Hey i am new to the site but been a long time watcher from the shadows. Please forgive me if this has been answered in the past by some one else. My question is will D3 be like D1 or like D2 in game play. To be clear i am talking about the ablity to replay the same lvl in the game once you have beaten an area like you could in D2. I know this technicaly considered grinding but that was the way i found some of the best items in D2.
So simply put is it one run and done till you get to a harder difficulty setting?
If not, does that mean we are just subject to random luck of good drops and if we dont get them we are screwed like in Diablo 1?
i forget... are they creating cooldown periods for specific dungoens (or perks in them) in multiplayer? Im guessing not. :huh:
..or sticking with the accumulative decrease in magic find per kill over period of time?
I've asked this question on twitter a few times but I've never got an answer. I don't think they will be silly enough to not include that feature, as soo many people like to grind for awesome item drops.
Good that answers my question. As long as there is a way to go back through the lvls again and gain exp and items without having to go to a harder difficulty then i am happy.
Yea, from what we know it seems like you will have the option to grind, and monsters will respawn on levels when you make a new game like in D2, but that won't be the best option for getting gear and they don't want to encourage it.
Thoughts for food, did they change the stats that allows you to dodge or shield an attack? Did they change it into only direct hits? I remember reading up something on D3fan suggested the removal of certain character attributes function changes the way our basic defense mechanism works.
Is D3 now without any basic dodging, shield blocking stats at all? (I don't know the exact term for what these stats are.)
Defense, along with Vitality, are the only two defensive stats under the new system. Defense mitigates a percentage of damage received, and, afaik, doesn't correspond to blocking or dodging or stuff like that.
Defense, along with Vitality, are the only two defensive stats under the new system. Defense mitigates a percentage of damage received, and, afaik, doesn't correspond to blocking or dodging or stuff like that.
I see, so basically there will always be health cutting when an attack was sent to impact. Unless skills are involve. Or does Vitality do something agile in response?
Defense, along with Vitality, are the only two defensive stats under the new system. Defense mitigates a percentage of damage received, and, afaik, doesn't correspond to blocking or dodging or stuff like that.
I see, so basically there will always be health cutting when an attack was sent to impact. Unless skills are involve. Or does Vitality do something agile in response?
Well we know there are shields, so I would assume they can block. From pure descriptions of skills, it seems like there won't be dodge, but we don't know for sure. However, the Monk seems to have blinding skills that increase the opponent's chance to miss, so things like that could be something of a substitute for the lack of dodge. Basically it seems that (as far as we've been told) the previous percentage chances to dodge/miss have been put into the chance to miss so that theres not overlapping percentages that could lead to a dodge/miss/dodge/miss scenario as they operate separately.
Also, it should be noted that the damage system overall operates much differently than in D2. Its more based on constant damage as its harder to regain health because potions have been nerfed. So its not like in D2 where either you dodge, block, or the opponent/monster misses, or you take 3/4 of your hp in damage. Overall, it seems like they're trying to move away from percentages that make damage "spikey" for lack of a better word, and more towards having to wear down your opponents with skill combinations.
What it does is it completely destroys builds based on avoiding attacks. Everyone's a tank, so to speak.
How so? There will still be boss attacks that you have to avoid, and like I said theres still shields and skills that make miss chances. From what we know (which is honestly very little) it seems like you can make a Monk that is based around making the opponent miss, the DH can use a pistol crossbow with a shield, and dodge/miss chance skills would very easily fit in with the DH. Just because overall damage will be less bursty doesn't mean that there won't be plenty of ways to build a character thats all about avoiding damage as opposed to absorbing it. Obviously it could end up going either way as we learn more and more stuff about their damage system.
I would say a more accurate description is that everyone needs some degree of survivability, but that doesn't mean everyone has to be a tank.
Oh, and survivability should not be mostly limited to damage mitigation. Damage mitigation is boring, it means you have to get hit.
Yes, it shouldn't be, but I wouldn't say it would be bad if damage mitigation and health made up a good chunk of survivability while block, dodge, and miss make up the rest. I'm just saying that we don't know that dodge and the like won't be in the game. In his most recent battle.net post Bashiok mentioned avoidance as something thats introduced in skills, and obviously a quick character who avoids fits with the DH and Monk, so it would make sense that its an option, just maybe not through stats, but instead through traits and skills.
Some might say that a plain damage reduction is boring, but I'd say that it is a much better option than relying on luck, especially in PvP where luck should never be a factor.
Well if you're constatntly getting bash by cold enchanted attacks, you're just going to run with his odds until he finally freezes you and bash you some more.
Yes, escaping skills and all that sorts of good jazz will played in well.
Now without basic dodging bone structure at all? That sucks bad for builds.
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So simply put is it one run and done till you get to a harder difficulty setting?
If not, does that mean we are just subject to random luck of good drops and if we dont get them we are screwed like in Diablo 1?
..or sticking with the accumulative decrease in magic find per kill over period of time?
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Is D3 now without any basic dodging, shield blocking stats at all? (I don't know the exact term for what these stats are.)
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I see, so basically there will always be health cutting when an attack was sent to impact. Unless skills are involve. Or does Vitality do something agile in response?
Also, it should be noted that the damage system overall operates much differently than in D2. Its more based on constant damage as its harder to regain health because potions have been nerfed. So its not like in D2 where either you dodge, block, or the opponent/monster misses, or you take 3/4 of your hp in damage. Overall, it seems like they're trying to move away from percentages that make damage "spikey" for lack of a better word, and more towards having to wear down your opponents with skill combinations.
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In that case these builds won't even be in existence.
Meaning does that translate dodging into direct tanking, but more different end of an result.
Is it going to be reasonable at all? Or it's going to be a killer simplify end.
I would say a more accurate description is that everyone needs some degree of survivability, but that doesn't mean everyone has to be a tank.
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Had we learned there's already traits like that equiped into monk/demon hunter/WD?
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Yes, escaping skills and all that sorts of good jazz will played in well.
Now without basic dodging bone structure at all? That sucks bad for builds.