Diablo 3 Beta [Beta withdrawal underway!]

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I don't see how the build diversity has changed at all unless your speaking about ranks for abilities/runes of which everyone would be seeking and acquiring the highest rank of both. Which would inevitably lead to the same amount of abilities with the same amount of runes/variations that will currently be in the game.

And World of Warcraft only lets you alter abilities through specific talents (many abilities cannot be altered regardless) whereas Diablo 3 is letting you choose a variant for each ability.

I can see losing the joy of searching for the runestones and giving you more purpose to the loot grind, but there are pros and cons to both paths. I think I prefer the one that is currently slated in patch 13 to be honest. And I like the new rune graphics. :/

Well, I guess a better way to say it would be to imagine that there being no +skill affix in D2 as well as no skill points. So, no way to invest in individual skills. That does decrease diversity to me. With the rank system, anything higher than 4 was meant to be increasingly rare. So let's say you got a lvl5 rune and a bunch of 4s. You'd have to choose which skill to slot to be at lvl 5. Now it doesn't matter.
 
There is still a ton of possible diversity in allowing the player that may or may not care about having the most efficient build possible the ability to choose from 5 different variations of 30 different skills for their character.

They have preached all along that they want as many viable builds as possible so I am going to assume that pretty much any type of build you come up with aside from going all rage generators or something similar with other classes is going to result in a viable build.

The removal of the leveling up of the runes by having to find the higher rune drops doesn't bother me.
 
I approve of the new skills system. TBH the previous one didnt make any sense at all.... OTOH I'll miss the rune drops :(

Well, my D>3 is already patched, waiting for the servers to come back up
 
So, as a non-beta player, I only have a fairly cursory understanding of a lot of what's in D3. Since runes are now some weird skill-mod system, is there something added back to give you something close to what Runewords did for D2? It took me a long time to come around to the value of those, only really taking advantage of them in my most recent playthroughs of D2, but I feel like I'm gonna miss them a lot.
 
So, as a non-beta player, I only have a fairly cursory understanding of a lot of what's in D3. Since runes are now some weird skill-mod system, is there something added back to give you something close to what Runewords did for D2? It took me a long time to come around to the value of those, only really taking advantage of them in my most recent playthroughs of D2, but I feel like I'm gonna miss them a lot.
Not to my knowledge.

I think they'll just make them uniques.

I mean they have years to patch in their 50 scrapped systems so who knows what will happen. I bet they have an entire runeword set ready to go almost fully coded.
 
Yeah I think Tremis is mixing up "interesting pickups" and build diversity. Build diversity hasn't changed at all.

I do feel kinda sad about losing runestones since they looked so awesome. The current graphic for the runes makes it very hard to remember what each one is...

Well if that is the case then I'll link this from the patch notes. :D

Items
General

Passive Spirit regeneration granted by the Spirit Regeneration item affix has been increased
Quivers will now grant +damage
New item affixes have been added!
Chance on hit to:
Fear
Stun
Freeze
Immobilize
Chill
Blind
Slow
Knockback


If you can't come up with some fun builds based around these affixes and the abilities and variants then you might be tough to please! :P

And I agree about the new rune graphics being hard to tell apart, but I'm not sure you really need to now, when you'll just be looking at a list of them all when picking them out now.
 
Hmm, looking through the changelog it seems really weird that the Witch Doctor was heavily nerfed whereas the DH, Barb, and Monk were buffed and the Wizard has a mix of buffs and nerfs. It seemed generally agreed upon by users that the Witch Doctor was the weakest among the classes in the last patch.
 
So I guess there is only equipment left to differentiate characters since you can switch all your skills easily now (15sec cooldown). Hopefully the affixes they add for the final game are much more interesting than the current batch.

I really wanted to see some +stats to specific skills affixes... At least that random element would have come up with some actual uniqueness to finding items.

Edit: I guess the system I really wanted to see was something where there was the potential for investment in specific skills. I'm just having trouble seeing that this still exists with the current system without any plus ranks/skill levels. Can someone give me an example of how this would work hypothetically in the new system?

I really want to have some hope here.. pretty damn sad at this change, and I'm a person who has literally had multiple dreams about playing this game. I was looking forward to this as much as Christmas as a kid.
 
Hmm, looking through the changelog it seems really weird that the Witch Doctor was heavily nerfed whereas the DH, Barb, and Monk were buffed and the Wizard has a mix of buffs and nerfs. It seemed generally agreed upon by users that the Witch Doctor was the weakest among the classes in the last patch.

People aren't really playing the classes in the parts of the game that really matter, though.
 
So I guess there is only equipment left to differentiate characters since you can switch all your skills easily now (15sec cooldown). Hopefully the affixes they add for the final game are much more interesting than the current batch.

I really wanted to see some +stats to specific skills affixes... At least that random element would have come up with some actual uniqueness to finding items.

Yeah after reading your last post, that's what I was thinking about equipment bringing in the additional variety you may be looking for. There has to be something to keep people on the loot grind right! :D
 
Well if that is the case then I'll link this from the patch notes. :D

Items
General

Passive Spirit regeneration granted by the Spirit Regeneration item affix has been increased
Quivers will now grant +damage
New item affixes have been added!
Chance on hit to:
Fear
Stun
Freeze
Immobilize
Chill
Blind
Slow
Knockback


If you can't come up with some fun builds based around these affixes and the abilities and variants then you might be tough to please! :P
Those were already in as prefixs TMK, Any I can't see any build being centered around 5-10% rates of any of those.
Hmm, looking through the changelog it seems really weird that the Witch Doctor was heavily nerfed whereas the DH, Barb, and Monk were buffed and the Wizard has a mix of buffs and nerfs. It seemed generally agreed upon by users that the Witch Doctor was the weakest among the classes in the last patch.
Big thing I'd like to point out here is that the WD is safe, ranged, and has a lot of stuff in front of him.
I consider the WD weaker (In the current BETA) because it takes the most time to kill enemies (Damage all takes time to travel and hit) unlike many of the other classes.
 
Yeah after reading your last post, that's what I was thinking about equipment bringing in the additional variety you may be looking for. There has to be something to keep people on the loot grind right! :D

This is IMO what the heart of Diablo is: really fun and interesting loot with unique mods plus some cool flavor mods (mods that don't really change the item's usefulness much, unless you are really creative!).

Edit: So now I'm hearing elsewhere that there are + to specific skill affixes? I'm going to do some googling to verify this.
 
I'm not understanding the difference between prefix and affix. And your right if there will only be a 5-10% chance on hit for any of those effects to occur. Was hoping for higher numbers concerning those effects.
 
I'm not understanding the difference between prefix and affix. And your right if there will only be a 5-10% chance on hit for any of those effects to occur. Was hoping for higher numbers concerning those effects.
Diablo items have a combination of prefixes and suffixes (affixes) that attach to items to give them attributes.
Example, Flame Sword of the Leech = +3-5 Fire damage and +3 Health gained per hit.

In the current state those select attributes (In the list) are handed out as 1.0% and chance to chill has a craftable 2% weapon it can be on.

I think my two barb axes had 1.10% chance to fear and 1.10% chance to freeze.
 
So I guess there is only equipment left to differentiate characters since you can switch all your skills easily now (15sec cooldown). Hopefully the affixes they add for the final game are much more interesting than the current batch.

I really wanted to see some +stats to specific skills affixes... At least that random element would have come up with some actual uniqueness to finding items.

Edit: I guess the system I really wanted to see was something where there was the potential for investment in specific skills. I'm just having trouble seeing that this still exists with the current system without any plus ranks/skill levels. Can someone give me an example of how this would work hypothetically in the new system?

I really want to have some hope here.. pretty damn sad at this change, and I'm a person who has literally had multiple dreams about playing this game. I was looking forward to this as much as Christmas as a kid.

There's such a huge variation in the current skill system anyway. What youre saying doesnt seem to make any sense. People are unlikely to have the same skillset+runes. You bring up skill switching as a reason for no differentiation - but this is only true if people copy your build.

Investment is a flawed stat/skill system that exists only to incentivise leveling over and over again. D3 has shown an intended shift towards max level play so this is much less appealing. Investment is often championed as diversity but in truth it becomes a victim of max min and people just pool points into one or two stats and one or two skills.

It sounds as if you want a game full of endless choices (that lock you in - idk why you want that). There are still so many choices here with 5 skills, 6 runes out of a pool of 20~ skills.

Wait, this is about items now? I'm so confused. No, there wont be +skill modifiers on weapons since there are no skill numbers. What is possible is +% damage on a certain skill. And I'm pretty sure we will be seeing those - and they are no different in effect to skill affixes.
 
It seems that my little crisis may be averted for which I'm grateful, but somewhat disturbed that I missed this info. Below is a quote from Jay:

"By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities."

In addition, apparently some datamining done previously revealed class skill augmenting affixes, so that's actually exactly what I wanted. Still will miss the cool rune icons and the fact that they are no longer items though.
 
as far as the last patch goes, I'll say that the ranking was something like:

1. Barb
2. Wizard
3. DH / Monk
99. WD

We'll see whats new on Patch 13, but reading the changelog seems like the game got even easier
 
There's such a huge variation in the current skill system anyway. What youre saying doesnt seem to make any sense. People are unlikely to have the same skillset+runes. You bring up skill switching as a reason for no differentiation - but this is only true if people copy your build.

Investment is a flawed stat/skill system that exists only to incentivise leveling over and over again. D3 has shown an intended shift towards max level play so this is much less appealing. Investment is often championed as diversity but in truth it becomes a victim of max min and people just pool points into one or two stats and one or two skills.

It sounds as if you want a game full of endless choices (that lock you in - idk why you want that). There are still so many choices here with 5 skills, 6 runes out of a pool of 20~ skills.

Wait, this is about items now? I'm so confused. No, there wont be +skill modifiers on weapons since there are no skill numbers. What is possible is +% damage on a certain skill. And I'm pretty sure we will be seeing those - and they are no different in effect to skill affixes.

Well, to be fair, I think many people enjoyed some aspect of build commitment present in the series previously, but I'm not saying I'm for a hard locked 1-shot system. I just don't think it should be a 15 sec cooldown. There should be some cost to fundamentally modifying your character at max level.

Edit: With these changes, I'm optimistic that they are finally at a phase of itemization too, so this looks great for a closer release!
 
Log in, select character, ERROR_61. Log out, log back in, "There is a temporary outage of the Battle.net service. Please try again later. ERROR_35." Welp I'm going to sleep.
 
andherewegokacxe.gif
 
Got through the first part after saving someone yadda yadda. Game seems to run a lot more smoother now before the patch. No stuttering, nothing. You can tell they added some tweaks with the game. Have yet to play with the rune system (probably have to unlock it eventually). Server going to shut down so we'll see how long that lasts.
 
Not that I mind, they really did make the skill selection a lot more straightforward it seems

Can't wait to get a runestone
 
Yeah I still get stuttering when using a new skill and such, but after that pretty smooth.

What seems new on the bug front is that the game music seems to randomly (and abruptly) fade in and out at random intervals. An example being after leaving the Slaughtered Calf Inn at the very beginning the music doesn't continue to play for me. I have to open the menu and change the number of sound channels back and forth.

Otherwise, cool patch so far.
Releasing late March.
 
So, I decided I wanted a dungeon loot game while I wait for Diablo 3. I used to love Diablo 2, played it every day for hours on end when I was back in highschool, and I've heard great things about Torchlight, so I picked it up. Hard to describe my disappointment...

The Small Things:
-Lack of any interesting story
-Annoying characters
-Hideous font

The Medium Things:
-The "Descending Tower" design of the story levels makes everything feel cramped and boring
-Bad art direction
-Boring quest design
-Yawn-worthy bosses

The Terrible Things:
-Only three classes
-The classes have next to no skills. I played a Vanquisher and in ten levels, the only new skill I got was a homing shot? The hell? Combat isn't satisfying with so few skills.
-Identifying is boring in this game. All unique shoulders are lumped into "Mysterious Shoulders," all helmets into "Mysterious Helmets," so on and so forth. Call me crazy but I loved how Diablo 2 used different base items for different uniques. Torchlight's way of loot identifying is nowhere as exciting.
-Loot in general is pretty lame. Sets don't have neat bonuses (one of the earlier sets gives +5% attack speed? Wow. How cool...). Uniques are alright I guess but the lack of base armor for some reason kills half the fun -- I liked to use certain base armors and weapons over others. Also there's no randomization in item stats? The randomization made looting the same item exciting.

Sigh. I guess I'll just have to wait until Q4 2015 for Diablo 3 to come out so I can quench my loot thirst.

You should give Titan Quest (and Immortal Throne) a try. I thought the mastery system was awesome. .

Also, Diablo only has three "classes". There's nothing really wrong with that inherently (I'm a Diablo guy though. . ), but I also found Torchlight a bit wanting. It's great for the cheap price I had, but eh.
 
How meny runes are avaiable at lvl 6,7,8,9,10?

It's not how many runes so much as which runes unlock for which skills. Runes unlock for one skill at a time. Once you hit 6, though, every level sees a new skill unlock or a new skill rune unlock. Always something each level.

So far I'm liking how the skill runes are being handled. Upon first look it seemed very basic, but as more runes unlock and more skills become available I see the variety more and more. It works really well. It's probably a culmination of things, but something about this patch just makes the game feel closer to a final product and less like a beta test.
 
The game just feels so much better all a around, having a taste of the rune system finally just gets me excited for the final game. I was a bit worried at first, but this is gonna be a amazing sequel to diablo 2.
 
It feels a lot more polished to me.

I like exploding enemies that I kill with cleave. :)

I also like that the chat window stays on top of other windows so I can see the chatting and don't have to drop what i'm doing at the black smith, etc to see what someone said.
 
has anyone kept count on how much shit has changed since the initial reveal?

I feel like going back watching any blizzcon panels on this would be a waste of time since it seems that everything is different on a weekly basis.
 
I like the new skill interface and how the runes just unlock. It would have been nice if they kept the old rune visuals with colors. Now they are just symbols and you don't have a clue what they represent.

The game is just instantly enjoyable from level 2-3 onwards. And at this point I just really don't care with Blizzard changes or adds to the game, it will just be insanely awesome and played by a ton of people when released.
 
hmmm just watched this video

http://www.youtube.com/watch?v=53Sk98aa0JU

so basically the new system is just given to you, no hunting for stuff? That kind've flies into the face of Diablo being...a loot whore game....


hopefully they don't roll "weapons" and "armor" into unlockable abilities because its too time consuming to kill monsters with a chance not getting exactly what you want the first time.

/snark.
 
I have mixed feelings about this new feature. on other hand it sounds and feels nice , but on another I feel like bitching "why, make weapons unlockables too, so there's nothing to loot for!".
 
I have mixed feelings about this new feature. on other hand it sounds and feels nice , but on another I feel like bitching "why, make weapons unlockables too, so there's nothing to loot for!".

yeah I dunno either, loot is what diablo is all about, although they are trying their hardest with story (retcons ahoy lol) from what I've seen in the beta, and since they have respecs, what else are people gonna do for the next 10 years playing w/o a lot of loot (since you only have to roll each class once now).
 
There wouldn't have been any fun in looting runes with the old system. Abilities with no rune are basically garbage, what's the fun in hunting down required items. Playing with runes finally is a blast btw.

THREE WAY SHOT
 
i just hope they have more itemization in the game other than, armor, weapons, and gems.

All these changes just make it seem like too many cooks in the kitchen.


edit: and im sure *insert armor here* and *insert weapon here* would be required to for *insert class here* at *insert level here*, they should should make it unlock, no need to hunt for it. Damn blizzard should hire me!
 
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