Diablo 3 Beta Patch 13 - In-Game Screenshots
Beta servers finally went up and I took the time to go through the beta and come back with a couple of screenshots of the new runes and various features introduced in this patch!
This is a very interesting patch, unlocking runes along with your regular skills definitely makes things more exciting and it's nice to finally see variations of existing skills in beta.
The UI is actually less simplistic.
"Primary, Secondary, Defensive, Conviction, Techniques, Focus"
What is the point of all that?
Just a little story I cooked up for you guys. I like what they're trying to do, honestly, but there's still something counterintuitive about the skill system that I think takes away from the game.
What if cain, or somebody new and super cool, gave the character five blank runes toward the beginning of the game, telling the player that they will each be unlocked at a certain level. Then, all skills could be augmented with a specific rune at a specific time in the player's D3 career and there wouldn't be an obnoxious message like "You've just unlocked SKILL, SKILL RUNE, SKILL RUNE, SKILL RUNE, STAT, STAT, STAT, STAT" at every level.
tldr; Give me a skill rune, let me unlock it at a certain level, then keep playing to unlock another one. Also, change the skill rune graphic back to the last set; the current runes look horrible and childish compared. The last rune graphics were fucking amazing looking and really added to the game.
Well... when stuff gets worse it's usually something to complain about
I don't know who this was directed to, but in any case, if it was my suggestion:
Skill runes =/= smallest of things.
Also, it isn't the end of the world, but it is the end of $65, so people wanting to get their money's worth for a game that promises to live up to Diablo fans is absolutely important. I agree that small things can appear insignificant, but when all of the small things add up to something big, it is significant and called for to voice your opinions, especially since Blizzard has stated that it wants to hear feedback on the ideas.
This is no time to spout worthless rhetoric; it's time, yet again, for future customers of the game to provide constructive feedback, no matter how big or small the suggestions may be.
We should be able to see all the skills and all the runes in a heartbeat, no screen switching. Plus, the hotkeys on the keyboards are locked, even with elective mode on. I mean, that is so hilarious. What the fuck are they doing.
I didn't even scratch the surface. Each skills are always under -one- key only. Its like... what the hell, man... WHAT IS THIS? I didn't even play. I said screw it, and let them fix it. This is so disgusting, I can't even bother with it. Can't believe I was actually anxious to see this in action.
Post in this beta feedback topic if you can, I can't, its like my long-forgotten WoW subscription is preventing me from posting.
http://us.battle.net...opic/4079869140
From the link above:
- The Skill window itself is far to large & wastes screen space.
- No overall list of skills.
- Skills are now spread between an unspecified/unclear amount of windows & categories.
- Players cannot choose which of the 1-4 keys to map there skills to.
- Players cannot move a skill from one hotkey/button to another if it's already selected as an active skill.
- No indication within the skill window of what skills you currently have active/selected.
- Default attack is no longer a selectable option.
- Some skills cannot be used with the mouse, even in "Elective Mode"
- To few skills per class that warrant this kind of multi-window approach (IMO)
All this, I agree. When I saw the screenshot with the skill window open I was like, "WTF you can't see ANYTHING other than that window itself.."
What are they thinking?
http://www.youtube.com/watch?v=t8-Z69vM4JU
After watching it though, my impression that Skills UI needs some work grows stronger...
Pros:
All skills are in one menu
A more fluid experience/user friendly
New system of hot bar integration (hand holding) still feasible
Would not fill the whole screen
Example: