I never liked the Itemization idea to begin with because it seemed bulky and un-needed. I mean, you would always be having useless crap dropping was how I saw it.
This system also gives us "something" each level as well, which is another added bonus.
Yes some people will bitch and whine but whatever.
Personally I think those changes are good. Especially I will be excited about every level up to 60 which is a huge improvement. And I feel that not having an inventory flooded by some dirty stones will be good as well. Good job, Blizzard.
Previously, excitement in the game would have looked like this:
Level 1-30: Obtaining new skills and finding new gear
Level 30-60: Finding new gear (with a little bit of new skills via runestones)
Level 60+: Obtaining runestones (new skills) and finding new gear
Now excitement in the game will look like this:
Level 1-60: Obtaining new skills and finding new gear
Level 60+: Finding new gear
The latter looks pretty familiar, huh?
Zzz. Lame.
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
So you're saying I won't enjoy the game for long because all the other random item stats/drops for 10 characters isn't enough? That's a joke right >:]
Jay puts it the best. They got stuck on the idea of runestones being an item (as basically a selling point, saying they have more item types than the previous games), when their actual purpose was to allow customization of skills. Now you might say that the second system still did this and you are right, but can you imagine trying to tailor your character's build on runes you probably, frustratingly won't find for a very long time? You'd be more effective using whatever good rank 7 runes you found with good affixes. Plus this isn't even talking about the idea which was in place where you identify the rune by binding it to a specific skill so you're almost always stuck with something you don't want.
I don't understand why randomly specializing your characters is so appealing to some people. Isn't that what random gear drops and random gear stats are for? What's more is the second system ended up causing entirely new problems with the inventory. People keep talking about runestones stacking, but with the second system in place (which many were NOT freaking out about), it wasn't even close to possible to stack them, seeing as how they not only had unique affixes with 5 different effective levels (on 7 different ranks per rune), they were also being bound to skills.
You can make an argument for the first system, but the second system was total madness and we're better off with it gone.
umm.. i just moused over my beta client ( on my windows task bar) and its says "Diablo III Retail"
Quite literal: Sign of release?
Lol yup, you now have the retail version of the game. That's it! They decided to dumb it down that much...
But on a serious note, yay? I have a feeling I'm going to be a little disappointed.
What I mean is.. this "build" is a release canidate? At least thats what I would take this to mean. I'm not to smart about these things, but I do frequent MMO-champion and see boub talk about "marked as a release canidate" alot.
I really think the UI change was a waste of time, and the change of the runes got rid of half the game
Please explain how taking the most frustrating thing out of a game gets rid of half the game. I agree about the UI change designed for people slow in the head, however.
This is the first thing I'm truly disappointed in with Blizzard. Limiting my skill variation choice, and making 0 permanence to your skills. I can't believe they enacted these dumbed down changes. The first I don't mind as it doesn't affect me I'm going for elected mode, fuck that baby shit if you're that stupid you honestly shouldn't be playing a mature videogame, or a complex video game such as diablo... something like maplestory would better suit your needs here. The second thing though affects everyone and to anyone denying this you're simply just buying into too much shit. I have followed D3 since before its announcement in 06 played D1 and D2 and am in the beta, so I have some background here. The removal of item runes is the dumbest thing in the world. First juggling with your inventory has always been a part of diablo whether you say it's a bad part or a good one it's always been there. Second it completely FORCES a playstyle upon you until you reach a certain level. THAT MOST PEOPLE WON'T REACH!!!. They've said it themselves, most people won't play through nightmare or hell. If you're getting to 30 at normal then you're fucked you don't get to play with all the skill combinations because hey you suck at this game. Let's face it this is the worst decision they could've made. It sucks because now i have to wait to put an indigo rune in my skill whereas before I could do it at anytime. This whole problem could've been solved if they just transfereed the rune sink to the jewler. Upgrading runes was fairly simple you gathered a number of shit rank runes and then combined them into a higher rank and proceeded till you got a lvl 7 variant. NOT HARD. Just make the runes a stackable ITEM and VIOLA YOU'VE GOT YOUR SOLUTION. You didn't need to make a rune drop specific to a skill you could've just kept them as a standard crimson rune or obsidian. FFS does anyone at Blizzard think? We're not five year olds who can't manage inventories, we understand game mechanics and how the game works. I don't need the devs forcing a playstyle on me so i can beat the game. I can find out on my own. This is the first time i've been dissapointed with blizz and I honestly feel it is justified. They just took the game and said fuck it let's force them to play this way.
Rollback Post to RevisionRollBack
Not even Death will save you from Diablo Bunny's Cuteness!
What I really dislike is that their is no more scaling of the rune effects. Atleast there should be items that boost these. Now every effect has only one strength.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
“Perfection is achieved perfection not when there is nothing left to add, but when there is nothing left to take away” – Antoine de Saint-Exupery
The game is intact in my eyes. I certainly don't mourn for some of the things that have gone away. While I was a big fan of runes being part of the item hunt (and as some may vaguely remember, I was an ardent supporter of the unattuned system for various reasons, but I got over that) I think the game is still Diablo. What makes it most okay for me is that you can tell from what Jay said about them having a hard time letting go of runes as items that they're going to mend the gaping wounds in their hearts with more gear for us to find in the late game. I think that's rad. I also like the idea of unlocking new "skills" as I go along, which will bring back an element of Diablo 2 that I was a little sad to see go, which was progressively unlocking skills via level up that were obvious upgrades of previous skills (such as Bone Wall to Bone Prism, or the Sorceress' various ice shields,) and is stretching it out to be an experience for me to have from Normal through Hell. I think that's pretty great. And now we can all get back to concentrating on who has the most badass axes and stuff!
A lot of interesting changes, sadly a lot of it is still fairly confusing to someone that hasn't played with the system. I really appreciate that they have been attempting to explain their reasoning behind changes with the community more clearly.
Hey, fantastic! ^^ No more grinding for runes for skills that i'd like to use. Sadly, it means that I can't choose at what level that I get those runes, but it's still alot better than hoping for the right Skill rune to drop, then making sure it's the right colour.
What I would have prefered, is that every time you get a new ability, you're allowed to choose exactly what rune you want to unlock. So, 1-30 you've got all skills and each one has 1 rune unlocked. Then, from 31-60 you'd get to unlock say 2-3 each level, finishing off giving all your skills all available runes.
Actually, i could see them doing this with the first exspansion, since by then the player base will have gotten used to how the system works and it's only a slight tweak.
As to having skills bound to certain buttons and an "elective" mode, after posting in the "Will we see Diablo 3 working on PCs and consoles together?" thread, this is exactly what it's been done for. It's even easier to assign your resource builder move to the left trigger, spender to right and all 4 extra moves to the face buttons. The extra two shoulder buttons become potion and posibly town portal and you're done.
Still, i think these changes will be a benefit. I want to get into the game, slay demons and kick ass...Not spend ages trawling the RMAH for runes or trying to farm them myself.
Rollback Post to RevisionRollBack
"Pull 'em in, den smash 'em up gud!" - Grimjaw, Barbarian Poet
Dope changes, can't wait to try them out in the beta. 30-60 now actually has a reward while you level, which believe it or not. Blizzard is smart enough to know you have to reward your plays every step of the way.
You know, I was also just thinking - what skills would be a 'primary' attack for the Witch Doctor? It looks like with its damage nerf, Firebomb might be one of them...Poison Dart is another no-brainer, but after that, a lot of his other skills could be interpreted as either Primary or Secondary.
Plague of Toads, for instance, can be pretty mana-intensive if you're playing a petless build and are spamming them a lot. I'm surprised that the WD's passives weren't reworked with these patch notes. How will passives like Fetish Sycophants and Rush of Essence be re-worded?
Nerfs to Plague of Toads and Corpse Spiders hurts both pet builds and pet-less WD builds, because even pet builds rely on other spells for primary damage output. I just hope that Blizzard introduces at least one new passive specifically to enhance the power of petless WDs, so that that playstyle doesn't get TOO gimped from the damage nerfs.
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
I'm not gonna lie. I've stood behind Blizzard every which way they decided to go with any system in Diablo 3 (the most important to me being the player collision in-game lol) and im excited about leveling any character. I remember awhile back they were saying that they wanted each level to have this "awesome upgrade" feeling and the new skill/rune system, to me, hits even more on that than the older version. Still, the part of me that likes picking up items that will improve my character is a bit saddened they're not physical drops anymore, but the line "and even without runes we’re launching with more item types than Diablo II had" makes up for it.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I never liked the Itemization idea to begin with because it seemed bulky and un-needed. I mean, you would always be having useless crap dropping was how I saw it.
This system also gives us "something" each level as well, which is another added bonus.
Yes some people will bitch and whine but whatever.
Good job Blizzard.
http://www.wowhq.com
Previously, excitement in the game would have looked like this:
Level 1-30: Obtaining new skills and finding new gear
Level 30-60: Finding new gear (with a little bit of new skills via runestones)
Level 60+: Obtaining runestones (new skills) and finding new gear
Now excitement in the game will look like this:
Level 1-60: Obtaining new skills and finding new gear
Level 60+: Finding new gear
The latter looks pretty familiar, huh?
Zzz. Lame.
Quite literal: Sign of release?
Jay puts it the best. They got stuck on the idea of runestones being an item (as basically a selling point, saying they have more item types than the previous games), when their actual purpose was to allow customization of skills. Now you might say that the second system still did this and you are right, but can you imagine trying to tailor your character's build on runes you probably, frustratingly won't find for a very long time? You'd be more effective using whatever good rank 7 runes you found with good affixes. Plus this isn't even talking about the idea which was in place where you identify the rune by binding it to a specific skill so you're almost always stuck with something you don't want.
I don't understand why randomly specializing your characters is so appealing to some people. Isn't that what random gear drops and random gear stats are for? What's more is the second system ended up causing entirely new problems with the inventory. People keep talking about runestones stacking, but with the second system in place (which many were NOT freaking out about), it wasn't even close to possible to stack them, seeing as how they not only had unique affixes with 5 different effective levels (on 7 different ranks per rune), they were also being bound to skills.
You can make an argument for the first system, but the second system was total madness and we're better off with it gone.
Lol yup, you now have the retail version of the game. That's it! They decided to dumb it down that much...
But on a serious note, yay? I have a feeling I'm going to be a little disappointed.
Isendims#1577
What I mean is.. this "build" is a release canidate? At least thats what I would take this to mean. I'm not to smart about these things, but I do frequent MMO-champion and see boub talk about "marked as a release canidate" alot.
Don't worry it will come back for expansions and 60$
Please explain how taking the most frustrating thing out of a game gets rid of half the game. I agree about the UI change designed for people slow in the head, however.
The game is intact in my eyes. I certainly don't mourn for some of the things that have gone away. While I was a big fan of runes being part of the item hunt (and as some may vaguely remember, I was an ardent supporter of the unattuned system for various reasons, but I got over that) I think the game is still Diablo. What makes it most okay for me is that you can tell from what Jay said about them having a hard time letting go of runes as items that they're going to mend the gaping wounds in their hearts with more gear for us to find in the late game. I think that's rad. I also like the idea of unlocking new "skills" as I go along, which will bring back an element of Diablo 2 that I was a little sad to see go, which was progressively unlocking skills via level up that were obvious upgrades of previous skills (such as Bone Wall to Bone Prism, or the Sorceress' various ice shields,) and is stretching it out to be an experience for me to have from Normal through Hell. I think that's pretty great. And now we can all get back to concentrating on who has the most badass axes and stuff!
What I would have prefered, is that every time you get a new ability, you're allowed to choose exactly what rune you want to unlock. So, 1-30 you've got all skills and each one has 1 rune unlocked. Then, from 31-60 you'd get to unlock say 2-3 each level, finishing off giving all your skills all available runes.
Actually, i could see them doing this with the first exspansion, since by then the player base will have gotten used to how the system works and it's only a slight tweak.
As to having skills bound to certain buttons and an "elective" mode, after posting in the "Will we see Diablo 3 working on PCs and consoles together?" thread, this is exactly what it's been done for. It's even easier to assign your resource builder move to the left trigger, spender to right and all 4 extra moves to the face buttons. The extra two shoulder buttons become potion and posibly town portal and you're done.
Still, i think these changes will be a benefit. I want to get into the game, slay demons and kick ass...Not spend ages trawling the RMAH for runes or trying to farm them myself.
"Pull 'em in, den smash 'em up gud!" - Grimjaw, Barbarian Poet
Plague of Toads, for instance, can be pretty mana-intensive if you're playing a petless build and are spamming them a lot. I'm surprised that the WD's passives weren't reworked with these patch notes. How will passives like Fetish Sycophants and Rush of Essence be re-worded?
Nerfs to Plague of Toads and Corpse Spiders hurts both pet builds and pet-less WD builds, because even pet builds rely on other spells for primary damage output. I just hope that Blizzard introduces at least one new passive specifically to enhance the power of petless WDs, so that that playstyle doesn't get TOO gimped from the damage nerfs.