Diablo 3 Beta [Beta withdrawal underway!]

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TheKurgan said:
Hey TheExodu5 is the number of people in the beta still pretty low? I was reading a post on the offical forum saying less than 100 people are online playing the beta at any given time during the week.

Just holding out hope Blizzard hasn't sent all of the first round invites out yet...

There is usually 30-50 people in public games in the evenings. I'm EST so I don't know if that makes a difference.



CarbonatedFalcon said:
Tell us about the DH changes if those went live in the beta! Whether it feels good or not, even if you didn't play a DH before.

The Demon Hunter changes haven't gone live in the beta yet and I'm not sure if they will. I'm hoping to get some kinda response on the beta forums about it. I can say that despite the DH lacking a bit of Umph! like the other classes have, it's still a fun class to play in my opinion and I still plan to play it as my main. The abilities are really nice, but you end up resource depleted way too easy compared to the other classes. In addition, I think the stand out abilities for the demon hunter come a bit later than the other classes.

The changes do have rapid fire, shadow power and elemental arrow coming earlier, so I'm excited to try those out!

Thus far I've managed to play all classes to 13 and level various additional characters to get rare loot off of the skeleton king on the first kill. So far the Monk, Wizard and Barb are all very impressive, but my heart still lies with the DH and I can't wait to test the changes should they decide to implement them.
 
Bashiok said:
Item data we've exposed is by and large placeholder, and we're actually in the process of pulling it down due to a lot of reactions just like this. We thought it'd be cool to show some pre-release items in very temporary states, but it's just a matter of fact that people are going to take it at face value. Not that you or anyone else isn't able to discuss the particulars without assuming it's final content, we don't believe that to be true, but in general we don't think the discourse is healthy when it's going to be largely based on placeholder data.

To comment on your specific points though, the vast majority of affixes are simply not implemented in-game, and as the website directly queries game data, it can't pull something that isn't implemented. I'd say affixes are though one area where we want to do as much as possible by game release, but they are directly limited by when we want to finally get the game out the door. At some point feature creep has to stop, and we have to begin testing what should be (game mechanic-wise) a final product.

As you stated though a lot of the crazier affixes did not ship with Diablo II, but were added later. I don't believe that's because the designers didn't have those ideas, but they simply make more sense to expand and broaden the game featureset post-ship. You could argue that it's something that should be baked into the core experience, that Diablo III should be mechanically more complex than Diablo II at release, and the fact of that matter is that it is substantially more complex than Diablo II was at launch.

Bottom line we want as many affixes as we can get for launch, but with runestones, passives, and the itemization we're shooting for, we're already launching a game with far more diverse build potential than Diablo II.

If they haven't locked down items yet I am not surprised they cannot make a 2011 deadline.
 
nacire said:
There is usually 30-50 people in public games in the evenings. I'm EST so I don't know if that makes a difference.





The Demon Hunter changes haven't gone live in the beta yet and I'm not sure if they will. I'm hoping to get some kinda response on the beta forums about it. I can say that despite the DH lacking a bit of Umph! like the other classes have, it's still a fun class to play in my opinion and I still plan to play it as my main. The abilities are really nice, but you end up resource depleted way too easy compared to the other classes. In addition, I think the stand out abilities for the demon hunter come a bit later than the other classes.

The changes do have rapid fire, shadow power and elemental arrow coming earlier, so I'm excited to try those out!

Thus far I've managed to play all classes to 13 and level various additional characters to get rare loot off of the skeleton king on the first kill. So far the Monk, Wizard and Barb are all very impressive, but my heart still lies with the DH and I can't wait to test the changes should they decide to implement them.

I'm guessing you didn't care for Witch Doctor either, then?
 
TheExodu5 said:
I'm guessing you didn't care for Witch Doctor either, then?

You know, the WD has a lot of character and charm for me, but when compared to the other classes it definitely pales from a gameplay aesthetic. I feel a lot of the WD early spells are so AI driven you almost feel like your not a part of what is going on. Your dogs run around killing shit with no chance of dying, your frogs hop around half blind, but when they do connect they certainly bring the pain and the spiders feel just a bit meh and shortlived. The other abilities while cool, just haven't quite done it for me yet. Though I think the fire bats are pretty awesome.

Ultimately, I felt like I was running around casting some spells here and there, but overall feeling a bit detached from the action. In the long run I really hope the WD shines a bit more as end game approaches and you start dropping runestones into your abilities. I certainly feel like out of all of the classes the WD has the greatest potential to really shock players and bring some unique gameplay to the table.
 
nacire said:
You know, the WD has a lot of character and charm for me, but when compared to the other classes it definitely pales from a gameplay aesthetic. I feel a lot of the WD early spells are so AI driven you almost feel like your not a part of what is going on. Your dogs run around killing shit with no chance of dying, your frogs hop around half blind, but when they do connect they certainly bring the pain and the spiders feel just a bit meh and shortlived. The other abilities while cool, just haven't quite done it for me yet. Though I think the fire bats are pretty awesome.

That's pretty much my DII Necromancer run in a nutshell. Having skeletons pretty much cruised me through Normal. When my cousin saw me playing it his first words were "isn't it kinda boring" and yeah it kinda can be :D

That's why I'm not 100% sure I want to take on WD again. If I would I want to go pet summoner again so it's back to watching my pets kill everything.

Fahrenheit said:
I just signed up for the beta, chances of getting in now are slim, huh?

Nobody beyond F&F and Press have really gotten into yet so you have as good of a chances as any of us

Edit: Bashiok on current items

Bashiok said:
Item data we've exposed is by and large placeholder, and we're actually in the process of pulling it down due to a lot of reactions just like this. We thought it'd be cool to show some pre-release items in very temporary states, but it's just a matter of fact that people are going to take it at face value. Not that you or anyone else isn't able to discuss the particulars without assuming it's final content, we don't believe that to be true, but in general we don't think the discourse is healthy when it's going to be largely based on placeholder data.

To comment on your specific points though, the vast majority of affixes are simply not implemented in-game, and as the website directly queries game data, it can't pull something that isn't implemented. I'd say affixes are though one area where we want to do as much as possible by game release, but they are directly limited by when we want to finally get the game out the door. At some point feature creep has to stop, and we have to begin testing what should be (game mechanic-wise) a final product.

As you stated though a lot of the crazier affixes did not ship with Diablo II, but were added later. I don't believe that's because the designers didn't have those ideas, but they simply make more sense to expand and broaden the game featureset post-ship. You could argue that it's something that should be baked into the core experience, that Diablo III should be mechanically more complex than Diablo II at release, and the fact of that matter is that it is substantially more complex than Diablo II was at launch.

Bottom line we want as many affixes as we can get for launch, but with runestones, passives, and the itemization we're shooting for, we're already launching a game with far more diverse build potential than Diablo II.

Bashiok said:
I don't expect to change your mind. You've been playing Diablo II for 10 years, and so it seems like a step backward because the direct comparisons of a 10 year old game with an expansion don't match up with one currently in beta. I can yell runestones! until I'm hoarse and that doesn't change the fact that it's difficult to convince anyone that design complexity isn't being removed, just shifted.

Another thing to keep in mind (runestoooooones!) is that a lot of the proactive affix effects are now runestone effects for various skills, and so we do have to be careful how affixes interact with them. It's just going to be smarter on our part to be more cautious to start when we can't know how those kinds of overlaps could play out pre-release.

In some cases though we are purposefully avoiding affixes we just don't think promote good gameplay, like +damage to X. We want people to play the game and have fun, not feel crappy because they're in an area full of 'beasts' and are stacking +damage to demons. It also encourages a whole host of other divergent gameplay like holding sets for specific types of enemies, or building sets to run specific areas at end-game. Lastly it's just not that compelling. Either it's powerful enough where people do all those crazy things to use specific items in specific areas, or the affix is just de-emphasized to the point of meaninglessness.

For added context I suggest reading the other posts too. Didn't want to quote the whole thread >_>
 
nacire said:
I also played a necro in D2.

Summoner? Poison? Because I don't see the difference between summoner necro to wd at least that early. I didn't even have to lift a finger killing blood raven.

Edit: Outside of DIII team offices.

UogyZ.jpg


Also Butcher's Carver <3
 
nacire said:
You know, the WD has a lot of character and charm for me, but when compared to the other classes it definitely pales from a gameplay aesthetic. I feel a lot of the WD early spells are so AI driven you almost feel like your not a part of what is going on. Your dogs run around killing shit with no chance of dying, your frogs hop around half blind, but when they do connect they certainly bring the pain and the spiders feel just a bit meh and shortlived. The other abilities while cool, just haven't quite done it for me yet. Though I think the fire bats are pretty awesome.

Ultimately, I felt like I was running around casting some spells here and there, but overall feeling a bit detached from the action. In the long run I really hope the WD shines a bit more as end game approaches and you start dropping runestones into your abilities. I certainly feel like out of all of the classes the WD has the greatest potential to really shock players and bring some unique gameplay to the table.

That sounds like it just about echoes my sentiments about that class at the moment.
 
DisenLedZep said:
Didn't StarCraft 2 recive an update just a week after release
Doesn't mean it wasn't ready for release.

This is how Blizzard has *always* been. It proves they haven't changed a bit <3.

Betting on January 16th release now.
 
nacire said:
You know, the WD has a lot of character and charm for me, but when compared to the other classes it definitely pales from a gameplay aesthetic. I feel a lot of the WD early spells are so AI driven you almost feel like your not a part of what is going on. Your dogs run around killing shit with no chance of dying, your frogs hop around half blind, but when they do connect they certainly bring the pain and the spiders feel just a bit meh and shortlived. The other abilities while cool, just haven't quite done it for me yet. Though I think the fire bats are pretty awesome.

Ultimately, I felt like I was running around casting some spells here and there, but overall feeling a bit detached from the action. In the long run I really hope the WD shines a bit more as end game approaches and you start dropping runestones into your abilities. I certainly feel like out of all of the classes the WD has the greatest potential to really shock players and bring some unique gameplay to the table.
One thing that worrys me is if the pet are going to be viable in inferno.
I dont want them to die just like that in higher level play.

Btw does anyone know if mf is more evenly distributed between classes this time.
 
nacire said:
You know, the WD has a lot of character and charm for me, but when compared to the other classes it definitely pales from a gameplay aesthetic. I feel a lot of the WD early spells are so AI driven you almost feel like your not a part of what is going on. Your dogs run around killing shit with no chance of dying, your frogs hop around half blind, but when they do connect they certainly bring the pain and the spiders feel just a bit meh and shortlived. The other abilities while cool, just haven't quite done it for me yet. Though I think the fire bats are pretty awesome.

Ultimately, I felt like I was running around casting some spells here and there, but overall feeling a bit detached from the action. In the long run I really hope the WD shines a bit more as end game approaches and you start dropping runestones into your abilities. I certainly feel like out of all of the classes the WD has the greatest potential to really shock players and bring some unique gameplay to the table.

You're playing act 1 normal in a beta where you don't even get to the boss of the act. I'm sure the Witch Doctor will be just fine.
Act 1 normal for a summon Necro in D2 isn't exactly hard.
 
Mechanized said:
You're playing act 1 normal in a beta where you don't even get to the boss of the act. I'm sure the Witch Doctor will be just fine.
Act 1 normal for a summon Necro in D2 isn't exactly hard.

I imagine all of the classes will be just fine. Will I want to play WD more than the other classes, maybe, maybe not. As it stand right now, probably not.

I got tired of trying to see the difference between the Demon Hunter's abilities in beta as they currently stand and the changes depicted on the skill calculator. So I mocked up a list of ability side by sides showing the dps adjustments, resource expenditures and what level the abilities roll out at.

 
Freki said:
If they haven't locked down items yet I am not surprised they cannot make a 2011 deadline.
oh thank fucking god. those items are so utterly bland. maybe folks attuned to wow's way of doing things think they are fine and dandy, but compared to diablo 2 they are pathetically simplistic. we are talking about a loot game here.

hopefully they follow through and give us some fun and unique modifiers that allow for actual choice instead of pure plus-to-stat min maxing. blah blah runestones, yeah, they do sound awesome. but loot game.
 
Just finished the Beta the first time through. Played as the monk. The game is truly awesome.

I had all the graphics maxed out and was getting a nice frame rate. But there seemed to be a bit of screen tear along the middle whenever I moved. I have a Raedon 6970. Probably something to do with drivers not being optimised?

Apart from that, on a couple of occassions, the game lagged out. You could walk around but not hit anything.

Also, when I alt tabbed, it tended to crash.

No big deal as this is a beta.

If the quality of gameplay in the Beta is anything to go by, I cant wait to play the full game.

Bring it on Blizzard!
 
nacire said:
I imagine all of the classes will be just fine. Will I want to play WD more than the other classes, maybe, maybe not. As it stand right now, probably not.

I got tired of trying to see the difference between the Demon Hunter's abilities in beta as they currently stand and the changes depicted on the skill calculator. So I mocked up a list of ability side by sides showing the dps adjustments, resource expenditures and what level the abilities roll out at.



Thanks for this man, the DH image. Changes look awesome.
 
Cipherr said:
Thanks for this man, the DH image. Changes look awesome.

Hey no problem! The only thing I noticed is that is still says Strafe cost hatred despite it being listed as a Hatred Generator. I'm not sure if this is a typo or what. I'm interested to see what will happen with the passives too being that grenadier used to reduce the hatred costs of grenades and now they generate hatred.
 
warbegins said:
oh thank fucking god. those items are so utterly bland. maybe folks attuned to wow's way of doing things think they are fine and dandy, but compared to diablo 2 they are pathetically simplistic. we are talking about a loot game here.

hopefully they follow through and give us some fun and unique modifiers that allow for actual choice instead of pure plus-to-stat min maxing. blah blah runestones, yeah, they do sound awesome. but loot game.
Do you not see the random modifiers on like...everything? Especially the rares which have as many as 6?

How is that bland? Any item can be capable of crazy things with this setup.
 
Valnen said:
Do you not see the random modifiers on like...everything? Especially the rares which have as many as 6?

How is that bland? Any item can be capable of crazy things with this setup.

Only if the random modifiers are completly different to the modifiers we already have seen. Currently there is no hint that the andom modifiers are different modifiers and not only +Attack/Defense etc.
 
syko de4d said:
Only if the random modifiers are completly different to the modifiers we already have seen. Currently there is no hint that the andom modifiers are different modifiers and not only +Attack/Defense etc.
So what could they put in that would be more "interesting"?

I think you guys might just be reaching for something to complain about honestly...
 
I don't know about others, but the point of unique items in D2 was that you knew you'd get a bunch of specific mods (some for flavor, some for function) and maybe one or two variable mods (like defense increase over a variable range), and a random or two. That's what makes them uniques.

If all you get are items with 5+ randoms, you aren't talking about uniques anymore. Those are called rares.

So far the legendaries are not up to snuff. They have hardly any unique mods and are a step back from their counterparts in D2.

There's also a great post here about the issue which I suggest anyone interested in the legendary item situation read. http://diablo.incgamers.com/blog/comments/diablo-iiis-item-issues
 
Valnen said:
So what could they put in that would be more "interesting"?

I think you guys might just be reaching for something to complain about honestly...
Look at Diablo2, in D3 all modifiers are only do more damage(+damage/crit/attacks), more survivability (Life/Defense) or more Ressouces(Mana/Spirit etc.). That´s like an MMO.

In D2 u had modifiers like "Slow Enemie" "xx% Chance to cast Spell X on hit" and the items were more specialized for one Build. Right now the most items are Best in Slot items for every Build.

but maybe it´s only missing some modifiers we will see in the Final Version.
 
I would also add that there are currently no procs (minus life back and mana back) as mods that I could find.
 
They don't want to give class abilities to classes that shouldn't be using them this time.

We don't need Barbarians using Wizard spells to make the game "interesting".
 
Valnen said:
They don't want to give class abilities to classes that shouldn't be using them this time.

We don't need Barbarians using Wizard spells to make the game "interesting".
Thank fuck for that.
 
Valnen said:
They don't want to give class abilities to classes that shouldn't be using them this time.

We don't need Barbarians using Wizard spells to make the game "interesting".

Who suggested that? I don't think that would be a good idea...
 
Valnen said:
Do you not see the random modifiers on like...everything? Especially the rares which have as many as 6?

How is that bland? Any item can be capable of crazy things with this setup.
a bunch of variable random stats is the furthest thing from "crazy" i can think of. as mentioned above, these current legendary items are almost indistinguishable from rares.

i am just going to leave this here: http://classic.battle.net/diablo2exp/items/runewords-110.shtml

it's a database of the utterly fantastic runewords found in d2. i highly recommend you browse it and take special note of the gameplay implications many of the modifiers bring.

Valnen said:
So what could they put in that would be more "interesting"?

I think you guys might just be reaching for something to complain about honestly...
dynamic procs and status modifiers that have heavy gameplay implications beyond 'you do more damage, you take less damage, and you find more shiny shit.' that Arreat Summit link there should get you going.

and i have been a huge apologist for the game up to this point. i have greatly enjoyed playing through the beta with some friends and i love the tiny bit of content they have made available. however for diablo 3 to come close to the thousands of hours i spent with d2 will require amazing loot that drives me to farm for it.

Valnen said:
They don't want to give class abilities to classes that shouldn't be using them this time.

We don't need Barbarians using Wizard spells to make the game "interesting".
even without granting skills from other classes (such as on admittedly broken items like Enigma) the d2 loot has far more to it than what the d3 database shows us.
 
But the random properties on Legendaries could include more unusual things that are unique to Legendaries and aren't available on rares. I don't think it's worth worrying too much about placeholder items in an incomplete database, especially when we don't even know what all the random properties are, even for just magic items.



The Demon Hunter resource change bothers me. Sure it may play better now, and that's fine, but it's awkward. The DH now has 3 ways to interact with their resources whereas all the other classes have 2 (or in the case of the Witch Doctor - 1, though there may be some mana-generating skills, there isn't much emphasis on them.)

Barbarians have skills that generate Fury, and skills that spend Fury.

Monks have skills that generate Spirit, and skills that spend Spirit.

Wizards have skills (that at least at a high level) will generate Arcane Power, and skills that deplete Arcane Power.

Witch Doctors mostly just spend Mana, but I think at least some can be runed to generate Mana, or the regeneration rate can be increased significantly.

With the Demon Hunter now, we have Hatred generators, Hatred Spenders, and Discipline Spenders. Already having the split resources they way they were, it's simply not elegant, and you can certainly tell that it wasn't designed from the ground up to be that way. It's a patch on something that was broken, rather than a seamless implementation.

I still support the idea that if the DH is to remain with both Hatred and Discipline, that the resource should work more akin to the Balance Druid's Eclipse mechanic in WoW where you get a buffs for using different kinds of spells, encouraging you to use more of your skill-set.

There are a few ways this could be implemented, whether you have it so that using Discipline regenerates Hatred and vice versa, or whether your skills become more powerful the more of the resource needed to cast them you have. Those are just two basic options - further development could reach a more refined system.
 
In D2 i have searching/trading hours for items which make some Builds possible or push one special Build. In D3 i only looking for more DPS... that´s all. No item thats only Push for example my icedamage like
diablo_9024.jpg

Or items thats make for example Bow Sorc Possible
diablo_14426.jpg
 
It's hard to tell without a full list of every potential random attribute in the game, but from what we've seen of the randomized attributes so far, it seems like the only thing missing for sure is +skills for obvious reasons.

Bashiok also posted that the items on the website aren't final and that many of the planned item attributes aren't implemented yet, just as lots of them weren't implemented in vanilla DII 1.00:


http://forums.battle.net/thread.html?topicId=27832813210&pageNo=1&sid=3000#7


I will say that I think the randomized ranges on every attribute on every item is kind of off, what is wrong with some nice flat numbers for things?

LoD and all the patches added so much crazy stuff to the itemization of the game that it's hard to judge in comparison to a beta.
 
I saw a random attribute in the beta show an increased radius for gold pick up. So, while that wasn't particularly game-changing, it did, at least slightly indicate that 'random' implies something we can't really know the full extent of.

Gold pickup radius is pretty fucken random.

That said, in all my D2 playing days, so much of the attributes were interesting and varied, but only a very few amount of them had any real impact on the gameplay as a whole. A lot of them were arbitrary.
 
Not to mention that there is no reason for Act1/Normal items to have properties that are more high-end like Crushing Blow, Deadly Strike, etc. Or the D3 equivalents of it. As I am sure that there will be specific elemental damage increase in the highend. There is no point in creating uniques if they are not specific enough. I am sure Blizzard is seeing this from the inside without needing a beta feedback to realize it.
 
V_Arnold said:
Not to mention that there is no reason for Act1/Normal items to have properties that are more high-end like Crushing Blow, Deadly Strike, etc. Or the D3 equivalents of it. As I am sure that there will be specific elemental damage increase in the highend. There is no point in creating uniques if they are not specific enough. I am sure Blizzard is seeing this from the inside without needing a beta feedback to realize it.

I think people are checking the Items site rather than their experience from the Beta. I'll be honest here. I'm disappointed if this is the case but I'm hopeful that they will add more to them and these are just placeholders. At least now as the game is delayed.
 
V_Arnold said:
Not to mention that there is no reason for Act1/Normal items to have properties that are more high-end like Crushing Blow, Deadly Strike, etc. Or the D3 equivalents of it. As I am sure that there will be specific elemental damage increase in the highend. There is no point in creating uniques if they are not specific enough. I am sure Blizzard is seeing this from the inside without needing a beta feedback to realize it.
Now now, go ahead and do compare vanilla d2 act 1 items with beta. Since vanilla didnt yet have certain affixes only post 1.10. And the game we know didnt shape until the expansion. Still d3 hasn't taken the learned into consideration it seems. It looks lie we are relooping the same errors and not improving upon further.

Besides stupid things like +xp, +gold, which have no real place, d3 has no variables to offer atm. Its all about DPS.

variables should come in two shapes. Those that increase your damage output and those that increase your survivalibity. Also character variety, items that let you build certain character approached deemed impossible otherwise.

Whatever suffixes they say are missing you should read some blue posts on their forums as they seem confident their current system works. But who is going to bother socket a +xp crystal? Or look at random attributes like 19-20% and have 19% item and think " I need the one with 20".
 
raphier said:
Now now, go ahead and do compare vanilla d2 act 1 items with beta. Since vanilla didnt yet have certain affixes only post 1.10. And the game we know didnt shape until the expansion. Still d3 hasn't taken the learned into consideration it seems. It looks lie we are relooping the same errors and not improving upon further.

Besides stupid things like +xp, +gold, which have no real place, d3 has no variables to offer atm. The variables come in two shapes. Those that increase your damage output and those that increase your survivalibity. Also character variety.

Whatever suffixes they say are missing you should read some blue posts on their forums as they seem confident their current system works. But who is going to bother socket a +xp crystal? Or look at random attributes like 19-20% what were they thinking?

I refuse to believe even for a second that Diablo 3 was not developed to play and be better than D2LOD but D2Vanilla instead. Nope. Anyone who thinks this is a..... well. Short-sighted and negative, that is for sure.

Beside, I will refrain from judging a system's high end capabilities by seeing only a fraction of it. Who will bother socket a +xp into an item? Anyone who is leveling, that is who. Because you can clear that socket later when you no longer need to level up. Let us not act like elitists who start the game with lv60chars, because none of us will ;)
 
V_Arnold said:
I refuse to believe even for a second that Diablo 3 was not developed to play and be better than D2LOD but D2Vanilla instead. Nope. Anyone who thinks this is a..... well. Short-sighted and negative, that is for sure.

Beside, I will refrain from judging a system's high end capabilities by seeing only a fraction of it. Who will bother socket a +xp into an item? Anyone who is leveling, that is who. Because you can clear that socket later when you no longer need to level up. Let us not act like elitists who start the game with lv60chars, because none of us will ;)
Why would I want a +xp on items in already quick leveling game? I'd much rather it had 1-10 fire damage or 10% chance to drain health. Its much more interesting. Also i bet one of unannounced ones is al50% chance to spawn greater health potion :p
 
raphier said:
Why would I want a +xp on items in already quick leveling game? I'd much rather it had 1-10 fire damage or 10% chance to drain health. Its much more interesting. Also i bet one of unannounced ones is al50% chance to spawn greater health potion :p

It's not really a quick leveling game though. It's fast 1-30 but it really gets slow later on. Which is as it should be.

1-30 Normal
30-50 Nightmare
50-60 Hell

The quicker you level the faster you get to 60 ^^
 
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