Talent Respec
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Bashiok: There will almost definitely be some sort of system to respec; however, it isn't likely to be as liberal as World of Warcraft. We don't want to lock a player into a system that punishes them for mistakes, experimenting, or lack of knowledge early on in the game. We also don't think a system that allows immediate, complete, and at-a-whim changes to a character spec matches the feel of Diablo. It's likely to be somewhere in between.
That said we still feel like the desire to play the same class again that you may have played before is still a part of the game, and with some ability to respec could potentially require other incentives.
That said we still feel like the desire to play the same class again that you may have played before is still a part of the game, and with some ability to respec could potentially require other incentives.
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Bashiok: The health globes are actually, in my opinion, really cool. Playing the game and actually seeing what types of strategy they encourage, you can start to see what they add and how they make the combat more interesting.
I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, you're not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.
The health globes help to create situations just like this, where you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're encouraged to keep fighting, and not just run away.
With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.
On the side of potions, they still exist, but they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though. -- post
I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, you're not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.
The health globes help to create situations just like this, where you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're encouraged to keep fighting, and not just run away.
With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.
On the side of potions, they still exist, but they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though. -- post
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Fan said: They have literally said Diablo 3 will be "first and foremost a cooperative game". Which leads me to believe it's possible they add a talent tree for dedicated healers to one or several classes.
Bashiok: No. Not that classes won't benefit from each other in various ways, Barbarian shouts being good party buffs, etc. but every class is essentially a demon-killing DPS class. We have no intentions to create a tank, or healer, etc. Every class will play their own way, and while some may take direct hits easier than others, it certainly wouldn't define their role within a party. Everyone should be kicking in heads at the same time.
Diablo III having a strong emphasis on cooperative play is really building upon one of the best parts of Diablo II, and that's charging through dungeons with other people. Our focus is on removing the frustrations that existed with grouping, and adding new features that encourage everyone to stick together and fight as a party.
Bashiok: No. Not that classes won't benefit from each other in various ways, Barbarian shouts being good party buffs, etc. but every class is essentially a demon-killing DPS class. We have no intentions to create a tank, or healer, etc. Every class will play their own way, and while some may take direct hits easier than others, it certainly wouldn't define their role within a party. Everyone should be kicking in heads at the same time.
Diablo III having a strong emphasis on cooperative play is really building upon one of the best parts of Diablo II, and that's charging through dungeons with other people. Our focus is on removing the frustrations that existed with grouping, and adding new features that encourage everyone to stick together and fight as a party.
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Currently - while in a party each player will see their own drops from each kill.
This could mean that after killing a zombie I see a sword drop, and you may see a shoulder slot item drop. Or I see nothing drop, while you got an axe.
Obviously while in a group you're killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, it's balanced in such a way that the drop % is pulled back a bit with each additional player (I'm simplifying it, but that's what it boils down to). This keeps it from being almost detrimental to not play with a full party, while still giving a nice increase to the amount of drops if you do.
From this system it seems quite a few people got the impression that you'll never see items drop that you can't use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isn't true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or can't see for their respective drops. It's still intended that you could see an item that your class can't use. It's easy enough to drop the item, ask if anyone can use it, or just sell it off of course. -- post
This could mean that after killing a zombie I see a sword drop, and you may see a shoulder slot item drop. Or I see nothing drop, while you got an axe.
Obviously while in a group you're killing faster, and this could translate to an exponentially increasing number of drops with each additional player in your party. However, it's balanced in such a way that the drop % is pulled back a bit with each additional player (I'm simplifying it, but that's what it boils down to). This keeps it from being almost detrimental to not play with a full party, while still giving a nice increase to the amount of drops if you do.
From this system it seems quite a few people got the impression that you'll never see items drop that you can't use. For instance, a Barbarian will never see a dagger that only a Witch Doctor can use. This isn't true. There is no effect, or at least no currently intended effect, to restrict which items which classes can or can't see for their respective drops. It's still intended that you could see an item that your class can't use. It's easy enough to drop the item, ask if anyone can use it, or just sell it off of course. -- post

Comments
#1 TheBlueWave1121
Diablo Fan
Posted 08 July 2008 - 09:03 PM
GIEV D3 INFOZ NAO! ( <---Poster from the official Bnet Forums)
"I'm sure that in time, every bit of her will be gone and her death will be a mystery... even to me."-Secret Window
#2 The_wind
Diablo Fan
Posted 08 July 2008 - 09:04 PM
Making Controversial points one post at a time!
#3 AcidReign
Diablo Fan
Posted 08 July 2008 - 09:07 PM
#4 Mr.Yoshida
Diablo Fan
Posted 08 July 2008 - 09:11 PM
TheBlueWave1121 said:
because theres a whole diablo3 discussion forum on the WoW forums solely dealing with Diablo3, just like on the Battle.net forums.
#5 Spaz.
Diablo Fan
Posted 08 July 2008 - 09:15 PM
ofcourse I can see why respec is a good thing, but it also eleminates the point of replayment somewhat... Its just not right to make a character and then if u change ur mind a silly charge of something-something and a click away and you got a totally new char-spec
but that just my opinion
Mr.Yoshida said:
yeah and its the only place where you can get blizz-response... and people wonders why we're so worried that WoW will influense d3 too much...:offtopic:
#6 Medievaldragon
Diablo Fan
Posted 08 July 2008 - 09:17 PM
TheBlueWave1121 said:
Therefore, Blizzard has a Starcraft II and Diablo III sub-forums within the World of Warcraft forums -- apart from Battle.net.
http://www.blizzplanet.com
#7 ryzo
Diablo Fan
Posted 08 July 2008 - 09:21 PM
#8 DarthKarnage
Diablo Fan
Posted 08 July 2008 - 09:28 PM
The_wind said:
Yeah right now I'm playing a barb with concentrate as my main skill, but I accidentally put one point in jump I felt like a moron >_< But yeah, the skills are gonna be compeltely different from anything we've seen yet
[SIGPIC][/SIGPIC]
#9 Hodl Pu
Diablo Fan
Posted 08 July 2008 - 09:35 PM
#10 Magistrate
Werehamster
Posted 08 July 2008 - 09:39 PM
Diablo Game Series Guides and Tools
Magic Find Calculator | Block Calculator | Cast Rate Calculator | Runeword Helper
Magistrate 60(4)
#11 dawgma
Diablo Fan
Posted 08 July 2008 - 09:45 PM
If you need more than 2 levels worth of respec then obviously you didn't "accidently" put your skill points somewhere and what you really want to do is restructure your character... which shouldn't be allowed. If you want a different kind of character you should have to start from scratch.
If you want to "test" out certain skills before committing to them, then you have two levels worth of respeccing to test with. Sounds reasonable to me.
#12 XanderV
Diablo Fan
Posted 08 July 2008 - 09:57 PM
dawgma said:
If you need more than 2 levels worth of respec then obviously you didn't "accidently" put your skill points somewhere and what you really want to do is restructure your character... which shouldn't be allowed. If you want a different kind of character you should have to start from scratch.
If you want to "test" out certain skills before committing to them, then you have two levels worth of respeccing to test with. Sounds reasonable to me.
QFT, no more than 3 levels IMO
#13 EtheriChaos
Diablo Fan
Posted 08 July 2008 - 10:13 PM
That all being said, it gives people the opportunity to respec partway, cannot be abused continously by a character, and secures a persons unique build structure throughout the game with a little extra wriggle room. Thus, it also preserves replayability. Personally, in Diablo II I did strats I were well aware wouldn't work just for the sake of trying it, like. . . Maxed out Rabies druid. Personally I think Blizzard should make sure that there are multiple avenues a person can take with each class to become successful. None of this Only Frozen Orb Sorcs, WhirlWind barbs, Zeal Paladins, and Revive Necros, and Lightning Javazons to excell throughout the bulk of the game; all classes should have multiple ways to excell within each tree.
Nothing happens to you, but everything happens for you.
#14 moonshine
Diablo Fan
Posted 08 July 2008 - 10:24 PM
#15 Super.Fresh
Diablo Fan
Posted 08 July 2008 - 10:37 PM
ryzo said:
6/29/08 - A date you will remember forever.
#16 EtheriChaos
Diablo Fan
Posted 08 July 2008 - 10:44 PM
Super.Fresh said:
I agree, with this one. As I previously stated, some replayability is loss when you can whimsically respec at will. Aside from that, it also loses a lot of the time and effort it takes to experience a build throughout leveling as opposed to just getting the end result.
Sometimes the journey is worth more than the destination.
Nothing happens to you, but everything happens for you.
#17 Soulblighter
Diablo Fan
Posted 08 July 2008 - 10:52 PM
#18 psyfect
Diablo Fan
Posted 08 July 2008 - 10:57 PM
In short, I hope this doesn't mean a character isn't viable and/or fun in PvP unless it's max level is reached. They'd be sacrificing fast leveling and the ability to create multiple types of characters in lieu of creating one powerful character with well placed skills (which one could do anyway without respecing, and it's not that difficult).
#19 Tehstickleman
Diablo Fan
Posted 08 July 2008 - 10:57 PM
Welcome, all, to the everlasting all-time low.
Please put your hands together
For the ever-failing one man show,
Domino
#20 ansl
Diablo Fan
Posted 08 July 2008 - 10:59 PM
I beleive that they should allow respeccing but at a extremely high cost. In WoW they have 1g, 5g, 10g, 25g, etc etc etc. so respeccing does become a pain in the ass after you've respecced 15 times. A system like this which starts at a absurd amount of gold would IMO be useable and good. The pricing for this system could be regulated towards your lvl.
made up example: lets say 500 g is a "large" amount of gold in Diablo III, at lvl 10 it would be 2500g for respeccing one talent tree, at lvl 20 it would be 5000g, lvl 30 7500g etc. etc. etc. if you have to respec all 3 talent trees(if there are three) at lvl 30 it would cost 22500g. Everytime you respecc on that char the cost would be doubled. (the numbers are made up to illustrate the idea)
I did like the quest idea though I believe it should be more than 2 skills at a time, the quest idea should be really dangerous and crave many skills - (gl to the hc community).
- ansl