A couple of weeks ago, right after Beta Patch 13 went live our DiabloNut Diablo 3 Database datamined a huge list of new item modifiers, which seemed to show +skill type bonuses to every skill in the game. It wasn’t clear if those were an old feature just added to the beta build or a new feature being tested out, and there was no telling if they’d actually be active in the game at any point. Queries to Bashiok and the other US CMs went in vain, but now, thanks to the Italian B.net forums, we know that these items are in the game, and should be a huge feature on higher difficulty levels.
Thanks to Lomion for sending the news and the translations of the forum replies by GM Xarishflar.
Quotes:
In the final version of the game you will have a wide array of personalization choices; there will be affix and legendary items that will modify the effect of your character abilities. Of course, these high level items are not present in the beta version, but they are to be found in the advanced levels of the game.
…Yeah, they are somewhat replacing the old runes. Developers wanted to give players an additional chance to customize character skills, as an alternative to the recently removed rune quality levels.
…Yes, they are probably going to be equitable items. At the moment we can’t share more precise information with you; the game is still in beta, some things could be revised and modified before release.
This is awesome news, for those of us concerned by the repeated removals of character individualization/customization over the course of Diablo III’s development. It also seems like a great news for the whole “creating an identity for each character” issue; freespecs are easily done, but if you’ve got some gear that boosts skills X and Y, you’re more likely to find ways to use those powered up skills in all situations, rather than switching to different skills for every new encounter.
I do wonder how the item bonuses actually work, though. After all… there aren’t any skill points anymore, so it’s not like an axe can just have +2 to Frenzy. It’s not clear from the syntax of the item mods as seen via the datamining. Lots of skills don’t do damage, after all, so how can the same modifiers add to damage, or duration, or the amount of buff or debuffs, etc?
Did the developers leave something akin skill levels in the game code, invisible to the player, but there to be modified by +skill gear or by say, skill shrines, should those return to the game at some point?
Thanks for this interesting information! I am really happy to hear that this is going to be in the game, and I'm excited to see how it will be implemented. Thanks again!
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
I do wonder how the item bonuses actually work, though. After all… there aren’t any skill points anymore, so it’s not like an axe can just have +2 to Frenzy. It’s not clear from the syntax of the item mods as seen via the datamining. Lots of skills don’t do damage, after all, so how can the same modifiers add to damage, or duration, or the amount of buff or debuffs, etc?
The mods aren't really "+skills" in the traditional sense. Instead, they are more like normal affixes that only apply to a specific skill. These are the possible bonuses right now:
Power_Cooldown_Reduction: "Reduces cooldown of [Skill] by X seconds." (currently only Zombie Dogs)
Power_Crit_Percent_Bonus: "Increases critical hit chance of [Skill] by X%."
Power_Damage_Percent_Bonus: "Increases [Skill] damage by X%."
Power_Duration_Increase: "Increases duration of [Skill] by X seconds." (currently only Corpse Spiders and Blizzard)
Power_Resource_Reduction: "Reduces resource cost of [Skill] by X [Resource]."
Currently I think there are only bonuses for about half of the skills and each skill that has a bonus has only one of these types available to it.
Power_Cooldown_Reduction: "Reduces cooldown of [Skill] by X seconds." (currently only Zombie Dogs)
Power_Crit_Percent_Bonus: "Increases critical hit chance of [Skill] by X%."
Power_Damage_Percent_Bonus: "Increases [Skill] damage by X%."
Power_Duration_Increase: "Increases duration of [Skill] by X seconds." (currently only Corpse Spiders and Blizzard)
Power_Resource_Reduction: "Reduces resource cost of [Skill] by X [Resource]."
This is great new information! I had heard about "+skills" but was waiting to see more specific information on what they would do. This type of skill customization is really quite awesome, as its potential goes much beyond that of a simple advancement in a tiered (level-based) aspect.
For now I am sure there will be one bonus / skill. but eventually you could potentially see 2,3, or higher different affixes for the same skill. Each focusing on increasing something about it.
For a fun example: Bash-
Of bruising - +5% damage
Of walloping - +10% knockback
Of welt making - +X%(effect) from skill rune
Of pummeling - +2 Fury
Of... you get the point.
It's a good way to see the customization system go, what with planned expansions.
I hope that this just applies to skills in general and not a specific runed skill. That would take away a lot of customization.
There are like 113 skills in the game, each with 5 runes, which means there are 565 skill/rune combos! That is way way too many affixes.
So, I think its pretty safe to assume that they wont include gear with buffs to each runeskills. In fact, it seems likely that they won't even include every skill, 113 is still quite daunting.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
this is good.... and bad. a BIG negative in my opinion is if the random +skill appears on legendaries, its going to make finding the item you want to near impossible lengths. First theres finding the item, which in itself will be a great feat. then you have to roll high stats on it, which is random, then you have to roll the exact bonus in the random category field.
i dont remember the exact number but if im understanding this right the stat will increase the bonus from skill runes. so take all the skills and all each skills runes, and toss ALL of those in random property list? its going to be a nightmare. maybe if the affix is only 'increases the effects of all skill runes of skill X by 20%' or something of the like, that would be slightly less hectic. but even still, thats a lot of skill possibilities. maybe even reduce it to 'increases the effects of all skill runes of (primary/secondary/defensive/etc.) by 20%'. hell maybe even just 'increases the effects all of skill runes of (barbarian/demon hunter/monk/witch doctor/wizard'.
personally i like the last one to make less affixes. its already going to be hard to find legendaries, let alone ones with the stats you want.
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
Well I am guessing that you are only going to see skill affixes on class specific weaponry, which is how it was in D2 I believe. That should cut down on the code amount to make at least every skill have 2 affix.
this is good.... and bad. a BIG negative in my opinion is if the random +skill appears on legendaries, its going to make finding the item you want to near impossible lengths. First theres finding the item, which in itself will be a great feat. then you have to roll high stats on it, which is random, then you have to roll the exact bonus in the random category field.
i dont remember the exact number but if im understanding this right the stat will increase the bonus from skill runes. so take all the skills and all each skills runes, and toss ALL of those in random property list? its going to be a nightmare. maybe if the affix is only 'increases the effects of all skill runes of skill X by 20%' or something of the like, that would be slightly less hectic. but even still, thats a lot of skill possibilities. maybe even reduce it to 'increases the effects of all skill runes of (primary/secondary/defensive/etc.) by 20%'. hell maybe even just 'increases the effects all of skill runes of (barbarian/demon hunter/monk/witch doctor/wizard'.
personally i like the last one to make less affixes. its already going to be hard to find legendaries, let alone ones with the stats you want.
We will need to use skills which goes the best with our gear and not vice versa. This will ensure everybody is different In time you will sell some things you don't need and buy some you want and get closer to your perfect character gear. This way you will see your invested time/money was worth it as you will play character you imagined to play from the start and most of the other players who don't care too much will use skills which goes best with their gear instead of copying your skill set which won't work well with their gear.
So this helps us to be more unique (even if not willingly), and people who wants to use specific skills have a choice to use RAHM and let blizz earn some $$$ or they can invest more time to find items they like. Btw, there will be many ppl who wants to sell stuff and buy as they all will want to get their perfect gear with perfect skill mods. Everybody win.
Really? People are complaining about how these items will be very rare?
OH NO, I WON'T EASILY OBTAIN EVERY ITEM I WANT IN A MONTH!
This is good. I hope that there are really few of these and not everyone and their mother rolls around in the leetest loot available. Having good items should be the result of hard work farming Inferno in a skilled and efficient manner.
Those who can clear areas fast with a good and unique skill build that fits their unique playstyle should be rewarded. This is a great way to do that.
"…Yes, they are probably going to be equitable items. At the moment we can’t share more precise information with you; the game is still in beta, some things could be revised and modified before release."
Interesting wording, I wonder what that means?
EDIT:
Never mind, Google translate, wiki, and me figured it out. It doesn't translate into equitable, but wearable.
Not bad given my whole 1 minute experience with the Italian language.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I personally love this. It will make getting the perfect gear set for a play style nearly impossible and it could be way down the line before we see very many people with anything close to perfect gear sets. This will definitely extend the endgame.
Also, those claiming you had to have optimum dps to survive in inferno seem to have been shot down. Optimum dps won't happen for a long time.
I have a feeling that these Affix's will be reserved for class specific items, making them more desirable over other random weapons/ gear, and preventing mass stacking of +skills on all gear. I can't really say mass stacking would be a problem because we don't know what the numbers look like, but if you could get the bonus on all gear it could defiantly encourage spamming one move more than others. And it would be depressing as hell to run around on a barb and every magic piece of gear you find has +Demon hunter skills on it. Sure having the +skills on each piece of gear would make getting perfect sets really difficult, but I don't think any one enjoys getting useless stats on items you find, compared to lesser desired affixes which still give some sort a benefit.
The class specific gear in D2 worked pretty well doing something similar to this, it was always exciting to see one drop because you wanted it to have the +skills that you had, so the randomness was still there. If the +skills was on every piece of gear I can imagine this feeling would turn more into frustration. Don't think I want all my gear to be handed to me, I like randomness in my drops and seeing what stats they have and if its good for me, but I think it would be flawed to have gear stats that would literally do nothing for 4/5 of the people seeing it drop.
+1 - it must be like this OR actually you can sell that thing for DH I bet blizz will want us to find many things for other chars so we can give them to our other chars or sell on RAHM
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The mods aren't really "+skills" in the traditional sense. Instead, they are more like normal affixes that only apply to a specific skill. These are the possible bonuses right now:
Power_Cooldown_Reduction: "Reduces cooldown of [Skill] by X seconds." (currently only Zombie Dogs)
Power_Crit_Percent_Bonus: "Increases critical hit chance of [Skill] by X%."
Power_Damage_Percent_Bonus: "Increases [Skill] damage by X%."
Power_Duration_Increase: "Increases duration of [Skill] by X seconds." (currently only Corpse Spiders and Blizzard)
Power_Resource_Reduction: "Reduces resource cost of [Skill] by X [Resource]."
Currently I think there are only bonuses for about half of the skills and each skill that has a bonus has only one of these types available to it.
This is great new information! I had heard about "+skills" but was waiting to see more specific information on what they would do. This type of skill customization is really quite awesome, as its potential goes much beyond that of a simple advancement in a tiered (level-based) aspect.
For now I am sure there will be one bonus / skill. but eventually you could potentially see 2,3, or higher different affixes for the same skill. Each focusing on increasing something about it.
For a fun example: Bash-
Of bruising - +5% damage
Of walloping - +10% knockback
Of welt making - +X%(effect) from skill rune
Of pummeling - +2 Fury
Of... you get the point.
It's a good way to see the customization system go, what with planned expansions.
Meh, I am not that crazy about this change personally... It just throws more gear into the game that I need.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
http://www.diablofan...319#entry732319
Hmmmm.
There are like 113 skills in the game, each with 5 runes, which means there are 565 skill/rune combos! That is way way too many affixes.
So, I think its pretty safe to assume that they wont include gear with buffs to each runeskills. In fact, it seems likely that they won't even include every skill, 113 is still quite daunting.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
i dont remember the exact number but if im understanding this right the stat will increase the bonus from skill runes. so take all the skills and all each skills runes, and toss ALL of those in random property list? its going to be a nightmare. maybe if the affix is only 'increases the effects of all skill runes of skill X by 20%' or something of the like, that would be slightly less hectic. but even still, thats a lot of skill possibilities. maybe even reduce it to 'increases the effects of all skill runes of (primary/secondary/defensive/etc.) by 20%'. hell maybe even just 'increases the effects all of skill runes of (barbarian/demon hunter/monk/witch doctor/wizard'.
personally i like the last one to make less affixes. its already going to be hard to find legendaries, let alone ones with the stats you want.
Looks like it'll be an endless loot grind to find the perfect gear you want and multiple sets for the several
builds you will have per characters...
Not to mention the amount of pages you need to upgrade your blacksmith now too.
this game will last a long time.
We will need to use skills which goes the best with our gear and not vice versa. This will ensure everybody is different In time you will sell some things you don't need and buy some you want and get closer to your perfect character gear. This way you will see your invested time/money was worth it as you will play character you imagined to play from the start and most of the other players who don't care too much will use skills which goes best with their gear instead of copying your skill set which won't work well with their gear.
So this helps us to be more unique (even if not willingly), and people who wants to use specific skills have a choice to use RAHM and let blizz earn some $$$ or they can invest more time to find items they like. Btw, there will be many ppl who wants to sell stuff and buy as they all will want to get their perfect gear with perfect skill mods. Everybody win.
OH NO, I WON'T EASILY OBTAIN EVERY ITEM I WANT IN A MONTH!
This is good. I hope that there are really few of these and not everyone and their mother rolls around in the leetest loot available. Having good items should be the result of hard work farming Inferno in a skilled and efficient manner.
Those who can clear areas fast with a good and unique skill build that fits their unique playstyle should be rewarded. This is a great way to do that.
http://www.diablofan...al-patch-notes/
"…Yes, they are probably going to be equitable items. At the moment we can’t share more precise information with you; the game is still in beta, some things could be revised and modified before release."
Interesting wording, I wonder what that means?
EDIT:
Never mind, Google translate, wiki, and me figured it out. It doesn't translate into equitable, but wearable.
Not bad given my whole 1 minute experience with the Italian language.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Also, those claiming you had to have optimum dps to survive in inferno seem to have been shot down. Optimum dps won't happen for a long time.
The class specific gear in D2 worked pretty well doing something similar to this, it was always exciting to see one drop because you wanted it to have the +skills that you had, so the randomness was still there. If the +skills was on every piece of gear I can imagine this feeling would turn more into frustration. Don't think I want all my gear to be handed to me, I like randomness in my drops and seeing what stats they have and if its good for me, but I think it would be flawed to have gear stats that would literally do nothing for 4/5 of the people seeing it drop.