I'm aware that the changes are not final, and that there are more items to be added, but for now, looking at what was presented to us, I feel that there should be more follower's items. More items of the same level with different (perhaps random) effects. Not much was given to wok with, so maybe it works just like what I described.
Socketing rings and amulets? That's one of the things that I missed in D2. Rings and amulets are basically jewelry and adding more jewels into them was logical... I hope we'll have this in the final release.
Scrolls are all good in my opinion. Scroll of Companion is weird, and I don't know if I'll use them. They could be useful, though... Scroll of Reforging is a nice addition. I'm not sure if they could be used on Rare, Legendary or Set item, but I hope they can.
I like the jewel designs, although it's not news, I just don't like the socketing bonuses. They have different a bonus only on helms, and not very good ones either. Using an extremely rare jewel for a +xp bonus on a Level 60 character is just not something that I would do. Neither would I waste such on +gold, or +magic find. If I have perfect gear, I don't want magic find on them... OK, I'm aware of AH sales, but I don't want to grind gear just so I can sell it, I want to find it so I can keep it. I hope they change it on the final release.
Unattuned Runes are good too. I can see their AH price being low, and me just mass buying them! Looking through the skill calculator, there are some skills that I would use in builds, in which I don't have a higher preference for any of the 5 Runes, as all of their effects are good for the job. Also, I guess they will be the only Tier 7 Runes that will be available to Gold AH.
Now for the biggest change to the game... the +%weapon damage change.
In D2, I loved the caster type characters, as they didn't depend so much on their weapon to deliver damage. If I died and had to get my corpse, I didn't have much problems as all of my skills stayed useful even without the gear. Now, that casters depend on their weapon... I don't know... Maybe WD can benefit from this, but I don't want to see Wizards going all Barbarian, or holding Two-Handed Maces and Swords (except for in specifically made builds for that).
In D2, I loved the caster type characters, as they didn't depend so much on their weapon to deliver damage. If I died and had to get my corpse, I didn't have much problems as all of my skills stayed useful even without the gear.
Yes, and for this very reason it was much easier to build a caster than a melee character, the weapons did not matter that much for damage. This resulted in casters being overpowered. I think the new change is a good call from Blizz.
Yes, and for this very reason it was much easier to build a caster than a melee character, the weapons did not matter that much for damage. This resulted in casters being overpowered. I think the new change is a good call from Blizz.
Actually, I'm pretty certain they said the fixed damage skills were falling behind in comparison with the skills based off %-of-weapon-damage ones. So if anything, casters were underpowered in the current version.
Right now, I feel the change might have been a bit knee-jerked, and I really don't like reading that Meteor does 450% damage based of my weapon (that just doesn't make sense at all, unlike Whirlwind for instance), but who knows. It's one of those things we'll have to just sit and wait =(
+experience level 14 gems are just dumb. Seriously by the time you can even get a level 14 ruby you'd probably have at least 3 characters already at level 60 anyway.
I expect more from Gems and the Jewler Mystic than we see in this reveal. There is no way an entire Artisan is only going to be used for Making the next teir of Gems and un-socketing items. I expect to see more / different gem types and some craftable Rings and Amulets.
EDIT** I wouldn't say level 14 Gems are dumb, some one like me that hopes Blizzard ups the Character Limit and plans on having ALOT of characters would love to pimp out some gear with those and blast through the game. However, it does seem odd that it is one of the only 3 gem types.. which again points to this list not being complete.
Actually, the weapon damage change goes both ways in a sense. Static damage has certain moves like Urn of spiders, the Monk's Decoy, and Fan of Knives do very Sub-par damage. On the other hand, the wizard does incredible damage which attributes to the scaling of Magic Missile and most importantly, Electrocute.
Actually, I'm pretty certain they said the fixed damage skills were falling behind in comparison with the skills based off %-of-weapon-damage ones. So if anything, casters were underpowered in the current version.
In my post I meant how it was in D2. In the beta yet, casters are currently underpowered with skills depending on skill level only.
+experience level 14 gems are just dumb. Seriously by the time you can even get a level 14 ruby you'd probably have at least 3 characters already at level 60 anyway.
Not necessarily. You have to understand, a tier 10 gem already supplies you with 80% of the maximum benefit and will be alot easier to obtain.
You need 243 tier 10 gems to create just one single tier 14. So you get 243 gems with 80% of the benefit (which is enough to max out your whole equipment on 10 heroes) or 1 with 100%. Tier 14 is a complete luxury and it won't be game changing.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Not necessarily. You have to understand, a tier 10 gem already supplies you with 80% of the maximum benefit and will be alot easier to obtain.
You need 243 tier 10 gems to create just one single tier 14. So you get 243 gems with 80% of the benefit (which is enough to max out your whole equipment on 10 heroes) or 1 with 100%. Tier 14 is a complete luxury and it won't be game changing.
Which is exactly why I said level 14 ruby's are dumb because you're going to waste your time obtaining them. I know the +exp is only for helms but still it's pretty stupid, level 14 gems should provide a completely different or additonal property to give you something to strive for to obatain them.
When you're level 60 and in inferno, you might sing a different tune. Every upgrade from Lvl 1 to 13 in beta is a "slight" improvement and yet we see how much of a difference it makes. Why would this be any different in Inferno?
You're discussing how lvl 14 gems are only marginally better than a lvl 10 gem. But we see people switching armor pieces because it gives of 1 additional point of armor. 1 lvl 14 gem might not make too much of a difference but if you have 6 lvl 10 gems that could be upgraded to level 14, I think that would make a huge difference.
Plus this is diablo, and who are you kidding. If you're still playing when you have access to Inferno, you'll most likely keep playing till you get all the Runes and Max Gems and etc that you want.
Not necessarily. You have to understand, a tier 10 gem already supplies you with 80% of the maximum benefit and will be alot easier to obtain.
You need 243 tier 10 gems to create just one single tier 14. So you get 243 gems with 80% of the benefit (which is enough to max out your whole equipment on 10 heroes) or 1 with 100%. Tier 14 is a complete luxury and it won't be game changing.
Which is exactly why I said level 14 ruby's are dumb because you're going to waste your time obtaining them. I know the +exp is only for helms but still it's pretty stupid, level 14 gems should provide a completely different or additonal property to give you something to strive for to obatain them.
No, wrong, sorry.
The lvl 14 gems are there for the MIN/MAXERS and they're perfect the way they are. Yeah lvl 10 gems might give 80% of the bonus, the hardcore players will be going after the 100% in perfect items, thats what Diablo is all about for those hardcore fans. We min/max our shit, if it was easy to get the best gear, we would finish with the game so fast and move on.
No problems.
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"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
When you're level 60 and in inferno, you might sing a different tune. Every upgrade from Lvl 1 to 13 in beta is a "slight" improvement and yet we see how much of a difference it makes. Why would this be any different in Inferno?
You're discussing how lvl 14 gems are only marginally better than a lvl 10 gem. But we see people switching armor pieces because it gives of 1 additional point of armor. 1 lvl 14 gem might not make too much of a difference but if you have 6 lvl 10 gems that could be upgraded to level 14, I think that would make a huge difference.
Plus this is diablo, and who are you kidding. If you're still playing when you have access to Inferno, you'll most likely keep playing till you get all the Runes and Max Gems and etc that you want.
(We are rats and diablo 3 is the ultimate cheese)
No, they're talking about the lvl 14 Ruby, which when applied to helms gives you like +20% exp points per kill, which, no matter what scenario, will NEVER be useful if you're level 60 (unless they change the max level). And the speculation is that by the time you get a lvl 14 gem, you're probably maxed level yourself already or almost there.
Of course, you can give them to your lower level/new characters.
You do realize that the +20% xp bonus is only if you socket it into a helm right? If you put it into a Shield/Chest/weapon etc it give you +100 Attack.
So all you have to do is not socket it into a helm. Problem solved and I think +100 attack is pretty awesome. Of course I've not played Inferno so what do I know.
Wait, so all spells and abilities are based on weapon damage now? I mean, sure I can see why they did it, but it just doesn't sit right with me...Let's look at an example:
"I'll crush you with this mighty meteor, summoned from the sky!!"
"...oh wait, I forgot I had this dagger equipped"
*Meteor does 25 dmg*
*Zombie lives to see another day*
Is my example exaggerated? You bet! But still, I feel like it's taking the caster-classes in a wrong direction. I've always loved casters because you could essentially run around butt-naked and still be able to throw down chilling blizzards or waves of lightning and actually kill stuff - you wouldn't be as effective, but you'd feel pretty powerful.
Casters aren't supposed to be JUST as dependent on their weapon as melee-classes are, it completely goes against the caster archetype.
The %weapon damage across the entire skill board feels...lazy or rushed. Why not introduce actual + skills stats/dmg to items? I'd love to see a pair of bracers giving +dmg to all WD's 'vermin' attacks or physical real in general. The items introduced (especially the legendaries), seem somewhat sterile compared to the item database in Diablo II. Throwing in attributes that affect skills or skill-genres directly could fix the problem, with some skills not scaling, WITHOUT focusing all the attention on the weapon. Let more or all items share the load, so to speak.
@CurseYouAll
I can sympathize with the idea of 'some' casters having an unfair advantages in Diablo II, recovering your body being the most obvious one. But seeing as that isn't relevant anymore, it doesn't really justify the skill changes.
It should definitely be changed. You shouldn't need a good weapon to summon a good pet or call forth the forces of nature, unless your weapon is some kind of a wand or similar equipment to "help you channel" that spell etc. Stuff like low damage weapons with:
+ Skill
+ Type of Skill (Mastery)
+ School of Skill (Skill Tree)
+ Spell Damage
+ Cast Rate
+ Spell Crit Rate
+ Spell Crit Damage
+ Resource Regen
+ Max Resource
are what I would expect a caster to use, as opposed to high DPS of just high max damage.
I'm aware that the changes are not final, and that there are more items to be added, but for now, looking at what was presented to us, I feel that there should be more follower's items. More items of the same level with different (perhaps random) effects. Not much was given to wok with, so maybe it works just like what I described.
Socketing rings and amulets? That's one of the things that I missed in D2. Rings and amulets are basically jewelry and adding more jewels into them was logical... I hope we'll have this in the final release.
Scrolls are all good in my opinion. Scroll of Companion is weird, and I don't know if I'll use them. They could be useful, though... Scroll of Reforging is a nice addition. I'm not sure if they could be used on Rare, Legendary or Set item, but I hope they can.
I like the jewel designs, although it's not news, I just don't like the socketing bonuses. They have different a bonus only on helms, and not very good ones either. Using an extremely rare jewel for a +xp bonus on a Level 60 character is just not something that I would do. Neither would I waste such on +gold, or +magic find. If I have perfect gear, I don't want magic find on them... OK, I'm aware of AH sales, but I don't want to grind gear just so I can sell it, I want to find it so I can keep it. I hope they change it on the final release.
Unattuned Runes are good too. I can see their AH price being low, and me just mass buying them! Looking through the skill calculator, there are some skills that I would use in builds, in which I don't have a higher preference for any of the 5 Runes, as all of their effects are good for the job. Also, I guess they will be the only Tier 7 Runes that will be available to Gold AH.
Now for the biggest change to the game... the +%weapon damage change.
In D2, I loved the caster type characters, as they didn't depend so much on their weapon to deliver damage. If I died and had to get my corpse, I didn't have much problems as all of my skills stayed useful even without the gear. Now, that casters depend on their weapon... I don't know... Maybe WD can benefit from this, but I don't want to see Wizards going all Barbarian, or holding Two-Handed Maces and Swords (except for in specifically made builds for that).
Yes, and for this very reason it was much easier to build a caster than a melee character, the weapons did not matter that much for damage. This resulted in casters being overpowered. I think the new change is a good call from Blizz.
Right now, I feel the change might have been a bit knee-jerked, and I really don't like reading that Meteor does 450% damage based of my weapon (that just doesn't make sense at all, unlike Whirlwind for instance), but who knows. It's one of those things we'll have to just sit and wait =(
EDIT** I wouldn't say level 14 Gems are dumb, some one like me that hopes Blizzard ups the Character Limit and plans on having ALOT of characters would love to pimp out some gear with those and blast through the game. However, it does seem odd that it is one of the only 3 gem types.. which again points to this list not being complete.
In my post I meant how it was in D2. In the beta yet, casters are currently underpowered with skills depending on skill level only.
Not necessarily. You have to understand, a tier 10 gem already supplies you with 80% of the maximum benefit and will be alot easier to obtain.
You need 243 tier 10 gems to create just one single tier 14. So you get 243 gems with 80% of the benefit (which is enough to max out your whole equipment on 10 heroes) or 1 with 100%. Tier 14 is a complete luxury and it won't be game changing.
Which is exactly why I said level 14 ruby's are dumb because you're going to waste your time obtaining them. I know the +exp is only for helms but still it's pretty stupid, level 14 gems should provide a completely different or additonal property to give you something to strive for to obatain them.
You're discussing how lvl 14 gems are only marginally better than a lvl 10 gem. But we see people switching armor pieces because it gives of 1 additional point of armor. 1 lvl 14 gem might not make too much of a difference but if you have 6 lvl 10 gems that could be upgraded to level 14, I think that would make a huge difference.
Plus this is diablo, and who are you kidding. If you're still playing when you have access to Inferno, you'll most likely keep playing till you get all the Runes and Max Gems and etc that you want.
(We are rats and diablo 3 is the ultimate cheese)
No, wrong, sorry.
The lvl 14 gems are there for the MIN/MAXERS and they're perfect the way they are. Yeah lvl 10 gems might give 80% of the bonus, the hardcore players will be going after the 100% in perfect items, thats what Diablo is all about for those hardcore fans. We min/max our shit, if it was easy to get the best gear, we would finish with the game so fast and move on.
No problems.
for he to-day that sheds his blood with me
shall be my brother..."
No, they're talking about the lvl 14 Ruby, which when applied to helms gives you like +20% exp points per kill, which, no matter what scenario, will NEVER be useful if you're level 60 (unless they change the max level). And the speculation is that by the time you get a lvl 14 gem, you're probably maxed level yourself already or almost there.
Of course, you can give them to your lower level/new characters.
So all you have to do is not socket it into a helm. Problem solved and I think +100 attack is pretty awesome. Of course I've not played Inferno so what do I know.
"I'll crush you with this mighty meteor, summoned from the sky!!"
"...oh wait, I forgot I had this dagger equipped"
*Meteor does 25 dmg*
*Zombie lives to see another day*
Is my example exaggerated? You bet! But still, I feel like it's taking the caster-classes in a wrong direction. I've always loved casters because you could essentially run around butt-naked and still be able to throw down chilling blizzards or waves of lightning and actually kill stuff - you wouldn't be as effective, but you'd feel pretty powerful.
Casters aren't supposed to be JUST as dependent on their weapon as melee-classes are, it completely goes against the caster archetype.
The %weapon damage across the entire skill board feels...lazy or rushed. Why not introduce actual + skills stats/dmg to items? I'd love to see a pair of bracers giving +dmg to all WD's 'vermin' attacks or physical real in general. The items introduced (especially the legendaries), seem somewhat sterile compared to the item database in Diablo II. Throwing in attributes that affect skills or skill-genres directly could fix the problem, with some skills not scaling, WITHOUT focusing all the attention on the weapon. Let more or all items share the load, so to speak.
@CurseYouAll
I can sympathize with the idea of 'some' casters having an unfair advantages in Diablo II, recovering your body being the most obvious one. But seeing as that isn't relevant anymore, it doesn't really justify the skill changes.
+ Skill
+ Type of Skill (Mastery)
+ School of Skill (Skill Tree)
+ Spell Damage
+ Cast Rate
+ Spell Crit Rate
+ Spell Crit Damage
+ Resource Regen
+ Max Resource
are what I would expect a caster to use, as opposed to high DPS of just high max damage.