Diablo 3 Beta [Beta withdrawal underway!]

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I think this image sums up pretty well how Blizzard are creating a "house-style" for their games.
It's the use of textures covering large areas; detailed, but also simple. The distinct use of colour that other artists wouldn't dare take up in their palette. The colours also make sharp contrasts and still form a whole.

It's hard to describe the style that Blizzard works with, cartoony doesn't do it justice. Yes, it leans heavily on contour and silhouette. The colours are vibrant, and large areas share the same colour with little detail added to them. These are all things that could describe a cartoon-like look.
It's the minor differences in the three genres that set them apart though. The glossyness in SC2 gives it it's sci-fi feel. WoW tends to push the cartoony feeling to the max for the fantasy vibe. And Diablo leans more heavily on the watercolour style art that gives it a sense of mysteriousness.

As with all art, people have different opinions though and I respect them. But when I'm looking at Blizzard games in the current line-up, I sure do see a general theme repeating.
 
I don't know how anybody can prefer PoE's art style. Sure the IQ is a lot cleaner, it's sharp and grim dark, but the monster designs, the location designs... pretty damn plain shit.

WoW - cartoon
D3 - painting
SC2 - plastic toy

Sure theres an overall stylised theme, but to say they're the same style ("homogenised") is bordering on hate for hates sake.
 
I think Diablo 3 looks absolutely gorgeous, and its the atmosphere that really sells it. I can already tell I'm going to be wasting hours upon hours on this game. Hell, I've already sunk way more time than I should into the beta.
 
Path of Exile's art style is definitely a little weak in some places, but the environments are actually really cool. Its weakness is definitely monster/character design, and some of the effects are also subpar. The fact that GGG is a small independent company on their first game however, makes it far more impressive. I honestly expected more from blizzard.

PoE has a lot of detail in places you wouldn't expect, such as grass/brush moving as you walk through it; very cool stuff.
 
I just got in with the recent huge wave. So far I've played through the beta with the Barbarian and Monk. I love the atmosphere and graphics. Love how detailed everything is, with regards to physics applied to stuff. It's too much fun blowing shit up with special attacks.

The one problem I've had is extreme lag. Half the time that I start up the beta I have to quit because my latency to b.net goes to 2000+. I'm sure that's just beta/server related issues, because other times it's fine.
 
So I managed to die in the beta. :| That's kind of embarrassing.

Lol yeah it kind of is. On my first playthrough (monk) I didn't use a single healing pot until the Skeleton King fight, and even then I don't think I needed to I just did because I had 30 of them and hadn't used one yet. Only once or twice did I even take enough damage to notice my health going down. Normal mode, at least in act I, is dialed way way down in the beta.
 
Lol yeah it kind of is. On my first playthrough (monk) I didn't use a single healing pot until the Skeleton King fight, and even then I don't think I needed to I just did because I had 30 of them and hadn't used one yet. Only once or twice did I even take enough damage to notice my health going down. Normal mode, at least in act I, is dialed way way down in the beta.

I haven't actually died yet in beta, but I did have to use a few potions. Once on my barb during a Jar of Souls event in a full game, and another time on my monk at the Skeleton King. I could have maybe survived without using the potions, but since I had like 50 of them on each character I figured I could spare them, lol.

I don't think the difficulty is dialed down in the beta though, I think this is where it's going to be. Normal D2 was fairly easy at the start as well so I think it's by design. Which is fine by me, no one wants to stay on normal for long anyhoo.
 
The only time I died in the beta was when me and my friend went for the co-op achievement where you have to revive a buddy. Even then we had to get naked cause even 1 or 2 pieces of thorn gear is enough to keep you alive while afk.
 
Lol yeah it kind of is. On my first playthrough (monk) I didn't use a single healing pot until the Skeleton King fight, and even then I don't think I needed to I just did because I had 30 of them and hadn't used one yet. Only once or twice did I even take enough damage to notice my health going down. Normal mode, at least in act I, is dialed way way down in the beta.

Well, I was trying out Demon Hunter and around level 6 or so I upset a gaggle of enchanted Quill Fiends. Like, a dozen of them and they wrecked me. I may just suck at the class but it seemed like a hopeless situation. To be fair, in the Benny Hill-esque chase that ensued I aggro'd another dozen monsters or so but I still would have gotten wiped. I don't think I had literally even been touched by an enemy up until that point.

I've also run through the beta ten times or so as a Barb with nary a scratch.
 
I seem to recall watching some early beta playthroughs of some people getting wrecked by arcane enchanted bosses. I haven't met one yet. What gives?
 
I've yet to finish the beta with every class, but I've tried some of each. The only class I don't care for is the witch doctor. I just couldn't get a feel for what skills were the best. The skills I used worked well enough, but they just weren't fun. I enjoyed the demon hunter much more than I thought I would, but my dodging move seemed to get caught on level geometry and enemies a lot.

Also, I'm starting to get annoyed that I can't pause my game. Yes, I understand that it's mainly a co-op game. If I'm playing by myself I should be able to pause.
 
I just couldn't get a feel for what skills were the best.

2-hand weapon with as much base damage as possible.

As much +INT as possible.

Zombie Dogs +Haunt + Grasp of the Dead + Corpse Spiders


Run around from one mob to the next as fast as you can spamming out Haunts and laying down Grasp of the Dead AOEs on large groups. Spam Corpse Spiders on bosses and lob it at the occasional high HP monster.

You will get many many monster kill EXP chains that way.
 
They made those appear later in the game outside of the current beta content.

They pushed all of the damaging modifiers to higher levels. People complained that the beta was easy before, but this change really put it into "nearly impossible to die, even if you try" territory. Champion packs in earlier betas weren't particularly difficult, but they could kill you if you just mindlessly rushed them. The new champion packs are just toothless.

(Yes, I'm aware that the difficulty will ramp up in the full version.)
 
2-hand weapon with as much base damage as possible.

As much +INT as possible.

Zombie Dogs +Haunt + Grasp of the Dead + Corpse Spiders


Run around from one mob to the next as fast as you can spamming out Haunts and laying down Grasp of the Dead AOEs on large groups. Spam Corpse Spiders on bosses and lob it at the occasional high HP monster.

You will get many many monster kill EXP chains that way.

I used zombie dogs and grasp of the dead for sure. Haunt seemed useful but I used the poison darts instead. I was hoping for more minions like the dogs, but you don't seem to get those until higher levels.

I just finished up with the wizard. It might be my favorite class. I only chose offensive skills and completely obliterated everything. I skipped all the defensive skills, but the beta is so easy I don't see how they could be useful to anyone at this point.
 
I used zombie dogs and grasp of the dead for sure. Haunt seemed useful but I used the poison darts instead.

Poison Dart is ass.

The reason Haunt is so useful is that it does a ton of damage. It's just not as visible since it does that damage over time. It also lingers after each kill and has a chance to infect a nearby monster, so it's good for taking down groups.

Once you have a Haunt DoT on one mob, you can run to the next mob and Haunt them, causing you to have DoTs on many monsters at once. This lets you keep the kill chain going, which gives you a decent XP boost.
 
I think haunt also counts as killing a mob with 1 attack each time it jumps. I got the Kill 20 enemies in 1 blow achievement at the pillars before the skeleton king with haunt jumping all over the place.
 
First: 4:3 ... pfffrt

Second:The UI is amazing. The concept-art style trees are beautiful.
The way the world is fleshed out, the attention to detail makes this game beautiful. There are games with killer engines and a poly count of a gazillion, that are still soulles. Blizzard knows how to make games beautiful not just with superhigh tech, but with attention to detail.

woww1326J6lsEb8w0.jpg
Good art. Huge screen to make my point.

Their art is pretty good, but that looks like a Kameo screenshot!!!

The BDF is INTENSE!!!!
 
Poison Dart is ass.

The reason Haunt is so useful is that it does a ton of damage. It's just not as visible since it does that damage over time. It also lingers after each kill and has a chance to infect a nearby monster, so it's good for taking down groups.

Once you have a Haunt DoT on one mob, you can run to the next mob and Haunt them, causing you to have DoTs on many monsters at once. This lets you keep the kill chain going, which gives you a decent XP boost.

That makes sense. I'll be playing each class a little more to max out their levels, so I'll try it out then.
 
It's not that they're trying to sell a single art style. It's instead that they want to go with a scalable art style that doesn't limit consumer base.
 
all i can say is, thank god the game doesn't require high tech, because i'm running D3 smoothly on my macbook air...

that being said, i can say that blizzard obviously moved in this direction on purpose, they're appealing to the widest range of players, inviting not only hardcore PC gamers but also completely opening the doors to casual players who probably don't have anywhere near the specs it takes to run other games from this generation..

PoE being the one example people have been refering too, although it can be played with low specs, i think it looks worse in terms of the overall "character" of the game. while D3 isn't exactly what i expected from a DIABLO game it definitely has grown on me, the cartoony designs and consistent non-super realistic art style i think is more visually appealing, for me anyways. and you can tell the attention to detail is far superior.. it's all about the little things. also, the art style is definitely meant to appeal to a wide audience as well.

Blizzard has followed this practice for as long as I can remember. Their games have lower specs, so they can be played on as many machines as possible including macs. Blizzard put in a lot of work on mac ports when most companies couldnt be bothered to deal with Apple. The more machines that can run their games, the more copies they will sell.
 
I really hope that they fix the music/sound levels by the time retail hits. The music at the title screen seems like it fits the level set in options menu, but in game, sound overpowers the music so much that it makes it seem non-existent, aside from a few flourishes. Also everyone should only check quest dialog subtitles. The word bubbles make it seem more Diablo style than seeing quest dialog in the chat log.

Path of Exile's art style is definitely a little weak in some places, but the environments are actually really cool. Its weakness is definitely monster/character design, and some of the effects are also subpar. The fact that GGG is a small independent company on their first game however, makes it far more impressive. I honestly expected more from blizzard.

PoE has a lot of detail in places you wouldn't expect, such as grass/brush moving as you walk through it; very cool stuff.

I think Diablo III will have alot of that stuff in retail. In the beta so far, i've noticed grass actually being blown back when you attack an enemy using hard impact monk skills.
 
Bashiok on public chat channels:
It seems there's been some confusion taken from the above statement I made back in September. The chat in Diablo III is exactly as I described, you do all of it in a single window. StarCraft II has a system where each chat is broken out into a separate window, chat program-style, but Diablo III keeps it all in one. The same single window that's used for chat when you eventually jump into a game, too.

As far as having open public channels, there's far more negative to them than positive and we maintain a stance that creating an open chat environment without a social structure behind it is an invitation for moderation and support disasters. Most people that want chat channels though are referring to guild channels, or otherwise channels they themselves can operate and choose to invite others to, and we see those as completely valid forms of chat (there's a social structure backing the channel). As I said, back in September, it's unlikely to be anything we attain for ship, but the social group-type chat features are still very much a desire for the future.
Wow, there will be no public chat channels. That fucking sucks, i have some fond memories of spending time in them. Sure, they are polluted with spam nowadays, but back then they were awesome to find new people to play with, they were a big part of the community of D2.

Also, "social group-type chat features are still very much a desire for the future", seem like they are delaying/removing a lot of features to get this game out, even though it's been in development for like forever.
 
Also, "social group-type chat features are still very much a desire for the future", seem like they are delaying/removing a lot of features to get this game out, even though it's been in development for like forever.

Well some things can only be assessed properly when you hit millions of users at the same time. One could argue it's better to just stuff all the features in there and see which one blows up, but Blizzard clearly wants more polished playing experience that is tightly controlled by them. Much like Apple does.

And general chats are an abomination and ruin my mood anytime I see one in any given game.
 
I was semi excited for SC2 chat channels, but after the first day I have never used them. Also that EXP radius picture is useful, I been looking for information about how exp/distance works.
 
Public Chat channels added NOTHING to SCII except for its first week (day?) novelty, yet it was an amazing tool for people who like to complain about BNET2.0.

Personally, I do not care if chat is in D3 or not.
 
2-hand weapon with as much base damage as possible.

As much +INT as possible.

Zombie Dogs +Haunt + Grasp of the Dead + Corpse Spiders


Run around from one mob to the next as fast as you can spamming out Haunts and laying down Grasp of the Dead AOEs on large groups. Spam Corpse Spiders on bosses and lob it at the occasional high HP monster.

You will get many many monster kill EXP chains that way.

It is so silly that mage/WD damage depends on your current weapon's damage. What were they thinking when they designed that mechanic?
 
It is so silly that mage/WD damage depends on your current weapon's damage. What were they thinking when they designed that mechanic?

This was their justification:

http://diablo.incgamers.com/blog/comments/blizzard-explains-spell-casting-damage
In what’s certainly the longest and most informative forum post ever made by a Diablo III developer, Bashiok quotes “skill guy” Wyatt Cheng’s extensive explanation about how weapon damage translates into character damage for spells. Wyatt’s explanation covers 1H vs. 2H, off-hand bonuses, attack speed, casting speed, and much more. Here’s an excerpt:
First, straight up. all things being equal, 2-handers do more damage than 1-handers. This is pretty obvious, but I want to confirm and validate this. The reason it’s important to call this out is that all the calculations assume “for any 2 items of the same DPS”. But that’s not a great starting point, because for any two comparable items at any given level, 2-handers do at least 15% more damage than 1-handers, and in many cases 20-25% more.

…However, what you choose to put in your off-hand, should you choose to wield one, matters.

First, no matter WHAT you use, you are getting a bunch of extra stats. In addition to DPS from Attack and Precision, you’re getting whatever other item stats are on your offhand. So you’re trading off a theoretical Arcane power efficiency boost for the stats of an offhand.

Furthermore, if you use a shield, you’re getting a big armor boost. If you haven’t played Diablo in a while, people easily forget, but a lot of Sorceress players used a shield in Diablo II. For some players there is a “fantasy” of “I don’t need a shield ’cause I don’t plan on getting hit”. The reality is that we don’t let you get away with that in Diablo. You get hit. We don’t have heal, tank and DPS roles in Diablo, so everybody in Diablo eventually takes damage.

Additionally, if you choose to use an orb, every wizard Orb (and witchdoctor Mojo) comes with +dmg on it. So if your mainhand does 8-10 damage at 1.4 speed, and your orb adds 3-4 damage, then that means you’re doing 11-14 damage at 1.4 speed. In many cases the orb + the stats on the orb completely closes the 15-25% DPS gap between 2-handers and 1-handers.

Click through for the whole thing; it’s a must-read.

Bashiok: One of the guys who got up and asked a question at BlizzCon managed to get his question jumbled and sort of half-answered, so we’ve followed up directly with him. But we know it’s a big topic throughout the community, and so we decided to share a response Wyatt wrote up. This is pretty raw internal dialogue, so please be keep in mind that it’s rather mathy, assumes you know a lot about internal mechanics of the game, and of course… nothing is set in stone.

For any Wizard (that doesn’t use Golden runes and/or the passive that makes academic/signature skills add arcane power) the only regeneration you have is passive. Of two weapons with equal DPS, but one with a slower attack speed, you overall better damage for the skills that actually spend arcane power, while your academic/signature skills are no different in damage done for the same time spent.

What I mean is that if you are casting meteor and magic missile, the meteor does more damage on a slower weapon but your signature spells don’t do ANY additional damage at all for faster casting speeds. They do the exact same damage with slow and fast weapons given that the DPS is the same. The time between 2 casts of meteor is exactly the same regardless of weapon speed: 4.8 seconds. The DPS of signature/academic skills is the exactly the same regardless of weapon speed assuming same DPS. 2 casts at 100 damage each is the same as 4 casts at 50 damage each, because it’s taking the same percentage damage from the weapon. This means for any two items of the same DPS, you get a boost in overall damage done for any period of time, and no additional cost by going with the slower weapon because it makes meteor do more damage, for free.

Side note: There actually can be a small, but not significant enough difference if the casting time between casts of meteor can actually inch out an extra signature/academic spell between it, based off the item. The difference between the damage the extra cast gets in and the extra power of the meteor is always in the meteor (or otherwise high AP spending) skill.

The only two “offensive” skills that the wizard has that don’t drain AP significantly fast are like you said Disintigrate, and additionally Arcane Torrent. Everything else does drain it quickly as to where resource manangement does matter more. Which means anyone who uses any of the other 8 “offensive skills” WILL care about doing more damage.

So the question was, given the math and change to weapon speeds affecting cast speed, is there anything you were doing to make faster weapons have more incentive to using them (like changing the arcane power cost based on weapon speed, change the regeneration rate of AP based on weapon speed, making signature spells without runes and passives give AP back like other classes resource generators) or if this was an intentional design, and slower weapons of equal DPS just are, always better (until using golden runes/passives finally hurdles over the breaking point late in inferno) or is this still something that you’re looking into and need to work on?

I’d invite you to look more deeply into the math regarding why slower weapons are better, someone started a thread in the Diablo 3 Wizard forums:

–BlizzCon Question Asker Guy

Wyatt Cheng: Okay so first I’ll start by saying that all of your math is correct, (except for the one exception case that I’ll mention later). The conclusions are all based on information you have available, so mostly I’m going to mention a few things to consider, and then I’ll fill in with additional information to complete the picture.

First, a few qualitative comments:

Yes, your build absolutely matters. Some builds may be well designed to favor 2-Handers, and some may favor 1-handers. So the general statement of “The correct weapon depends on your build” overrides everything else I write.

Additionally though, two general rules of Diablo weapon speeds still applies – spilled damage matters, and speed matters for combat effectiveness. In WoW, you might use a 1.5 second cast spell over a 2.5 second cast spell because you simply can’t afford to stand still that extra 1 second. How many spells in WoW do you cast purely by virtue of them being instant cast or castable while moving? In Diablo, virtually every spell is working off of your weapon speed, and the need to be able to quickly move 1/10th of a second sooner sometimes matters. Spilled damage matters too. Many aspects of Diablo involve fighting hordes of small monsters. When a monster has only 150 health, who really cares that you hit it for 300 damage instead of 200 damage? Either way it’s dead. And if it’s dead with a faster weapon, that means you can get to the next monster faster. This means that a weapon with a 1.3 speed that can 1-shot enemies actually has a 30% killing throughput increase over a weapon with a 1.0 speed.

“But I don’t care about these edge cases”.

Well first, I would argue that in Diablo, these aren’t edge cases, they are a core part of the gameplay that come up all of the time.

HOWEVER, for those who are insistent on maximizing theoretical DPS and AP usage, we’ve decided to cover you anyways.

First, straight up. all things being equal, 2-handers do more damage than 1-handers. This is pretty obvious, but I want to confirm and validate this. The reason it’s important to call this out is that all the calculations assume “for any 2 items of the same DPS”. But that’s not a great starting point, because for any two comparable items at any given level, 2-handers do at least 15% more damage than 1-handers, and in many cases 20-25% more.

To put it another way, many of the posts in the linked thread make an assumption that two weapons are equal DPS. This assumption is flawed – what you really want to ask is “For the theoretically best 2-hander in the entire world (even though I’ll never get one)” vs. “the theoretically best 1-hander in the entire world (even though I’ll never get one)”.

However, what you choose to put in your off-hand, should you choose to wield one, matters.

First, no matter WHAT you use, you are getting a bunch of extra stats. In addition to DPS from Attack and Precision, you’re getting whatever other item stats are on your offhand. So you’re trading off a theoretical Arcane power efficiency boost for the stats of an offhand.

Furthermore, if you use a shield, you’re getting a big armor boost. If you haven’t played Diablo in a while, people easily forget, but a lot of Sorceress players used a shield in Diablo II. For some players there is a “fantasy” of “I don’t need a shield ’cause I don’t plan on getting hit”. The reality is that we don’t let you get away with that in Diablo. You get hit. We don’t have heal, tank and DPS roles in Diablo, so everybody in Diablo eventually takes damage.

Additionally, if you choose to use an orb, every wizard Orb (and witchdoctor Mojo) comes with +dmg on it. So if your mainhand does 8-10 damage at 1.4 speed, and your orb adds 3-4 damage, then that means you’re doing 11-14 damage at 1.4 speed. In many cases the orb + the stats on the orb completely closes the 15-25% DPS gap between 2-handers and 1-handers.

Add on top of that +dmg from your rings and amulets, and currently with internal tuning numbers (this may not be how we ship), but 1-handers + offhand out-DPS 2-handers almost all of the time. It takes a luckily rolled 2-hander to out-DPS most 1-hand + offhand setups if you can also spare some +dmg on your rings and amulets.

Finally, fast weapons are better at fishing for procs. Diablo has lots of very cool proc effects. Chance to gain Arcane power on critical hit. Chance to summon a fetish on spell cast passive on the Witchdoctor. Faster and more frequent casts means more opportunities to fish for procs.

Where does that leave us? Well currently for internal testing of Inferno mode, 1H+Orb is overwhelmingly better. You get more damage, better mobility, more stats, and more proc fishing. 2H gets you better Arcane Power efficiency. If anything I’m currently worried that 2H is too weak. The most likely solution on this front will be to reduce the amount of +dmg found on rings and amulets to reel in the damage advantage of 1H+Orb. However, the value of Arcane Power efficiency varies the more you have to run and move. If you’re running and moving constantly, then AP efficiency lets you drop big bombs like meteor and Hydra when you finally get to stand still. Since the amount of running and moving varies from situation to situation, I’m actually fairly happy with where things are.

On the topic of Disintegrate and Arcane Torrent, we’re actually currently considering a change to make them drain AP faster, to match the drain rate on all other skills. I haven’t decided yet whether it’s better for the game for the philosophy on AP to remain consistent across all skills, or if it’s cool that 2 skills break the rule. (Ray of Frost breaks it too BTW). I am currently leaning towards having it drain AP faster because although I absolutely LOVE having different skills for different builds, I also think that when it comes to your resource system, having some standardized themes is what makes it possible to design all the OTHER skills/systems that break those rules. For example, standardized “fast weapons drain AP faster” is also what let’s us do “Arcane power on Crit” that let’s you feel like you’re cheating with all the skills.

On a side note, I don’t think you actually get any potential DPS increase by being able to squeeze in an extra cast in between casts of meteor because the time of 4.8 seconds is the amount of time it takes to regenerate back the AP cost of Meteor, but it’s not like any additional AP just ‘disappeared”, you still have it. A 65 AP cost spell gives you a 35 AP buffer to pool over multiple casts. So let’s say that you figure out your theoretical breakpoint is “6.9 electrocutes in between every meteor” and you think you’re going to get an extra cast if you can get that to “7 electrocutes between every meteor”. That’s not really correct because 6.9 actually plays out as “Meteor // 6 Electrocutes”…. repeated 9 times followed by “Meteor-7 electrocutes”.

To be even more pedantic, (but I know you theorycrafting folks geek out on this stuff anyways), this has never actually come up as a balancing issue in any of our internal tests because a Wizard never stands still shooting long enough for this to ever actually matter. The truth is that you’re going to weave in other skills, or have to spend time moving, or whatever else long before anything in the previous paragraph matters.

-Wyatt

That certainly puts a stake into any number of “Wizards/WDs will use 2H weapons because damage” debates, eh? Hopefully we’ll get a beta patch with the new “spell damage from weapon damage” mechanic working so testers can get some hands on experience with this, to put some actual experimentation into this so far entirely-theoretical debate.
 
It's funny how that huge copy pasta doesn't actually answer his actual question which is *why* they made skill damage dependent on equipment damage, it just explains how it works. It's because without this mechanic, spell casters would have an unfair advantage over more equipment dependent classes.
 
I don't get the complaint. I found myself sitting atop a pile of bones after Jar of Souls and thinking that this game is beautiful.

Good art does a lot more than pushing polys.
 
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