Farming items is obviously going to happen, what character is going to be the best at it? The wizard would be the best guess because of teleport. Moving around fast is a must so Demon Hunter could also be useful. Everyone made sorc's for that reason in D2 at least until enigma was released, then it was the rise of the hammerdin.
Do you think they will have items like enigma in D3?
Also is magic find going to be incorporated into items the same way as before, with a base percentage? Or a completely new system?
Given there won't be any runewords (since runes are now attached to skills), i doubt we'll have items that grant skills from other classes. All classes have mobility skills, though, so it should be more of "who kills bosses faster" rather than "who gets to the bosses the quickest".
As for the stat itself there's going to be shrines that give a +%
Given there won't be any runewords (since runes are now attached to skills), i doubt we'll have items that grant skills from other classes. All classes have mobility skills, though, so it should be more of "who kills bosses faster" rather than "who gets to the bosses the quickest".
Yup. I'm about 99% certain they've confirmed that oskill-type items won't be returning in D3, but I'm not motivated enough to find the quote. On the point of all classes having mobility skills, the Wizard's teleport won't be spammable like the Sorc's was either.
Given there won't be any runewords (since runes are now attached to skills), i doubt we'll have items that grant skills from other classes. All classes have mobility skills, though, so it should be more of "who kills bosses faster" rather than "who gets to the bosses the quickest".
Yup. I'm about 99% certain they've confirmed that oskill-type items won't be returning in D3, but I'm not motivated enough to find the quote. On the point of all classes having mobility skills, the Wizard's teleport won't be spammable like the Sorc's was either.
I'm 100% certain they've confirmed there will be no items that grant other classes skills, at least in the release version. I also don't really feel like putting in the effort at the moment, since I remember it only being mentioned once, and in a text format, I clearly remember it though. On that topic they also said that those items in D2 were just a way to spice up the game after so long, an that they will not be making an appearance in the release version, though they aren't ruled out as an expansion feature though they hope, and are confident they will find a better way to spice things up in an expansion than granted skills across classes. Ring a bell? :tongue:
They've also mention cool down times on Teleport, alongside other movement skills as you said. Also, tjnichs24 keep in mind every class has a movement skill now, I'd bet they're all pretty even to each other in terms or travel distance and time. the WD has shadow walk, the DH has that cartwheel one which the name slips my mind, Barb has leap, I'm not sure we've seen the Monks yet. So in terms of travel time I'd bet the classes will be rather even.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
Well...oskills are a problem for a wide variety of reasons. Really they were introduced to combat poor skill design/balancing (i.e. Teleport being overpowered). So presumably, they shouldn't even be necessary. I expect we probably won't be seeing "on equip" skills either (like the various aura-granting items in D2), but who knows. Those were at least cooler than oskills, and they could do a lot of neat things with them (unique "skills" that none of the classes have, for example).
I expect we probably won't be seeing "on equip" skills either (like the various aura-granting items in D2), but who knows.
Getting a few uniques that grant some sort of auras we knew from previous games might be cool. But they shouldn't be skills from other classes, that's certain. I share your doubts about it actually happening, though.
Getting a few uniques that grant some sort of auras we knew from previous games might be cool. But they shouldn't be skills from other classes, that's certain. I share your doubts about it actually happening, though.
Yeah, I think the mechanic is pretty cool and fun, but it's the same as oskills in that it really just fixes D2's brokenness, which won't be a problem in D3. What I do think we could see is some kind of Chance-to-Cast with unique skills on top-end items, but definitely not any persistent state kind of thing, like auras. What better way to show off your e-peen than to throw down some spell that no one else can cast while you're wailing away on monsters?!
No +oskills is great news because that will at least keep everyone having the same goddamn items. I mean Enigma was a thing that every class was wearing except maybe the sorces. Sure there will be an armor that is the best thing in the world for Monk, best thing for DH etc. but at least it will be differentiated by class and not something universally accepted as the best thing for everyone. That will put less pressure on people to get the best items because whatever the bonuses are, if you can teleport you get the edge both on PvE runs and PvP. As for magic find, I hope there will be no items that increase it. Maybe some quest that will on completion permanently increase your MF or just temporarily (like 10 minutes or so) like a shrine, but I hated that I had to chose between a strictly better item armor- and resistance-wise and an item that gave me 29% MF. Tore my heart out every time.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
The trend on Blizzard's part has been to approach D3 with a scalpel and to excise all of the outdated mechanics that make the game somewhat... how to put this... not cheesy, but a bit dated. People would have MF characters and then characters they would max out on. For Blizzard, a character created just to find gear for other characters doesn't make sense. This is also why they took out potion spamming, loot stealing, etc...
While these were parts of the game that many people enjoyed because of simply evolving with how D2 was created, it's time for a change. Magic Find will be more of an inherent trait than something on gear. It perhaps might appear ON gear, but I don't think it will be a case of taking a MF piece over a piece that would otherwise make your character stronger. It may just be that MF will be on some higher level gear that also happens to be strongest for your class. But I think the inherent trait mechanism works better. MF should be something your character has, not something he wears.
The trend on Blizzard's part has been to approach D3 with a scalpel and to excise all of the outdated mechanics that make the game somewhat... how to put this... not cheesy, but a bit dated. People would have MF characters and then characters they would max out on. For Blizzard, a character created just to find gear for other characters doesn't make sense. This is also why they took out potion spamming, loot stealing, etc...
While these were parts of the game that many people enjoyed because of simply evolving with how D2 was created, it's time for a change. Magic Find will be more of an inherent trait than something on gear. It perhaps might appear ON gear, but I don't think it will be a case of taking a MF piece over a piece that would otherwise make your character stronger. It may just be that MF will be on some higher level gear that also happens to be strongest for your class. But I think the inherent trait mechanism works better. MF should be something your character has, not something he wears.
Your absolutely right. I wouldn't mind seeing a trait you could spend points in to make your MF higher. Sure it's an easy way to raise it, but you're not sacrificing gear. However, you are sacrificing trait points towards it - points that could otherwise make your character stronger in a different way.
I think magic find might be less useful in D3 and gold find more important.
I think the drop rates will be a little better in D3 for the uniques and sets(if it is in the game). I do think the best gears are likely going to be made by the Artisan. Either the whole item is made there or modifications are made there to existing items. This would be one of the things that will make gold useful.
We have heard from Blizzard that they want Gold to be more important in D3.
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On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
Since teleport has been so severely nerfed, no, I don't believe that to be a decent ground for saying the Wizard will be the best class for MFing. It will likely be some class that I hate, like the Monk. Just like the Paladin owns at PvM and MFing because of hammers.
I'm pretty certain that's going to happen just because they like to screw with me, personally.
I almost wish that they don't add MF to D3. I didn't like the idea of having to stack as much MF as you can, to go kill a boss over and over and over. It kind of ruined the game in my opinion. Just, put in a set drop rate, and let the players do it the old fashion way...
I think magic find might be less useful in D3 and gold find more important.
I think the drop rates will be a little better in D3 for the uniques and sets(if it is in the game). I do think the best gears are likely going to be made by the Artisan. Either the whole item is made there or modifications are made there to existing items. This would be one of the things that will make gold useful.
We have heard from Blizzard that they want Gold to be more important in D3.
Imo magic and gold find must make part of the same mod. Allways.
Basically because:
- In video gamea like Diablo, when you kill a monster you genenrate items and gold at the same time.
- So whenever the item supply in the economy increase, the currency supply will also increase. So whenever someone farm a item for trade, he also farmed means for the trade. This helps for the price stabilization game.
- This little theory was used as explanion of why in Lineage 2 people botted like hell but the prices was very stable. Basically because when they botted they droped tons of items and traded then, decreasing it's price at the same time the dropped gold increased it, balancing things out a little.
By increasing the drop rates of gold without increasing the drop rates of items, the prices will problably increase, hurting the players that don't farm gold that often.
About what class will be the strongest for MF:
- I'm not certain that skip content like people did in D2 will be possible. Teleport delay, specil challenges that only ends after you finish it, etc... I don't think blizz will pass all this time design special random encounters and events just to be ignored by the players that want to play in the most efficient way.
- I think there will be no big differences basicaly because you will actually have to play the dungeon. And in the dungeon you will face many kind of different challenges. Since every build have strength and weakness, the variety of random challenges will problably hurt one of your weak points, slowing you down.
Idealy all character should have the potential to build into magic finding unit.
Jay Wilson said D2 character had the tendency to take more expendable term when look into individual value.
I don't hate the old ways, frankly making character that acts as tool men are fun to me (mules/MF babe).
But why not, now this feature had been identify as something Jay want to fix with, maybe I don't need to worry about the new magic find unit being characters that will likely makes me want to kill myself. As in the monk.
I liked creating MF characters but I'm a rarity who likes to earn my rewards through share aggression of play.
MF was always a % number which would increase the standard fix drop rate of the item, so I don't see a reason not to have it in the game if you are still going to stick with standard fix drop rates on items (unknown but most probable).
Standard Fix Drop Rate = 1% Chance to Drop, 2% Chance to Drop (Not it drops from this Mob).
I do hope however that we aren't stuck in a MF babe (MF-zon, MF-sorc, MF-sin) situation however. Something that bugged me about D2 was that I couldn't really create truly good MF characters out of Druid, Barb, Nerco, Pally, it was doable but you sacrificed a lot of stuff with these classes to achieve it (too much to be worthwhile).
So it isn't really that they need to "remove" MF from the game but "fix" MF so that it works as a universal mechanic that all classes can use equally, giving every player the to ability to have MF on their characters on choice.
I like to make builds that creates behavioral professional unit. Since there're skills that copes mass killings better. Naturally there will be builds that focus on traits that does mass killing. Notice I'm not mentioning swappable rune system, because even if runes do swap, trait doesn't manage that way. Traits are ummovable, and they're a huge skull of parts for character construct.
I cannot believe I will say this. But a fair world doesn't seem like a good world for Diablo. D3 dev team pointeded out D2's pvp was fun because it wasn't fair. People get good gears that makes a build mean, so they can jump people and makes them start running for corpses everywhere. This somehow lined up for me about the feeling of making a MF character.
Well of course I'll make male MF character, I'm not too crazy about spending time walking around as a female character.
I like the randomness that makes the game more consistingly in being interesting, or simply different always in gameplaywise.
But I'm picturing catching for globes for treasurefind, and killings? Kind of makes a little game out of it, too much different globes dropping everywhere just looks silly to me.
This function if appears in another form it will be a whole different story.
Do you think they will have items like enigma in D3?
Also is magic find going to be incorporated into items the same way as before, with a base percentage? Or a completely new system?
~~Curious to see your opinions!
As for the stat itself there's going to be shrines that give a +%
Yup. I'm about 99% certain they've confirmed that oskill-type items won't be returning in D3, but I'm not motivated enough to find the quote. On the point of all classes having mobility skills, the Wizard's teleport won't be spammable like the Sorc's was either.
I'm 100% certain they've confirmed there will be no items that grant other classes skills, at least in the release version. I also don't really feel like putting in the effort at the moment, since I remember it only being mentioned once, and in a text format, I clearly remember it though. On that topic they also said that those items in D2 were just a way to spice up the game after so long, an that they will not be making an appearance in the release version, though they aren't ruled out as an expansion feature though they hope, and are confident they will find a better way to spice things up in an expansion than granted skills across classes. Ring a bell? :tongue:
They've also mention cool down times on Teleport, alongside other movement skills as you said. Also, tjnichs24 keep in mind every class has a movement skill now, I'd bet they're all pretty even to each other in terms or travel distance and time. the WD has shadow walk, the DH has that cartwheel one which the name slips my mind, Barb has leap, I'm not sure we've seen the Monks yet. So in terms of travel time I'd bet the classes will be rather even.
Vault.
Getting a few uniques that grant some sort of auras we knew from previous games might be cool. But they shouldn't be skills from other classes, that's certain. I share your doubts about it actually happening, though.
Yeah, I think the mechanic is pretty cool and fun, but it's the same as oskills in that it really just fixes D2's brokenness, which won't be a problem in D3. What I do think we could see is some kind of Chance-to-Cast with unique skills on top-end items, but definitely not any persistent state kind of thing, like auras. What better way to show off your e-peen than to throw down some spell that no one else can cast while you're wailing away on monsters?!
Yeah...I noticed that too. :tongue:
While these were parts of the game that many people enjoyed because of simply evolving with how D2 was created, it's time for a change. Magic Find will be more of an inherent trait than something on gear. It perhaps might appear ON gear, but I don't think it will be a case of taking a MF piece over a piece that would otherwise make your character stronger. It may just be that MF will be on some higher level gear that also happens to be strongest for your class. But I think the inherent trait mechanism works better. MF should be something your character has, not something he wears.
Your absolutely right. I wouldn't mind seeing a trait you could spend points in to make your MF higher. Sure it's an easy way to raise it, but you're not sacrificing gear. However, you are sacrificing trait points towards it - points that could otherwise make your character stronger in a different way.
I think the drop rates will be a little better in D3 for the uniques and sets(if it is in the game). I do think the best gears are likely going to be made by the Artisan. Either the whole item is made there or modifications are made there to existing items. This would be one of the things that will make gold useful.
We have heard from Blizzard that they want Gold to be more important in D3.
I'm pretty certain that's going to happen just because they like to screw with me, personally.
Imo magic and gold find must make part of the same mod. Allways.
Basically because:
- In video gamea like Diablo, when you kill a monster you genenrate items and gold at the same time.
- So whenever the item supply in the economy increase, the currency supply will also increase. So whenever someone farm a item for trade, he also farmed means for the trade. This helps for the price stabilization game.
- This little theory was used as explanion of why in Lineage 2 people botted like hell but the prices was very stable. Basically because when they botted they droped tons of items and traded then, decreasing it's price at the same time the dropped gold increased it, balancing things out a little.
By increasing the drop rates of gold without increasing the drop rates of items, the prices will problably increase, hurting the players that don't farm gold that often.
About what class will be the strongest for MF:
- I'm not certain that skip content like people did in D2 will be possible. Teleport delay, specil challenges that only ends after you finish it, etc... I don't think blizz will pass all this time design special random encounters and events just to be ignored by the players that want to play in the most efficient way.
- I think there will be no big differences basicaly because you will actually have to play the dungeon. And in the dungeon you will face many kind of different challenges. Since every build have strength and weakness, the variety of random challenges will problably hurt one of your weak points, slowing you down.
Jay Wilson said D2 character had the tendency to take more expendable term when look into individual value.
I don't hate the old ways, frankly making character that acts as tool men are fun to me (mules/MF babe).
But why not, now this feature had been identify as something Jay want to fix with, maybe I don't need to worry about the new magic find unit being characters that will likely makes me want to kill myself. As in the monk.
MF was always a % number which would increase the standard fix drop rate of the item, so I don't see a reason not to have it in the game if you are still going to stick with standard fix drop rates on items (unknown but most probable).
Standard Fix Drop Rate = 1% Chance to Drop, 2% Chance to Drop (Not it drops from this Mob).
I do hope however that we aren't stuck in a MF babe (MF-zon, MF-sorc, MF-sin) situation however. Something that bugged me about D2 was that I couldn't really create truly good MF characters out of Druid, Barb, Nerco, Pally, it was doable but you sacrificed a lot of stuff with these classes to achieve it (too much to be worthwhile).
So it isn't really that they need to "remove" MF from the game but "fix" MF so that it works as a universal mechanic that all classes can use equally, giving every player the to ability to have MF on their characters on choice.
That will be an angry facter.
I cannot believe I will say this. But a fair world doesn't seem like a good world for Diablo. D3 dev team pointeded out D2's pvp was fun because it wasn't fair. People get good gears that makes a build mean, so they can jump people and makes them start running for corpses everywhere. This somehow lined up for me about the feeling of making a MF character.
Well of course I'll make male MF character, I'm not too crazy about spending time walking around as a female character.
But I'm picturing catching for globes for treasurefind, and killings? Kind of makes a little game out of it, too much different globes dropping everywhere just looks silly to me.
This function if appears in another form it will be a whole different story.
But MF is still kind of a mystery.
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿