home from work on the 15th and he probably won't show until 7pm or so. Did just that last summer when A Dance with Dragons came out.
 
BTW - How good are Amazon.com at their release date delivery thing? I'm thinking of giving that a try. And then maybe also buying the DD version of D3 on a second account just in case.

Worst comes to worst that second account could just be used to pump up enemy difficulty, loot drop chances, and magic find (since total magic find of all players is averaged for each person in multi now) for the main account in single player.

Yes, as much as I've bitched about some of the bizarre choices that Blizzard made in developement, I'm still willing to buy 2 accounts. :p

Regards,
SB
 
Back
Top