I fail to see how you can only question the usefullness, or apply the label "useless" to the "allocation" of stats and not say, skills, or items, or whatever. Mathematically you will always have certain perfect models, but that is an eventuality not a given to each and every player.
Skills have a variety of perfect and viable models. Stats do not. Stats have one-two model that you can't tweak.
Skills: as a pally, you can choose certain skill combos:
- Zealer, Hammerdin, Auradin, etc.
Those skill combos have divisions:
- Frost Zealer, Shock Zealer, Fanatic, etc.
Multiply those two and you get the amount of choices per character. Yes, some are more powerful than others, but they do not absolutely cancel each other out.
For each skill combo division there is the following stat choice:
- Dex for block, Vit everything else, STR for items
- Everything into VIT, STR for items
Those two are basically the only thing stats offer + ocassional GC. Problem is, for four stat choices, and 5 points per level... that's way too little.
If you put everything into STR, you fail. Put points somewhat into ENG, somewhat into STR past item carrying, you wasted them. They do not help. At all. They're just totally nullified. Putting points into Holy Freeze instead of Sacrifice produces a differently tweaked paladin (more elemental damage). Putting points into STR produces... a weaker paladin. The physical damage he receives is way too low compared to the vitality bonus or his skills.
Yes, it's a balancing issue. Can Blizzard fix it? I doubt it. The disbalance between the effect of skills and the effect of attributes causes a dissonance, especially considering how DII is strongly geared towards damage. Most skills are Damage. Therefore, to get health, you need VIT. Hereby we're stuck. If we start adding health skills, we turn Diablo into a DnD game. Solution: remove stats. The game ceased to be about them. The main reason they still have stats is to tie skills to them and to allow stat customization through items.
Quote from "Doppelganger" »
Yep, i thought it was but ironically the mistake was truth, increasable autostats are paradoxial. There's no reason for those stats to increase, its mere visual stimulation of "uber powerfulness" for the not so bright.
There is no reason to give a barb the ability to add 5 points to ENG when he doesn't use magic at all... DIII's system is more of a Nox-like system, where levels signify improvement, but do not give you a choice of improvement. Stats, or no stats, is just another choice. They just don't fit Diablo well. They fit DnD fine, but they simply don't want to work in Diablo. D1, they were capped, DII, they were dumbed down to "everything into VIt and the rest depends on your skillset", and in DIII we'll have skills instead, which ended up being much more important and interesting than stats.
Every time my pally levels up, I add 2-3-4 points into DEX to keep my shield + holy shield at 75% chance to block, and I put the rest of the points into vitality. EVERY_LEVEL. Really, why give me so many points? Why make me allocate them when they'll always be the same anyway? Why not just give me like 2 buttons: chance to block pally or vit pally. I'll click one and it'll auto-alloc for me.
With skills, it's different. Maybe I feel I'm lacking defense right now. I'll put a point into Holy Shield a bit earlier. Maybe I'm lacking damage. I'll put more into Holy Shock. With stats, you can't do that. Because a point into STR now you'll regret it later. And they really don't do anything. 5 points into STR will not affect your performance here and now.
Could they have repaired it? Yes, as the matter of fact they could have. But then the game would become overly complex and detract from what it is all about. By making it more balanced they would have to make it even less intuitive.
Instead they removed the stat requirements so that you can wear any gear you want and experiment more. You will get your variations from the gear you choose to wear. In D2 having an optimal stat distribution meant being stuck with five possible items you can wear in the endgame that aren't complete crap. Now you will be able to wear anything you want and swap between gears. Melee wizzard? You got it. Just put on heavy armour that grants vitality and learn appropriate passives. Can't you see what possibilities this opens up?
you dont fool a noob, you are just a smarter person and dont fall for the tricks of life. example: you become friends with somone give them ur password to go on your account then they take all ur shit.... thats your fault for not being a smarter person... it has nothing to do with how long youve played, its only if you dont get outsmarted. also... you relize diablo is a big fire fuck, so you get resistance to fire... thats what seperates the best and the avg players.
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DIABLO = DEVIL its not supposed to be a nice game autostats are rediclous lack of pots is not welcome if it aint broke dont fix it! (diablo2)
Definitely excited about HC versus SC. However, has anyone heard about the ability that the barbarian class has called "Death Proof" ? This ability would essentially allow the Barbarian to respawn at 30% Full HP after 300 seconds of being dead.
How do you think that this will affect HC gameplay?
Rollback Post to RevisionRollBack
"I did not give them hell, I only told them the truth, and they thought it was hell."- Harry Truman
Definitely excited about HC versus SC. However, has anyone heard about the ability that the barbarian class has called "Death Proof" ? This ability would essentially allow the Barbarian to respawn at 30% Full HP after 300 seconds of being dead.
How do you think that this will affect HC gameplay?
better not work in hc
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they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
'epically powerful' That idea was quite obvious in the original game play video Jay hosted. I recently went back and started playing D1 again for a little nostalgia. First a fighter and now I’m finsihing up the Sorcerer. It reminds me why I fell in love with Diablo.
The music was brooding and ominous, you knew you could be easily overwhelmed by creatures if you didn’t proceed carefully. Dark and eerie, you feel like a hero because you’re going up against some scary crap as you move deeper towards hell that you couldn’t easily run from. The ‘Butcher’ still gives me the willies, if you weren’t prepared you were going to get hacked to death.
I tend to agree with those who say will take away the horror/suspense from the game, I really was hoping for a return to the games roots, the first Diablo hands down captured the feeling game player’s came to love. Obviously this Diablo is going to be different. I’ll buy it because it’s Diablo, maybe they’ll do it justice but what I have heard and seen so far concerns me. Some of it looks nice; the New Tristram environment is definitely in line with what I would expect from Diablo. Of course we will see.
Whatever comes out of the game , I think will essentially be awesome. I don't think that I have played any Blizzard game that didn't enthrall me. Yes, Diablo has evolved from its original version, but that is what makes the game progressive. Without new classes, builds, quests, and environments we would get bored of the same old thing, however if we do miss it, we can always pop in the orig and play for a while...
Rollback Post to RevisionRollBack
"I did not give them hell, I only told them the truth, and they thought it was hell."- Harry Truman
'epically powerful' That idea was quite obvious in the original game play video Jay hosted. I recently went back and started playing D1 again for a little nostalgia. First a fighter and now I’m finsihing up the Sorcerer. It reminds me why I fell in love with Diablo.
The music was brooding and ominous, you knew you could be easily overwhelmed by creatures if you didn’t proceed carefully. Dark and eerie, you feel like a hero because you’re going up against some scary crap as you move deeper towards hell that you couldn’t easily run from. The ‘Butcher’ still gives me the willies, if you weren’t prepared you were going to get hacked to death.
I tend to agree with those who say will take away the horror/suspense from the game, I really was hoping for a return to the games roots, the first Diablo hands down captured the feeling game player’s game to love. Obviously this Diablo is going to be different. I’ll buy it because it’s Diablo, maybe they’ll do it justice but what I have heard and seen so far concerns me. Some of it looks nice; the New Tristram environment is definitely in line with what I would expect from Diablo. Of course we will see.
I agree I know it will be good but i loved the original so much that i was a bit disappointed with d2 so i hope d3 will blow away my expectations.
Skills: as a pally, you can choose certain skill combos:
- Zealer, Hammerdin, Auradin, etc.
Those skill combos have divisions:
- Frost Zealer, Shock Zealer, Fanatic, etc.
Multiply those two and you get the amount of choices per character. Yes, some are more powerful than others, but they do not absolutely cancel each other out.
For each skill combo division there is the following stat choice:
- Dex for block, Vit everything else, STR for items
- Everything into VIT, STR for items
Those two are basically the only thing stats offer + ocassional GC. Problem is, for four stat choices, and 5 points per level... that's way too little.
If you put everything into STR, you fail. Put points somewhat into ENG, somewhat into STR past item carrying, you wasted them. They do not help. At all. They're just totally nullified. Putting points into Holy Freeze instead of Sacrifice produces a differently tweaked paladin (more elemental damage). Putting points into STR produces... a weaker paladin. The physical damage he receives is way too low compared to the vitality bonus or his skills.
Yes, it's a balancing issue. Can Blizzard fix it? I doubt it. The disbalance between the effect of skills and the effect of attributes causes a dissonance, especially considering how DII is strongly geared towards damage. Most skills are Damage. Therefore, to get health, you need VIT. Hereby we're stuck. If we start adding health skills, we turn Diablo into a DnD game. Solution: remove stats. The game ceased to be about them. The main reason they still have stats is to tie skills to them and to allow stat customization through items.
There is no reason to give a barb the ability to add 5 points to ENG when he doesn't use magic at all... DIII's system is more of a Nox-like system, where levels signify improvement, but do not give you a choice of improvement. Stats, or no stats, is just another choice. They just don't fit Diablo well. They fit DnD fine, but they simply don't want to work in Diablo. D1, they were capped, DII, they were dumbed down to "everything into VIt and the rest depends on your skillset", and in DIII we'll have skills instead, which ended up being much more important and interesting than stats.
Every time my pally levels up, I add 2-3-4 points into DEX to keep my shield + holy shield at 75% chance to block, and I put the rest of the points into vitality. EVERY_LEVEL. Really, why give me so many points? Why make me allocate them when they'll always be the same anyway? Why not just give me like 2 buttons: chance to block pally or vit pally. I'll click one and it'll auto-alloc for me.
With skills, it's different. Maybe I feel I'm lacking defense right now. I'll put a point into Holy Shield a bit earlier. Maybe I'm lacking damage. I'll put more into Holy Shock. With stats, you can't do that. Because a point into STR now you'll regret it later. And they really don't do anything. 5 points into STR will not affect your performance here and now.
Could they have repaired it? Yes, as the matter of fact they could have. But then the game would become overly complex and detract from what it is all about. By making it more balanced they would have to make it even less intuitive.
Instead they removed the stat requirements so that you can wear any gear you want and experiment more. You will get your variations from the gear you choose to wear. In D2 having an optimal stat distribution meant being stuck with five possible items you can wear in the endgame that aren't complete crap. Now you will be able to wear anything you want and swap between gears. Melee wizzard? You got it. Just put on heavy armour that grants vitality and learn appropriate passives. Can't you see what possibilities this opens up?
its not supposed to be a nice game
autostats are rediclous
lack of pots is not welcome
if it aint broke dont fix it! (diablo2)
[SIGPIC][url=http://www.diii.net/signature][img=http://www.diii.net/sig/983.png[/SIGPIC]
How do you think that this will affect HC gameplay?
better not work in hc
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
The music was brooding and ominous, you knew you could be easily overwhelmed by creatures if you didn’t proceed carefully. Dark and eerie, you feel like a hero because you’re going up against some scary crap as you move deeper towards hell that you couldn’t easily run from. The ‘Butcher’ still gives me the willies, if you weren’t prepared you were going to get hacked to death.
I tend to agree with those who say will take away the horror/suspense from the game, I really was hoping for a return to the games roots, the first Diablo hands down captured the feeling game player’s came to love. Obviously this Diablo is going to be different. I’ll buy it because it’s Diablo, maybe they’ll do it justice but what I have heard and seen so far concerns me. Some of it looks nice; the New Tristram environment is definitely in line with what I would expect from Diablo. Of course we will see.
I agree I know it will be good but i loved the original so much that i was a bit disappointed with d2 so i hope d3 will blow away my expectations.
[SIGPIC][url=http://www.diii.net/signature][img=http://www.diii.net/sig/983.png[/SIGPIC]