Diablo 3 Beta [Beta withdrawal underway!]

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red731 said:
I was so busy playing, that this totaly flew under my radar! Holy frenzied cow...

Have they actually said that they will add pvp arena? I can't find anything :>

On another note. Skill swapping only in towns

Bashiok said:
we're playing around with having skill swapping locked to being in-town only. We're definitely not sold on it, but it could appear at some time in a beta patch, so FYI. Just be aware it's only something we're trying, and not a permanent solution.
 
Yoshichan said:
This is sick. Just witnessed someone buy the beta for 1600 SEK ($233)...
Wow, people are crazy. I could understand that with SC 2 beta, because You could play it infinitely and even make mods and maps, but Diablo 3 beta is really short and doesnt even have the best features introduced - runes and higher difficulties.
 
MrKnives said:
Have they actually said that they will add pvp arena? I can't find anything :>

On another note. Skill swapping only in towns

Ask Yochi about it, I was surprised too about this. Don't know anything more.

And skill swap only in town? So my melee witch doctor who changed to ranged mid battle and then to another build against other enemies other times won't be possible.

I think that people will at least learn to play with one build...
And they will be forcing people to TP when new skill opens and go to artisan or buy something in town.

edit: on a second note, I think this is mainly because of the PvP.
 
red731 said:
Ask Yochi about it, I was surprised too about this. Don't know anything more.

And skill swap only in town? So my melee witch doctor who changed to ranged mid battle and then to another build against other enemies other times won't be possible.

I think that people will at least learn to play with one build...
And they will be forcing people to TP when new skill opens and go to artisan or buy something in town.

edit: on a second note, I think this is mainly because of the PvP.

No it's mainly PvE at least from what they have said/talked they don't even mention PvP.

To be honest I don't know how I like that. In a way it's good you can't change skills every second for every enemy in battle but this doesn't really change much. You can still change them between every battle if you want, just tp back to town. It's more of a nuisance than helpful because it doesnt change the fundamental problem with current skill swapping. They made it so every spell is useful so they should just run with it.

The fix seems more like a bandaid rather than a proper fix.
If they don't want people switching skills all the time they should come up with something else.
 
I think it is more a preventative measure for people key binding a 7th spell to mouse 5 which then activates a string of macro keys that instantly casts spell X and reverts back to your previous skill set.

But maybe I'm over thinking it.
 
Yeah I'm gonna go lady witchdoctor.

diablo_3__dungeon_party_by_kunkka-d40n5iz.jpg
 
red731 said:
Dat art. I bet DH is chilling in the back shooting arrows.

It's actually from her First person view that we're viewing the scenery.

WIP, ironsights to be added.
 
Kosma said:
Skill swapping and no more putting points into stats is the best thing they did in this game.

I agree, the depth you get from the rune-system is infinitely more interesting to me than just putting 20 points in skill/talent Y and so forth.
 
Corky said:
I agree, the depth you get from the rune-system is infinitely more interesting to me than just putting 20 points in skill/talent Y and so forth.

I don't really mind that, really. I just don't like their "only in town" solution. Feels awkward.

I like that you are not punished that badly for going one spell over another so I kinda see it being good for picking the 6 spells you want and then just sticking with them.

But for people who wants to use different spell in different location it will be a pain to constantly have to tp back to town (it's even free now) so it doesn't really stop them doing so, just makes it more annoying.
And for people who like to stick with their spells won't really have any drawback from it. It just doesn't feel like it's helping anything.

I guess it could be for the few reasons mentioned above.
 
Zapperkhan said:
Anyone feel like the tension of playing multiplayer games is nonexistent? No fastest clicker gets items and next to zero inventory management (lootris was awesome, and being able to pick up every item in a Leoric run is stupid) It just doesn't feel like the game has staying power to keep me interested. Could just be the part of the game in the beta, but I miss the expansive outdoor environments.

Limiting skill slots is forced depth and it's awkward and doesn't feel very Diablo like. Kinda like giving you max points in all skills in D2 as you level up however you can only use 2-6. Psychologically these are perceived differently to me, D2 being I choose a path, and in D3 I have all this cool stuff but my character can't pat their head and rub their tummy but magically at level 6 they can, then at 12 they can also balance on one foot and so on.

It's not super fast to switch them out as Blizzard has said. Particularly strange with the monk when you have a resource battery ability, resource depletion ability, and a buff ability of which you can't use because you need both of the other skills.

I talked with another player and they agreed for the most part on the skills and said it felt a lot better once you hit 4 skill slots plus the passive. Maybe they would consider changing the starting slots to something a lot less agonizing.
agree on all counts

invariably people who bitched about the clicking were those who were bad at it

be less bad and no complaint imo
 
MrKnives said:
I don't really mind that, really. I just don't like their "only in town" solution. Feels awkward..

This was added recently no?

But you have to agree with them, a system where you can switch skills on the fly like *snap* that isn't really feasible.

In any other game I'd agree that it would be slightly displeasing to have to go back to your main town/hub/etc to do changes to your character. But in d3 the town is merely seconds away, even still that's enough of a barrier for the players to try to keep to "one" specific skill setup even if it's only for a short amount of time.

Have they talked about somekind of cooldown system for switching skills?
 
Corky said:
This was added recently no?

But you have to agree with them, a system where you can switch skills on the fly like *snap* that isn't really feasible.

In any other game I'd agree that it would be slightly displeasing to have to go back to your main town/hub/etc to do changes to your character. But in d3 the town is merely seconds away, even still that's enough of a barrier for the players to try to keep to "one" specific skill setup even if it's only for a short amount of time.

Have they talked about somekind of cooldown system for switching skills?

They have talked about a cooldown but that's just one thing on their list to try I guess.

On the switching thing yea I do kinda agree but the town thing does kinda sound like a half-assed solution. Maybe it will grow on me. I almost would prefer somekind of a penalty for it, not sure what kinda though. You have to find special stones to be able to switch? Only 1 change in specific timeframe? Those also kinda sound awkward.
I really do not have any idea what would be a good solution so in Blizzard I trust, I guess.

Fallout-NL said:
Yeah, those are pretty damn significant changes and if they're still not sure about those, this game is a long fucking way from being finished if you ask me.

Well the game isn't out for at least 4-5 months so they have plenty of time. Also I doubt it's hard to implement, it's pretty much just putting restrictions in place.
 
Zapperkhan said:
Anyone feel like the tension of playing multiplayer games is nonexistent? No fastest clicker gets items and next to zero inventory management (lootris was awesome, and being able to pick up every item in a Leoric run is stupid) It just doesn't feel like the game has staying power to keep me interested. Could just be the part of the game in the beta, but I miss the expansive outdoor environments.

Limiting skill slots is forced depth and it's awkward and doesn't feel very Diablo like. Kinda like giving you max points in all skills in D2 as you level up however you can only use 2-6. Psychologically these are perceived differently to me, D2 being I choose a path, and in D3 I have all this cool stuff but my character can't pat their head and rub their tummy but magically at level 6 they can, then at 12 they can also balance on one foot and so on.

It's not super fast to switch them out as Blizzard has said. Particularly strange with the monk when you have a resource battery ability, resource depletion ability, and a buff ability of which you can't use because you need both of the other skills.

I talked with another player and they agreed for the most part on the skills and said it felt a lot better once you hit 4 skill slots plus the passive. Maybe they would consider changing the starting slots to something a lot less agonizing.

Before I enrage on this whole post, just let me say that I disagree. This is Diablo 3 now, whether you like it or not. The majority of those who are in LOVe it. Also, clicking on a skill and now you learned it is different than learning a skill on a levelup because...why? It is not different fundamentally. Both is a fantasy game device, not a believable improvement of a real-life fighter.

Anyways. I love that "faster clickers" (more greedy teammates) are not able to pick up all the loot. It is the equivalent of people in WoW looting while we are fighting, and that is not only pathetic, but makes the party less effective. I cant enjoy fighting a huge pack knowing that the teammates will jump on the shinies even if it means we wipe on the pack. Greedy, selfish. Not something that a party should be about ;)
 
Imagine how excited I was to see an e-mail from Blizzard this morning, until I read the subject line "World of Warcraft is Now Free to Play". Thanks Blizz.
 
MrKnives said:
I don't really mind that, really. I just don't like their "only in town" solution. Feels awkward.

I like that you are not punished that badly for going one spell over another so I kinda see it being good for picking the 6 spells you want and then just sticking with them.

But for people who wants to use different spell in different location it will be a pain to constantly have to tp back to town (it's even free now) so it doesn't really stop them doing so, just makes it more annoying.
And for people who like to stick with their spells won't really have any drawback from it. It just doesn't feel like it's helping anything.

I guess it could be for the few reasons mentioned above.

Yeah I don't get it why it can't be done anywhere anymore. Surely there is a way to make no macroable.
 
I can understand having a problem with only 6 active abilities (I think that's a fantastic idea, but i understand why someone can think that's limiting), but below that? Who cares how many skill you can equip at level 12, really? That's leveling stuff, it's ment to slowly learn players that can be not familiar with this game, but what really matters is the max level builds.

Kosma said:
Yeah I don't get it why it can't be done anywhere anymore. Surely there is a way to make no macroable.
That's definitely the reason, to kill changing abilities mid-combat. They could make it castable, like with changing specs in wow is now, that would have been much better.
 
rakhir said:
I can understand having a problem with only 6 active abilities (I think that's a fantastic idea, but i understand why someone can think that's limiting), but below that? Who cares how many skill you can equip at level 12, really? That's leveling stuff, it's ment to slowly learn players that can be not familiar with this game, but what really matters is the max level builds.


That's definitely the reason, to kill changing abilities mid-combat. They could make it castable, like with changing specs in wow is now, that would have been much better.

But 2 classes have some bubble-like aoe abilty, dont they? You could use that mid-fights to change specs if really needed.
 
Yeah, I'm just happy I won't be stuck in a build and can respec within 30 sec or less.

Porting to town and back really isnt a big hassle like in WoW. No cooldown on the stone so.

Plus the respec is free.
 
As far as drops go D3 is way better than D2. As a player who had a slow connection I didn't get shit from D2 bosses, I barely even saw the drop. Though one thing I might miss is being able to scavenge games. Especially in exp runs people left items that could be good for crafting, socketing, weaker sets, uniques, rares that could be upgraded etc. I suppose they could do a hybrid system where some drops are public and some aren't. That would keep some tension but all unique/champion/bosses would at least drop something per player. I don't know that that would still allow for scavenging since salvaging would likely make players grab everything. But with salvaging I constantly think of the mass piles of loot left in the River of Flame and how this would have put that to good use.
 
Somnid said:
As far as drops go D3 is way better than D2. As a player who had a slow connection I didn't get shit from D2 bosses, I barely even saw the drop. Though one thing I might miss is being able to scavenge games. Especially in exp runs people left items that could be good for crafting, socketing, weaker sets, uniques, rares that could be upgraded etc. I suppose they could do a hybrid system where some drops are public and some aren't. That would keep some tension but all unique/champion/bosses would at least drop something per player. I don't know that that would still allow for scavenging since salvaging would likely make players grab everything. But with salvaging I constantly think of the mass piles of loot left in the River of Flame and how this would have put that to good use.

Maybe flag loot so it only shows up for you for a minute, but if you don't pick it up within that time everyone can see it?

I really doubt there will be much trash loot available for scavenging anyway, due to the crafting mechanic. Everyone will need mats, so even if it's not a great item, you will pick it up and disenchant if it is a rare or above so you can get the higher level mats.
 
Artadius said:
I think what he might be talking about is folks leveling up to 13 before they kill the Skeleton King for the first time.

If its anything like Diablo 2, bosses will drop better loot at a higher rate the first time you kill them vs. subsequent kills. Also, your character's level in Diablo 2 determined what prefixes and suffixes were available on drops at the time... so it makes sense that higher level = possibly better loot.
Ahh, okay - gotcha. I'll try that with a fresh character over the next couple days and report back. I hadn't played D2 in a while, forgot it worked like that!
 
V_Arnold said:
But 2 classes have some bubble-like aoe abilty, dont they? You could use that mid-fights to change specs if really needed.
How long the bubble last? Make it a 10-15 cast and problem solved imo.
 
MrKnives said:
Doesn't Monk have inner sanctuary where no enemy can hurt him. Would be an awesome place to change skills.

Inner Sanctuary just prevents movement into an area. Serenity is immunity and the default duration is 3 seconds.

Skill switching only in 'town' is a good idea. There's no valid gameplay reason to allow switching while you're out in the hostile part of the world. It lessens the value of tactical decisions and eliminates the benefits of progressive enemy design; certainly someone really looking to minmax can still go back to town between packs of enemies but the goal is to make the time cost not worth the combat advantages of tailoring your skill/rune choices to specific enemy types within a region/dungeon.

Fastest clicker gets loot is an awful mechanic for building a positive cooperative community in random games. Anyone who thinks this feature is a benefit either played entirely with people they know or likes griefing and is an asshole so their opinion is irrelevant anyway.

Limiting skill slots really improves the ability to design challenging content. It wasn't that long ago that they switched it from 7 to 6, and looking at all the skills now it's clear that 7 lets you always get everything but 6 forces you to make some tough decisions for all the classes.

Barbarian and Wizard still have a few too many samey abilities though; it's clear the best and most intricate design went into the other three classes. Archon in particular feels completely out of place and strikes me as really forced. Also not a fan of the pet for the monk class, another stopgap type skill.
 
erragal said:
Inner Sanctuary just prevents movement into an area. Serenity is immunity and the default duration is 3 seconds.

Skill switching only in 'town' is a good idea. There's no valid gameplay reason to allow switching while you're out in the hostile part of the world.
Game flow. You level up in the wilds, get a new ability, and you can immediately play with it. It's a much better pacing especially since they've drastically cut down the old D2 umbilical need for town because you can vendor items from the field. This is especially important at low levels when you constantly want to try the new skill you just got.

What makes much more sense is a cast time, say about 5 seconds. You can't really change skills then in any real combat situation. Also, skills should only resolve cooldown when active. So if you swap out Diamond Skin it stays frozen on cooldown. At least this would be a good solution in my eyes.
 
Did Bashiok really say "they have no idea how they are going to implement unattuned runestones yet?" Seriously? Did I read that link to his post wrong?

April 2012 at the earliest with everything else they are going to have to look at (e.g. items) :(
 
Or you can take the 10 secs to port back to town and do your spec there, maybe fix your gear and go back to killing.

It's really a non issue.
 
KKRT00 said:
Wow, people are crazy. I could understand that with SC 2 beta, because You could play it infinitely and even make mods and maps, but Diablo 3 beta is really short and doesnt even have the best features introduced - runes and higher difficulties.
Don't underestimate the power of Diablo in Europe!

SC = Korea
WoW = US
Diablo = EU

FACT. Diablo is the "mom"-game in Europe. Lots and lots of moms I know plays Diablo, while moms play WoW in US.
 
maabus1999 said:
Did Bashiok really say "they have no idea how they are going to implement unattuned runestones yet?" Seriously? Did I read that link to his post wrong?

April 2012 at the earliest with everything else they are going to have to look at (e.g. items) :(
This fucking company. Ugh.
 
FieryBalrog said:
Game flow. You level up in the wilds, get a new ability, and you can immediately play with it. It's a much better pacing especially since they've drastically cut down the old D2 umbilical need for town because you can vendor items from the field. This is especially important at low levels when you constantly want to try the new skill you just got.

What makes much more sense is a cast time, say about 5 seconds. You can't really change skills then in any real combat situation. Also, skills should only resolve cooldown when active. So if you swap out Diamond Skin it stays frozen on cooldown. At least this would be a good solution in my eyes.

Mechanically it only impedes game flow if you have to go back to town to learn new abilities. When you're unlocking your first six abilities and you hit a new tier they can still allow you to fill the empty ability slot with a new skill; this eliminates any leveling pacing problems in the first portion of the game but keeps people from hotswapping between fights easily.

A cast time on skill switching could work, but I don't really believe 5 seconds is much of a deterrent for a complete functionality swap. There's also a player perception issue; if you make it able to be done in the wild but really annoying to do people will do it but be really irritated by it. If you restrict the feature to a different location there's an intuitive understanding from the player that there's an actual opportunity cost for switching up your build.

That said, it's a challenging feature to get perfect. Giving people the freedom to customize is brilliant, but as a designer they also need some limitations or it becomes impossible to design tactical encounters and differentiate ability functions. I personally lean toward the more restrictive swapping...maybe even add a cooldown timer for Inferno to add some weight to your build choices.

Agree with you entirely on cooldowns; circumvent people swapping between long cooldown skills before it becomes an issue.
 
If normal is going to be as easy as they say then let the hot swapping happen until you get into nightmare difficulty or level 31 when you don't have any more skills to learn and then put a cool down on each skill slot so you can swap out multiples at one time to try out different builds but might have to wait 10-15 minutes to try another build.

It is going to be interesting to see how they ultimately decide to handle it.
 
They could also prevent skill swapping in hell or nightmare/hell. Since you get all your skills before that it should not be a problem while leveling up.

edit: Beaten, had an old page unrefreshed :p
 
MrKnives said:
Well the game isn't out for at least 4-5 months so they have plenty of time. Also I doubt it's hard to implement, it's pretty much just putting restrictions in place.


Yeah, easy to implement, but a fundamental part of the skill system (which is the core of the game). For me it's quite a disconcerting thing to be unsure about at this point in the development.
 
Fallout-NL said:
Yeah, easy to implement, but a fundamental part of the skill system (which is the core of the game). For me it's quite a disconcerting thing to be unsure about at this point in the development.

The skill system itself is completed. I have no worries about that. The whole idea of giving everyone YET ANOTHER money sink for the specific runes with the best affixes IS the afterthought, not the modifiers themselves. I trust Blizzard on this one (too) :D
 
My feeling of getting lost by not getting into either Path of Exile beta or Diablo 3 beta is only slightly diminshed by the fact that I will get my review copy of Dark Souls in two days. :D
 
V_Arnold said:
My feeling of getting lost by not getting into either Path of Exile beta or Diablo 3 beta is only slightly diminshed by the fact that I will get my review copy of Dark Souls in two days. :D

I hate you for that. And not even a potential D3 release this very day would quench my hatred...
 
Yoshichan said:
Don't underestimate the power of Diablo in Europe!

SC = Korea
WoW = US
Diablo = EU

FACT. Diablo is the "mom"-game in Europe. Lots and lots of moms I know plays Diablo, while moms play WoW in US.
We both know different moms confirmed :P
 
Yoshichan said:
Don't underestimate the power of Diablo in Europe!

SC = Korea
WoW = US
Diablo = EU

FACT. Diablo is the "mom"-game in Europe. Lots and lots of moms I know plays Diablo, while moms play WoW in US.

Shame Blizzard don't seem inclined to give EU people beta invites :( *repeatedly F5s eu.battle.net*
 
Danj said:
Shame Blizzard don't seem inclined to give EU people beta invites :( *repeatedly F5s eu.battle.net*
EU got many invites these 2-3 days now!
 
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