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Regional FlagThe Immortal Words of Old School (Itemization) (Show MVP Posts)Source
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OldSchool
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#1 - 2012/11/10 08:47:00 AM
3/11 Update: Please move to my latest post here...
http://us.battle.net/d3/en/forum/topic/7004016367?page=19#375

Introduction:
For a real quick introduction; I consider myself a very passionate Diablo fan. To prove it, the best man’s speech at my wedding began by telling hundreds of people that I really like Diablo… The best part about being a Diablo fan is the fact that Blizzard continues to passionately support their games and listen to fan feedback, no matter how negative it is. I think this is the underlining reason that you are even here reading this forum post and I am even posting it. Though, I am an avid fan of this game, I do not shy away from critiquing it. Since the beginning, I have enjoyed the content but have been very aware of all the flaws we have encountered. Tonight I found it more entertaining to get drunk and right this post rather than play the game. I really hope I can get a +1 like post from you guys. Please do so, if you agree that the following details should be acknowledged by Blizzard or at least give me feedback on how you see it differently. I have been building this up for a long time and have done my best to condense it to an easy to read format.

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Index:
The Problem – (Optimal Item Stats)

The Solution – (Quick Summary)

Part 1 – (Linking Worthless Stats)
Part 2 – (Promoting Limited Stats)
Part 3 – (Expanding Main Stats)

(Conclusion) & (Similar Topic List)

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The Problem – Optimal Item Stats
Diablo 3 is a game where 100% of your characters customization comes from your gear. In order to improve your character you must stack a very constricted set of item stats. I call these and will refer to them as Optimal Item Stats.

Optimal Item Stats: The only stats worth striving for are:
(1) Crit, (2) Attack Speed (nerfed), and your characters (3) Primary Stat for Damage.
(1) All Res, (2) Armor, and (3) Vitality for Defense.
(1) Life on Hit and (2) Life Steal for Life Return or get it from a Heal Skill.

You can see Blizzard’s design philosophy here with a quote from Jay Wilson, The Game Director:

“There might be some optimal builds but we are interested in all the viable builds”

In my opinion, with the games current state, no build is viable or optimal anymore; the characters gear measures how optimal they are. This is not a bad thing but a shallow fundamental for this game. The more of these optimal item stats a player stacks the better the character is on the imaginary ladder. All other item stats, indirectly, will make your character weaker because these are areas where more optimal stats could be added. Currently, itemization is robotic and does not reward thought or creativity. The true quality of a character is completely based on this very linear progression. These stats have become more expensive on the auction house and have resulted in pushing players apart in terms of quality. It becomes a game where anyone, can switch to any build, at any time, and be better, based on this narrow itemization focus and zero commitment.

Optimal item stats have become required and destroyed what it means to be viable. Customization should be a way for your character to stand out from the crowd, not be measured against it. I think this will take away from the challenges of PVP when it comes out and emphasize the problem.

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Blue Poster
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#274 - 2013/02/28 02:20:00 AM
This is a great and constructive thread which brings up both a lot of good ideas and valid points. Items is a topic of conversation on a daily basis, we talk about where they are currently, where we want them to be, and how to get them there. Some of the future changes involve making item affixes that aren’t currently good into something that at least some players are really excited to see. A good example of this is Pickup Radius and Witch Doctors. Sure not everyone wants a lot of Pickup Radius on their gear but there are some specs of WD that love it and want as much as possible and we want to expand that idea further. Thorns is a good example of a stat that, at its core has potential, but in reality falls short. While we plan to improve thorns by allowing a players primary stat to increase its damage, we have other plans that help further embrace thorns for specific classes and specs.

Increasing the availability of skill specific affixes and school damage affixes is also something we plan on doing. They have the potential to open up more fun and varied character builds as well as simply giving players another way to improve abilities they enjoy. An example that has worked previously is Zombie Dogs and Sacrifice using Zombie Dog cooldown items, Wall of Zombies cooldown items with Pile On, and Hammer of Ancients with cost reduction items. We like that these builds exist and want to open up even more builds by virtue of expanding the availability of these affixes.

We want items to make you feel more powerful but more importantly we want players to feel like items can be game changers. We want players to find items and think to themselves “whoa I wanna try making a spec for this item” or “oh man I’m totally gonna level a Monk to use this thing”. Improving the overall feel of the Diablo item game is something that is incredibly important to us and is receiving a lot of attention from our development team because it's important to you all as well.