As I roll through some of the forums and news feeds by Blizzard, Jay, and the ever keenful and distinct GM's, I was curious about a couple things that I'm sure if anyone could answer. And if my questions could be answered I would greatly appreciate it.
This is also open for anyone if they have their own opinion, critism, questions, or ideals for the game. However, respecting those who run this site, as well as the game, remember site rules, and remember the golden rule.
I understand that with Patch 10, the new stats and their priorities for each class. However, I am curious about one in specific; The Intelligence stat adding to health globe. This concept I never really understood when it comes to balancing the classes, unless Blizzard is highly aware of it and how they're going to counter act it. I figure since it is the stat filler for Sorc, that it would mean that Sorc would get more health whenever a health globe appears and/or the amount of health globe might spawn. I am doubtful about the amount of health globes appearing, but if anything, they would give more health in return for the increased intelligence attribute. So now Sorcerer's have no real problem with health gain, does this mean that they are super squishy? Do they have a small healht pool? Do they recieve a ratio lower then the +1 vitatlity = 10 Life?
And if this is seen as a problem by the majority of people, and if Blizzard was remotely worried about it being overpowered, I figured that you could easily just switch this stat to the vitality attribute. Increasing health as normal and then additionally have health gain from health globes (and/or increase health globe spawning).
Another thing I'm not sure about is the way Beta is setup, other than you're only allow to level up to 13 and are only permitted within Act 1. With only being able to access up to 13 levels, does that mean that not all skills are able to be used, limiting the amount that Beta testers are allowed to access with only one character? And also, I'm not sure how the Acts of Diablo III are going to transfer, and maybe I'm not suppose to know, but if anything, how are we able to know whether this next act will work? With Diablo II you would literally transfer to another area with a different act, however, in Diablo I, you never left Tristram more than a few feet to enter the Catacombs, or go directly into the rift of Hell itself.
Once again, I'm not a beta player, only a player looking forward to the games polished release, and I had a few questions on what's going on behind the scenes. Thanks for your time and patience!
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"What is better? To be born good or to overcome your evil nature through great effort?"
Sorcerers and Witch Doctors aren't necessarily squishier, they don't have dodge from dexterity or armor from strength though. Witch Doctors have an abundance of pets to draw some of the damage but the Wizard will rely fully on running and gunning. That's not to say you couldn't build a battle mage type. Melee Wizards will just rely more on skills, things like Storm Armor or Energy Armor, Magic Weapon, Archon, and Spectal Blade.
Thank you, if you could move this post to a correction location, It would be nice.
I am still curious about how this health globe statistic effects game play when it comes to PvP and character superiority. That makes more sense when it comes the WD and Sorc, having your mobs distract enemies, along with mystical armor to protect you, but wouldn't that prove an even greater point to the fact about the health globes? It seems that the magic class will only have to contend with 2 attribute prorities.. Intellegence and Vitality while other classes, such as the barbarian, have to quell with 3, Strength, Dexterity, and Vitality.
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"What is better? To be born good or to overcome your evil nature through great effort?"
PvP by no means is balanced or may never be balanced.
I think the seconday function to Intellegence is kinda lame but it suggests that these classes get a higher health gain because if they make a mistake of getting hit they will likely be hurt a lot more compared to other classes so they will need the higher health gains.
Melee classes will only need to focus on two stats as well, STR/VIT or DEX/VIT so this does not change the INT/VIT for magic classes. It could also be possible that secondary gear stats and enchantments would be used for filling in non-primary stats. People may fill in the other stats for the sake of their build, no one is confined to just stacking two attributes (although it seems this would be the best route atm).
EDIT: Typo
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I think they addressed this in a recent post. Barbarians will not be taking Dexterity, however a lot of in game items the barbarian can use will have the affix for +dodge I think is what they said.
Here is the quote:
For example, a Barbarian gets both "resist-all" armor and Attack-like damage from "Strength", so why would he ever choose Dexterity's dodge over that?
Barbarian's will always want Strength now just like they always wanted Attack before. Armor is a damage reduction. Dodge completely negates damage. They're extremely different in practice and your survivability, and at high difficulty play barbarians will absolutely want +dodge. And they don't have to take Dexterity to get it. Ideally a barbarian would find an item with +Stength and +Dodge on it. It would be devalued for the barb if it had +Dexterity on it. (tah dah itemization diversity)
Most the crafted items have vitality on them. I think only the wizard has a crafted item with intellect on it. The witch doctor does not (for this level). The barbarian, around level 10 gets a crafted item with STR on it. The DH the same thing.
Until we play beyond what we've been doing now, the stats (STR/DEX/INT) aren't a huge deal. The drops I've seen are all essentially the same from previous betas. I don't think I've seen an item in the wild with a strength or intellect attribute on it.
So at this time, Beta won't allow you to go into full diagnostic of each individual characters on an advanced level? Just basic concepts are being addressed, such as gameplay interaction and MvP? I understand that because you're only level 13, that higher level items can't really be attained, so you can't fully know how distinct the attributes are?
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"What is better? To be born good or to overcome your evil nature through great effort?"
If you level the BS, you can craft items usable up to a character around level 22 or 23. Maybe higher - I haven't leveled him past level 4 yet. I made a level 22 weapon just out of curiosity. It seems a lot of the dex/int/str gear kicks in at level 14. Not a coincidence, I'm sure.
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This is also open for anyone if they have their own opinion, critism, questions, or ideals for the game. However, respecting those who run this site, as well as the game, remember site rules, and remember the golden rule.
I understand that with Patch 10, the new stats and their priorities for each class. However, I am curious about one in specific; The Intelligence stat adding to health globe. This concept I never really understood when it comes to balancing the classes, unless Blizzard is highly aware of it and how they're going to counter act it. I figure since it is the stat filler for Sorc, that it would mean that Sorc would get more health whenever a health globe appears and/or the amount of health globe might spawn. I am doubtful about the amount of health globes appearing, but if anything, they would give more health in return for the increased intelligence attribute. So now Sorcerer's have no real problem with health gain, does this mean that they are super squishy? Do they have a small healht pool? Do they recieve a ratio lower then the +1 vitatlity = 10 Life?
And if this is seen as a problem by the majority of people, and if Blizzard was remotely worried about it being overpowered, I figured that you could easily just switch this stat to the vitality attribute. Increasing health as normal and then additionally have health gain from health globes (and/or increase health globe spawning).
Another thing I'm not sure about is the way Beta is setup, other than you're only allow to level up to 13 and are only permitted within Act 1. With only being able to access up to 13 levels, does that mean that not all skills are able to be used, limiting the amount that Beta testers are allowed to access with only one character? And also, I'm not sure how the Acts of Diablo III are going to transfer, and maybe I'm not suppose to know, but if anything, how are we able to know whether this next act will work? With Diablo II you would literally transfer to another area with a different act, however, in Diablo I, you never left Tristram more than a few feet to enter the Catacombs, or go directly into the rift of Hell itself.
Once again, I'm not a beta player, only a player looking forward to the games polished release, and I had a few questions on what's going on behind the scenes. Thanks for your time and patience!
Also moving this to D3 section.
I am still curious about how this health globe statistic effects game play when it comes to PvP and character superiority. That makes more sense when it comes the WD and Sorc, having your mobs distract enemies, along with mystical armor to protect you, but wouldn't that prove an even greater point to the fact about the health globes? It seems that the magic class will only have to contend with 2 attribute prorities.. Intellegence and Vitality while other classes, such as the barbarian, have to quell with 3, Strength, Dexterity, and Vitality.
I think the seconday function to Intellegence is kinda lame but it suggests that these classes get a higher health gain because if they make a mistake of getting hit they will likely be hurt a lot more compared to other classes so they will need the higher health gains.
Melee classes will only need to focus on two stats as well, STR/VIT or DEX/VIT so this does not change the INT/VIT for magic classes. It could also be possible that secondary gear stats and enchantments would be used for filling in non-primary stats. People may fill in the other stats for the sake of their build, no one is confined to just stacking two attributes (although it seems this would be the best route atm).
EDIT: Typo
Here is the quote:
Until we play beyond what we've been doing now, the stats (STR/DEX/INT) aren't a huge deal. The drops I've seen are all essentially the same from previous betas. I don't think I've seen an item in the wild with a strength or intellect attribute on it.