So, something that strikes me is that magic users have the potential to be more devastating offensively from a certain point of view stat-wise as their spells do not miss. This was actually something that pulled me into playing a spell caster in D2; I knew that I would never have to bother with Attack Rating. It's nice to have a huge weapon that deals loads of damage, but then you have to also worry about the level difference and your AR to actually be able to make contact with a monster.
As many are probably familiar with, in WoW there is still hit rating for spell casters, and it's the most important stat for any damage dealer until you can hit at a 100% rate.
So I'm interested to hear if anyone thinks spell casters have an edge since they can theoretically dump all the points that would go into being able to hit into anything else, to increase their offensive and defensive capabilities.
The above is also something that will allow spell casters to lurk farther into areas they're not prepared for if they can deal the damage necessary, since they don't have to worry about missing 80% of their swings.
There is no attack rating at all in Diablo 3, so in that regard melee characters do not 'miss' anymore either. All classes can equally dump their efforts into damage.
As far as i know there is no miss chance on melee hits, at least I have never seen it come up in the beta. Now your making me want to check that out but i just did another play through with monk this morning and I just recall it ever happening. If I am clicking in the wrong spot sure (that doesn't matter if your ranged or melee) but not from actually using an ability on a monster.
I don't recall ever having seen it, either. But there was a Precision stat and now there's Dexterity.. and I just took for granted that there was some element controlling melee and ranged physical attacks to actually hit. Hmmm..
So actually, since apparently there is no such thing as chance to hit (only chance to critically hit), I think this discussion should be changed into SHOULD those stats have been removed?
I never actually noticed that change until right this moment, and it seemed like a pretty integral part of combat.
Yes they should have, because they were or never did exist.
Precision and dexterity meant nothing different pretty much.
Reductions exist in different manners, there is no need to screw about now.
I actually do think the chance to hit should have been removed. I find it just really promotes skill over random chance. I am all for a little randomness but something like this can just be frustrating and does create a duality like said in the OP.
Have the game function fundamentally the same for all classes. Which means the combat system should work the same for everybody and the differences become how your character can leverage (or bend/break) the way combat is supposed to be done as opposed to random gear setting you back cause it doesn't have enough hit.
The main difference between this game and others is that there is no attack that just occurs (as in wow and others) that effects your damage rate or resources. Its all done via the skills so if you are not active you will not be going very far.
Attack Rating and chances to miss only makes the gameplay ackward. Precision and fairness are integral and giving random chance to simply waste a important skill is bad. Diablo 3 is a action game with RPG elements, not the oposite (like Diablo 1).
I think that missing is just more frustrating than anything. I'm sure Blizzard can think of more interesting ways to make combat challenging. Something like AR also just gives magic classes a ridiculous natural advantage over weapon classes (same with skill damage not based on weapon damage).
Removing those systems seems pretty necessary if you want the classes to play different roles while staying balanced.
On a sidenote, spells being based on weapon damage is actually my favorite change from D2. I originally wanted to choose a weapon class because the damage on their weapon and the actual weapon itself meant so much to the class itself whereas a sorceress could do the same damage in a manner of speaking without a weapon at all. But now, the weapon actually matters.
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As many are probably familiar with, in WoW there is still hit rating for spell casters, and it's the most important stat for any damage dealer until you can hit at a 100% rate.
So I'm interested to hear if anyone thinks spell casters have an edge since they can theoretically dump all the points that would go into being able to hit into anything else, to increase their offensive and defensive capabilities.
The above is also something that will allow spell casters to lurk farther into areas they're not prepared for if they can deal the damage necessary, since they don't have to worry about missing 80% of their swings.
I never actually noticed that change until right this moment, and it seemed like a pretty integral part of combat.
Precision and dexterity meant nothing different pretty much.
Reductions exist in different manners, there is no need to screw about now.
Have the game function fundamentally the same for all classes. Which means the combat system should work the same for everybody and the differences become how your character can leverage (or bend/break) the way combat is supposed to be done as opposed to random gear setting you back cause it doesn't have enough hit.
The main difference between this game and others is that there is no attack that just occurs (as in wow and others) that effects your damage rate or resources. Its all done via the skills so if you are not active you will not be going very far.
Removing those systems seems pretty necessary if you want the classes to play different roles while staying balanced.