Since there are different resources for each character class and they each behave in a special way (see Winged's article), it's safe to assume that certain item affixes that existed in D2 will either be removed or drastically altered in some way. The affixes I'm referring to are those that affected mana:
+Mana
+x% Mana Leech (thx Esmoire)
+Energy
+Mana Regen
% damage taken goes to mana
Increase maximum mana by x% (think Frostburns)
+x points goes to mana after each kill
etc.
So is Blizzard going to simply remove these kinds of affixes, or are they going to have items that cater specifically to a class? (the latter in my opinion is the worse option) They can't just replace the term "Resource" and have that apply for each class because that would drastically affect certain classes more than others. I made a video on this if anyone's interested.
I am pretty sure i read somewhere that there will be "resource" related afixes replacing the mana ones, of course some of them will change drasticaly or be simply removed, but then again new ones could apear too. Maybe there will be a few class related ones but i am pretty sure theise will be on class only items anyway.
It is hard to say, now that they have dropped Willpower from the game. We do not know how much Fury generation will scale in regards to the choice of weapon the Barbarian wields. Since they are going to have more affixes in Diablo III than Diablo II, I see no reason as to why they would not have very slight beneficiaries. I do not think there will be a blanket stat. This can be a common modifier on class-specific equipment, kind of like +skill in Diablo II.
I was a bit vague in my post, so I will clarify:
Class-specific gear will always exist, and will likely drop for every character. Putting stats that only affect a specific resource is okay, because a Monk picking up an orb with +Arcane Power regeneration as opposed to picking up an orb with +Faster Cast Rate is going to feel indiffierent. As long as it is not placed on rares, sets and uniques that everyone can equip, there can really be no serious harm.
Most importantly, it means no more mana leech. Mana leech... potentially the most essential stat for physical characters in Diablo II (plus Life Leech if you are of the melee sort). This means every class will be designed to sustain their resource throughout combat scenarios to keep them fun to play.
At this point it leaves resource modifiers as something you can have, but do not need. You can choose between a claw with +Spirit Regeneration, or a claw with +Precision. My point still stands that there is no reason not to have resource-related affixes on equipment that is designated for a particular class, as every class is designed for being able to be able to sustain their resources without it.
Interestingly, back in 2009, Bashiok gave a non-answer to this question:
Official Blizzard Quote:
Since each class will most likely have their own resource system how will item modifiers work without an item only being valuable for one class? Such as a caster armor that the wizard and witch doctor could make use of.
That's a good question, and something we don't have any specific solutions decided on yet. It will likely be a combination of approaches to ensure that resource stats stay meaningful, without making the majority of items you find potentially worthless. - Sort of a half answer but it's the best I can do without specifics that relate to systems we haven't talked about yet.
Interestingly, back in 2009, Bashiok gave a non-answer to this question:
Official Blizzard Quote:
Since each class will most likely have their own resource system how will item modifiers work without an item only being valuable for one class? Such as a caster armor that the wizard and witch doctor could make use of.
That's a good question, and something we don't have any specific solutions decided on yet. It will likely be a combination of approaches to ensure that resource stats stay meaningful, without making the majority of items you find potentially worthless. - Sort of a half answer but it's the best I can do without specifics that relate to systems we haven't talked about yet.
Class-specific gear will always exist, and will likely drop for every character. Putting stats that only affect a specific resource is okay, because a Monk picking up an orb with +Arcane Power regeneration as opposed to picking up an orb with +Faster Cast Rate is going to feel indiffierent. As long as it is not placed on rares, sets and uniques that everyone can equip, there can really be no serious harm.
That's true for the lower level items, but nobody really cares about those. I'm talking about the legendary items that are supposed to be 'generic' (meaning designed for any class). It would suck to have an awesome legendary item with a mana affix on your monk and it not even apply - it would feel like you're using 1/2 the potential of the item.
Most importantly, it means no more mana leech. Mana leech... potentially the most essential stat for physical characters in Diablo II (plus Life Leech if you are of the melee sort). This means every class will be designed to sustain their resource throughout combat scenarios to keep them fun to play.
At this point it leaves resource modifiers as something you can have, but do not need. You can choose between a claw with +Spirit Regeneration, or a claw with +Precision. My point still stands that there is no reason not to have resource-related affixes on equipment that is designated for a particular class, as every class is designed for being able to be able to sustain their resources without it.
I really do not like the idea of having a bunch of class-specific gear. Maybe one or two signature Class-Specific Items, but straight up legendary items with affixes that only affect one class? bluh.
That we already have class-specific gear. They do not need to add it to things that can be equipped to any class. Not saying they should add more class-restricted gear. I am saying that the class-specific gear we already have are prime candidates, because what shows up as stats on that sort of thing is already irrelevant. If you get a Barbarian-exclusive axe and you never play Barbarian, you have no reason to care whether it affects Fury generation or not.
There is no reason for them to roll for modifiers that affect resources on equipment that can be equipped by any class, because they can more safely go with the route of something that only one class can equip anyway. Nothing is lost.
Don't forget, we've already seen the +health on fury spent affix. So we know those affixes exist. Whether they'll be 'rollable' or exist on generic gear, nobody knows... but even in d2 there were items that were very clearly meant for specific classes but weren't of their specialty category. So I rather expect it to be the same here.
If it's a Barb, + min/max fury
It it's a Wizard, + max arcane/increase regen
Etc.
In the description, it can say +50 mana (for wizards), so that you know that if you move the item to another class, it will have an equivalent boost on their resource system.
Willpower: Affects resource in class-specific ways
- The effects of this stat will change from class to class. It will be our goal to make it roughly equivalently valuable across classes and versus other attributes.
- Basically this stat will give you more access to whatever restricts your resource by default: capacity, regen rate, degeneration rate, generation rate, etc.
I would assume all previous mana attributes will now be willpower.
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Willpower: Affects resource in class-specific ways
- The effects of this stat will change from class to class. It will be our goal to make it roughly equivalently valuable across classes and versus other attributes.
- Basically this stat will give you more access to whatever restricts your resource by default: capacity, regen rate, degeneration rate, generation rate, etc.
I would assume all previous mana attributes will now be willpower.
That makes perfect sense. It's a little confusing at first, but it's the only way to solve the issue in a meaningful way. Thanks Scyber.
Edit: This does mean that item affixes will always be related to Willpower instead of the class-specific resource. Interesting.
Edit 2: This doesn't solve the issue for some affixes. For example, you can't have +% willpower regen because willpower is a stat, not a resource.
Edit 3: I guess their solution is to simply remove these kinds of affixes:
Official Blizzard Quote:
This will change and affect several item affixes, but specifically we’ll be making the following changes to address issues with casters under-valuing gear (more below in Q&A), and to clear out attributes that are going away:
- Removing +spell damage affixes
- Adding Bonus % damage for wizard skills (wizard only)
- Adding Bonus % damage for witch doctor skills (witch doctor only)
- Removing Strength
- Removing Dexterity
Doesn't it seem like the most likely thing is that instead of willpower (one stat that's meaning was different for every one) we will just have like 10-20 different resource modifiers?
I know it adds even more randomness to gear, and it would stink to get a perfect rare Shoulder slot item for a Barb, but it has +Max Arcane Power on it, but it still seems like the most likely.
The system could have natural checks/ballances as in if a roll came up for +Cleave Damage (if that exisits) then only Barb resource modfiers could roll (if a resource modifier is rolled at all).
On the other hand, if a item passes all of its rolls with out rolling a "class specific modifier" than the resource roll (which would have to happen last) it could roll any classes recource modifer.
So for example, seeing an item with +100 STR, +250HP, +.18 Attacks Per Second, +200 Defense could roll any of the 10-20 (or more) class specific recource modifiers.
But and item that rolled +100STR, +250HP, +200 Defense, +10% DMG to Skills that Cost Spirit could only roll Monk specific Recource modifiers.
Didn't Bash gave some examples on how some affixes might affect Resources?
This was posted on 08/18/2011:
Quote from Bashiok »
No, what you saw in the tooltips from gamescom is really just an example and not indicative of what we have planned. Affixes are one of those areas, like weapons and armor, that we're going to get in as much as we can before the game ships, and then we'll be adding more afterward. We have pretty much all the basics covered, adds to base stats, adds elemental damage, increases attack and cast speed, and then we have some of the crazier stuff like regenning arcane power on a critical hit, spending fury heals you, extra health from health globes, health globe pickup radius, gold pickup radius ... to name a few.
The tooltips from gamescom are more or less indicative of what's actually implemented in the internal builds right now this second (quite a bit less really), but not of what will be available at release, and certainly not what we plan for down the road.
I think Esmoire solved the question in his first post.
Class specific gear is confirmed and i think this gear is just the perfect place for resource related mods. Also it doesn't make any sense to have an item cathegory (like orbs and WD offhands) and not creat legendary and rares in this cathegory. It sounds like a kick in the nuts for those who enjoy that item type.
I'm pretty sure there will be unique orbs, unique pistol xbows, unique dead chickens, etc... And those will be filled with class specific bonuses.
Yup, class specific bonues are neat. Espesially now when it looks like we won't have +skill mods.
idk wut people are complaning about...ilove class spacific items...when i played d2 that was the reasoning for making not only a new char but a new class(this is when i first started)i find this SWEET axe or SWEET staff or anything thats class spacific it makes me want to try it and the class out(plus in d3 with shared stash i even want more items more class spacific meaning MORE COOKIE CUTTER BUILDS)they will always b there its how many is the question?and im not talkin about playing around and making a battle wiz (melee scor in d2)im talking strickly bussiness like slaying demons chopin diablos head off build i love the monk wanted to put it on there haha
I do not think anyone was denying that there would be class-specific affixes (kind of a waste not to have them), nor did anyone state class-specific gear was bad. :>
The potential is wonderful. Dare I say we could potentially see some sort of affix that generates Discipline based on Hatred spent? The Demon Hunter has a lot of potential in that regard, having two unique resources.
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I was a bit vague in my post, so I will clarify:
Class-specific gear will always exist, and will likely drop for every character. Putting stats that only affect a specific resource is okay, because a Monk picking up an orb with +Arcane Power regeneration as opposed to picking up an orb with +Faster Cast Rate is going to feel indiffierent. As long as it is not placed on rares, sets and uniques that everyone can equip, there can really be no serious harm.
Most importantly, it means no more mana leech. Mana leech... potentially the most essential stat for physical characters in Diablo II (plus Life Leech if you are of the melee sort). This means every class will be designed to sustain their resource throughout combat scenarios to keep them fun to play.
At this point it leaves resource modifiers as something you can have, but do not need. You can choose between a claw with +Spirit Regeneration, or a claw with +Precision. My point still stands that there is no reason not to have resource-related affixes on equipment that is designated for a particular class, as every class is designed for being able to be able to sustain their resources without it.
Official Blizzard Quote:
That's a good question, and something we don't have any specific solutions decided on yet. It will likely be a combination of approaches to ensure that resource stats stay meaningful, without making the majority of items you find potentially worthless. - Sort of a half answer but it's the best I can do without specifics that relate to systems we haven't talked about yet.
I forgot to mention mana leach!
I really do not like the idea of having a bunch of class-specific gear. Maybe one or two signature Class-Specific Items, but straight up legendary items with affixes that only affect one class? bluh.
That we already have class-specific gear. They do not need to add it to things that can be equipped to any class. Not saying they should add more class-restricted gear. I am saying that the class-specific gear we already have are prime candidates, because what shows up as stats on that sort of thing is already irrelevant. If you get a Barbarian-exclusive axe and you never play Barbarian, you have no reason to care whether it affects Fury generation or not.
There is no reason for them to roll for modifiers that affect resources on equipment that can be equipped by any class, because they can more safely go with the route of something that only one class can equip anyway. Nothing is lost.
If it's a Barb, + min/max fury
It it's a Wizard, + max arcane/increase regen
Etc.
In the description, it can say +50 mana (for wizards), so that you know that if you move the item to another class, it will have an equivalent boost on their resource system.
Willpower: Affects resource in class-specific ways
- The effects of this stat will change from class to class. It will be our goal to make it roughly equivalently valuable across classes and versus other attributes.
- Basically this stat will give you more access to whatever restricts your resource by default: capacity, regen rate, degeneration rate, generation rate, etc.
I would assume all previous mana attributes will now be willpower.
Find any Diablo news? Contact me or anyone else on the News team
Edit: This does mean that item affixes will always be related to Willpower instead of the class-specific resource. Interesting.
Edit 2: This doesn't solve the issue for some affixes. For example, you can't have +% willpower regen because willpower is a stat, not a resource.
Edit 3: I guess their solution is to simply remove these kinds of affixes:
Official Blizzard Quote:
This will change and affect several item affixes, but specifically we’ll be making the following changes to address issues with casters under-valuing gear (more below in Q&A), and to clear out attributes that are going away:
- Removing +spell damage affixes
- Adding Bonus % damage for wizard skills (wizard only)
- Adding Bonus % damage for witch doctor skills (witch doctor only)
- Removing Strength
- Removing Dexterity
Find any Diablo news? Contact me or anyone else on the News team
Doesn't mean willpower is gone though. Maybe its just not a part of the character stats. as in its its own unique modifier. but maybe not,
there wasn't a blue post about this was there?
Find any Diablo news? Contact me or anyone else on the News team
I know it adds even more randomness to gear, and it would stink to get a perfect rare Shoulder slot item for a Barb, but it has +Max Arcane Power on it, but it still seems like the most likely.
The system could have natural checks/ballances as in if a roll came up for +Cleave Damage (if that exisits) then only Barb resource modfiers could roll (if a resource modifier is rolled at all).
On the other hand, if a item passes all of its rolls with out rolling a "class specific modifier" than the resource roll (which would have to happen last) it could roll any classes recource modifer.
So for example, seeing an item with +100 STR, +250HP, +.18 Attacks Per Second, +200 Defense could roll any of the 10-20 (or more) class specific recource modifiers.
But and item that rolled +100STR, +250HP, +200 Defense, +10% DMG to Skills that Cost Spirit could only roll Monk specific Recource modifiers.
Interesting stuff to think about! Time will tell!
This was posted on 08/18/2011:
Source.
Was confirmed as removed in early August with that visit to Blizzard HQ. It is not on a different part of the UI. It is gone.
Class specific gear is confirmed and i think this gear is just the perfect place for resource related mods. Also it doesn't make any sense to have an item cathegory (like orbs and WD offhands) and not creat legendary and rares in this cathegory. It sounds like a kick in the nuts for those who enjoy that item type.
I'm pretty sure there will be unique orbs, unique pistol xbows, unique dead chickens, etc... And those will be filled with class specific bonuses.
The potential is wonderful. Dare I say we could potentially see some sort of affix that generates Discipline based on Hatred spent? The Demon Hunter has a lot of potential in that regard, having two unique resources.