Earn Achievements:
-Play-Through Progression
-Extreme Behaviour (level 60 HC character)
-Absurd Shenanigans
-Achievements unlock visuals for banner
-Banner = Instant teleporter to friendly players
New items added:
-Stone of Recall: Town Portal Scroll/Hearthstone effect
-Cauldron of Jordan: Sell items out of inventory
-Cube of the Nephalem: Convert items to crafting components
Crafting: NPCS are shared across the account The Mystic: Item Enhancements
-Adds enhancements like Goldfind, Magic Find, Stats, class related stats
-Enhancements are RANDOM, but can be re-applied
-Allows you to make Aberrant Builds
-Levels up (10 levels), getting more powerful in the progress
The Jeweler: Gemcrafter
-Combines Gems
-Adds sockets to items
-Removes gems from items (does not break the item or gem) (Still unsure if you have to choose between keeping the item or gem)
-Levels up (10? levels), getting more powerful in the progress
The Blacksmith: Item Crafter
-Crafts Legendary & Set items, as well as sets found from mobs in game
Trading in Diablo
Loot = Big Part of Diablo
-Item drops are random
-Low odds for a given item
-Trading = Important way to find items
Auction House
-Convenient, secure, easy
-Gold or real money
-Items, gold, and components can be sold
-Participate for FREE
-Every week you get a small amount of free listings on the RMAH
Auction House - New Features
-Smart Search, filters
-Advanced Search, even more filters with stats you want
-Stackable Items (Gold, Gems, Crafting, Dyes, Tomes, Pages)
Passive Skills: Making passives good
-Insctructional
-Flavorful or interesting
-Supports unique builds
-Synergy, but not too much
Barbarian Tuning
-Overall in a good place
-Fury Generation, better balance between skills
-Survivability (Gets harder on higher difficulties)
Wizard Tuning
-Overall in a good place
-Lots of tuning adjustments
-Weapon-based skill damage (% of weapon damage)
-Cast Speed is based on attack speed
Witch Doctor Tuning
-Mana (Passives, Runes & Gear to improve regeneration)
-Mana isn't really an issue at lower levels
-New Passive: Circle of Life - Summons zombie dogs when you kill things
Normal Difficulty
-Act 1 is the tutorial
-Monsters have low awareness
-Dont attack fast
-Limited Skills/Abilities
Each act adds more challenges
-More responsive monsters
-More monster skills
Higher Difficulties
\Game Depth
-New Item Affixes (New attributes in higher difficulties)
-New Attributes
-Rares and Champ powers (2 in normal, 3 in nightmare, 4 in hell/inferno)
-70% of items are post-normal
Inferno Difficulty
-Will be solo-able
-Multiple Tiers of items
-Rares & Champs reward the best loot (no bossruns and they'll try to avoid specific 'best' areas
-Crazy Builds
Crazy Builds
-Wow focuses on optimal builds
-Diablo has no:
--Guild to answer to
--Raids to optimize for
--Roles to perfect
-Diablo's Co-op is optional for fun
-Diablo focuses on viablo builds (Melee Wizard! Pet-less WD)
Viable over Optimal
-Customization = Self-expression
-2.8~ TRILLION builds
-Our job = Lots of viable builds
-There will probably be 'Best Builds'
-Best builds are fine
-...as long as they don't shut down viable builds
-Make the character you want to make!
Skill System issues:
Hot Swapping Skills
--Not Fun, less build commitment
-Solution: In-Town-Swapping
-Alternate Solution: Out of combat swapping
Follower issues
Not viable past normal
-Solution: Followers will be end-game viable
Looks like we are getting in town skill swapping, at least until after they patch the game to enable an in combat feature.
Yeah. What they said is that currently in the internal build it is town only skill swapping, which they felt was ok but not super great. If they decide they don't like that then their second solution is to implement a combat system and only allow skill swapping out of combat.
Whatever they go with I'm liking the change. In combat skill swapping was just obnoxious and bad gameplay.
I want more information on how skills will upgrade and progress in accordance to weapon base damage and so forth. I want to know how exactly this will be balanced with WD and Wizard in comparison to the other classes that have more use with more damaging weapons. I want detailed information from the devs, not guesses and speculation from others. =)
Trading in Diablo
Loot = Big Part of Diablo
-Item drops are random
-Low odds for a given item
-Trading = Important way to find items
Wish it wasn't. I still play D2 with drop mods to get things from drops or by myself. Still, the AH will make it less painful to get stuff when needed. Hopefully...
Higher Difficulties
\Game Depth
-New Item Affixes (New attributes in higher difficulties)
-New Attributes
-Rares and Champ powers (2 in normal, 3 in nightmare, 4 in hell/inferno)
-70% of items are post-normal
All good stuff. More incentive for higher difficulties, more unique things about them. Hope they didn't forget some more distinct monsters, too. (new abilities and the likes).
Inferno Difficulty
-Will be solo-able
-Multiple Tiers of items
-Rares & Champs reward the best loot (no bossruns and they'll try to avoid specific 'best' areas
-Crazy Builds
Solo-able inferno = Expected. Anything else would have been a disgrace. However, I really hope the difficulty scales far enough for multiplayer. It should be a challenge there, too.
However, no boss runs... well, that is the good part, yes, no boss runs are great. But they seem to focus loots completely on rares and champs... There is something that just feels completely off with bosses not offering good loot. There are countless solutions that don't involve just making them drop shits and making every boss drop nothing, which is extremely "anti-climatic". I don't know if people see my point, here.
Skill System issues:
Hot Swapping Skills
--Not Fun, less build commitment
-Solution: In-Town-Swapping
-Alternate Solution: Out of combat swapping
I'd dig either solution, I guess. Out of combat would be better, because if you're out of combat then you can go back to town, which would just take 10 more annoying seconds. Build commitment isn't fixed at all though, but countless abuse with macros and such are.
Follower issues
Not viable past normal
-Solution: Followers will be end-game viable
Followers not viable past normal sounded so dumb and incredibly stupid to me. People should be allowed to play alone with their followers through the entire game if they so desire. They shouldn't be "influenced" to multiplayer by making it pathetic.
Inferno Difficulty
-Will be solo-able
-Multiple Tiers of items
-Rares & Champs reward the best loot (no bossruns and they'll try to avoid specific 'best' areas
-Crazy Builds
Solo-able inferno = Expected. Anything else would have been a disgrace. However, I really hope the difficulty scales far enough for multiplayer. It should be a challenge there, too.
However, no boss runs... well, that is the good part, yes, no boss runs are great. But they seem to focus loots completely on rares and champs... There is something that just feels completely off with bosses not offering good loot. There are countless solutions that don't involve just making them drop shits and making every boss drop nothing, which is extremely "anti-climatic". I don't know if people see my point, here.
You know, even though they did mention that they wanted every area of the game in inferno-mode to give a fair chance of really good loot so as not to push people to doing one specific area run... I doubt that this will be entirely the case. I still think that killing bosses will provide at least a better chance of gaining rarer loot than average monsters, so in the end, people will still be running bosses over and over. It just won't be like Diablo 3 where you had runs of Baal far more often than any of the other bosses. Instead, each boss will have an equal chance of dropping greater loot and their chances will be greater than average mobs.
That is what I am expecting anyways, even if the devs say different.
You know, even though they did mention that they wanted every area of the game in inferno-mode to give a fair chance of really good loot so as not to push people to doing one specific area run... I doubt that this will be entirely the case. I still think that killing bosses will provide at least a better chance of gaining rarer loot than average monsters, so in the end, people will still be running bosses over and over. It just won't be like Diablo 3 where you had runs of Baal far more often than any of the other bosses. Instead, each boss will have an equal chance of dropping greater loot and their chances will be greater than average mobs.
That is what I am expecting anyways, even if the devs say different.
did you not read the entire panel? they said loot will drop BETTER from RARES. NOT bosses. therefor there will be area runs where the most rare/elites (w/e there called) pop up. which will be even easier then killing the bosses. i get the reason for this. the bosses are more for the storyline. epic boss fights in the end that will take a long time for the story line NOT for loot. makes perfect sense. so instead of sitting there trying to kill some super uber boss over n over, especially if it takes foreverrrrr to kill him. you get to do area runs or run through the entire game over and over for loot. its what they said they wanted, and there achieving it with this design. there won't be boss runs for shittier loot that takes longer to get, rofl.
You know, even though they did mention that they wanted every area of the game in inferno-mode to give a fair chance of really good loot so as not to push people to doing one specific area run... I doubt that this will be entirely the case. I still think that killing bosses will provide at least a better chance of gaining rarer loot than average monsters, so in the end, people will still be running bosses over and over. It just won't be like Diablo 3 where you had runs of Baal far more often than any of the other bosses. Instead, each boss will have an equal chance of dropping greater loot and their chances will be greater than average mobs.
That is what I am expecting anyways, even if the devs say different.
did you not read the entire panel? they said loot will drop BETTER from RARES. NOT bosses. therefor there will be area runs where the most rare/elites (w/e there called) pop up. which will be even easier then killing the bosses. i get the reason for this. the bosses are more for the storyline. epic boss fights in the end that will take a long time for the story line NOT for loot. makes perfect sense. so instead of sitting there trying to kill some super uber boss over n over, especially if it takes foreverrrrr to kill him. you get to do area runs or run through the entire game over and over for loot. its what they said they wanted, and there achieving it with this design. there won't be boss runs for shittier loot that takes longer to get, rofl.
Wow. Did you not read the first line of my response? Or do you like making an idiot out of yourself?
You know, even though they did mention that they wanted every area of the game in inferno-mode to give a fair chance of really good loot so as not to push people to doing one specific area run... I doubt that this will be entirely the case. I still think that killing bosses will provide at least a better chance of gaining rarer loot than average monsters, so in the end, people will still be running bosses over and over. It just won't be like Diablo 3 where you had runs of Baal far more often than any of the other bosses. Instead, each boss will have an equal chance of dropping greater loot and their chances will be greater than average mobs.
That is what I am expecting anyways, even if the devs say different.
did you not read the entire panel? they said loot will drop BETTER from RARES. NOT bosses. therefor there will be area runs where the most rare/elites (w/e there called) pop up. which will be even easier then killing the bosses. i get the reason for this. the bosses are more for the storyline. epic boss fights in the end that will take a long time for the story line NOT for loot. makes perfect sense. so instead of sitting there trying to kill some super uber boss over n over, especially if it takes foreverrrrr to kill him. you get to do area runs or run through the entire game over and over for loot. its what they said they wanted, and there achieving it with this design. there won't be boss runs for shittier loot that takes longer to get, rofl.
Wow. Did you not read the first line of my response? Or do you like making an idiot out of yourself?
do you like contradicting yourself in the same paragraph? haha. saying one thing then saying "oh but there will be boss runs". your arguing with yourself buddy. making bosses drop shittier gear then rares eliminates ANY possibility of any SMART farmer from doing boss runs. therefor there will be none. then saying oh but i still think people will run bosses over and over. really that makes complete sense taking both sides at once that contradict each other.
do you like contradicting yourself in the same paragraph? haha. saying one thing then saying "oh but there will be boss runs". your arguing with yourself buddy. making bosses drop shittier gear then rares eliminates ANY possibility of any SMART farmer from doing boss runs. therefor there will be none. then saying oh but i still think people will run bosses over and over. really that makes complete sense taking both sides at once that contradict each other.
Mate, do you even know what your saying? First off I was not arguing about anything. I was merely stating that, EVEN THOUGH, I better highlight it for you, EVEN THOUGH they did mention that each area will have a fair chance of loot. Do you understand that part? Either way, just stick with me here.
So, EVEN THOUGH, that is the case, I still reckon that you will be seeing people farming on boss runs. Now in what way, shape or form, is that an argument against anything? It is merely, and nothing more than that, a judgment of what I believe could potentially end up happening. There is no contradiction happening there, BUDDY.
And than you suddenly come up on your high horse and decide to start an argument. Why would you do that when I am just saying what I am expecting. I did not include any high modality language that implies that this will be fact, I merely inquired to the potential that boss runs will occur.
Mate, do you even know what your saying? First off I was not arguing about anything. I was merely stating that, EVEN THOUGH, I better highlight it for you, EVEN THOUGH they did mention that each area will have a fair chance of loot. Do you understand that part? Either way, just stick with me here.
So, EVEN THOUGH, that is the case, I still reckon that you will be seeing people farming on boss runs. Now in what way, shape or form, is that an argument against anything? It is merely, and nothing more than that, a judgment of what I believe could potentially end up happening. There is no contradiction happening there, BUDDY.
And than you suddenly come up on your high horse and decide to start an argument. Why would you do that when I am just saying what I am expecting. I did not include any high modality language that implies that this will be fact, I merely inquired to the potential that boss runs will occur.
ok despite your obvious flaming from the start because you got butt hurt ill ignore it. but as i said in my last response. making bosses drop lower quality items COMPLETELY , and UTTERLY removes ANY type of notion that ANY player should ever, or will ever, do ANY type of "boss run". other then just once to beat them to continue on in the game. because it would be moronic of them to do so unless they just like the specific boss fight and don't care about gear. so you commenting on that fact and THEN STILL suggesting that people will still do boss runs is completely backwards. which is why your paragraph reads like your contradicting yourself.
if you would like to explain how boss runs could possibly occur with crappier loot even though they are 10x harder id be happy to hear any valid points. 'average monsters' has nothing to do with anything, were talking RARE hunting VS. BOSS runs for loot when rares are not only much much easier to kill and theres more of them, they drop better lot.
@nightblaze have you seen beta vids? SK hardly drops anything after 1st kill. i dont think this will change much.
at most i guess bosses might make 2 drop rolls instead of 1 from normal mobs. maybe 3-4.
in d2, chests and barrels etc had double drop. so it will be as viable to boss farm as barrel farm (well that's exaggerations) but they clearly stated that they DO NOT want ppl to boss farm, or pick favorite spots to grind. if it happens, they will patch the game, to stop ppl from doing that.
ofc there will still be ppl that will grind bosses....for nothing, cause they dont read forums and such, and think bosses have higher chance to get stuff
i like the idea of going through the entire game in 1 run. and kill every mob, than just to join a bot run, and go kill bhaal in a few min, over and over.
if that's blizzards aim, that's whats gonna happen.
@D3maniac to be specific: bosses wont drop crappier stuff, they will drop same stuff, less frequently than rares/champs.
imo champs might be more dangerous than bosses in some cases. they can have 4 powers in hell+
so imagine arcane/frozen/molten/illusion champ...that's gonna be really painful. it will be like short duration insane boss. so i'm fine with champs/rares dropping the good stuff.
in some cases you wont be able to kill the champs at all, cause they are to OP. and they stated that there will be more mob affixes later too. so there might be multi arcane/lightning (OUUUUCH!!!) or fast/frozen/molten, so you cant escape the explosions. maybe quick cast molten, so they blow up right away we'll see what other nasty affixes they can throw in.
if it's like in D2. that you get more items the more mobs you kill in short time. then kill streaking in inferno gonna be the way to go as well. to get more loot.
so i hope that this means ppl will really go for killing as much mobs as possible, and not ignore any non-champ/rare/boss.
i like it that you cant swap skills in combat.
as for followers, they'd be useful in some circumstances end game too anyways. like templar can dash and stun mobs in big area, if you drop below 75% hp or such.
ofc with mob AI, they might just atk follower first, cause it dies in 1-2 hits.
i wonder how they gonna make them more viable for end game. increase their lv cap to 60? increase skill powers, or give them stronger items? base their stats of your stats maybe? like doing 75% of your wep damage or such.
true, but as dangerous as champs will be in inferno, theres no way they will be harder then bosses in inferno. after everything they've said it'll be like a mini raid fight to kill them. so in the end champs will be far easier to farm and drop more stuff therefor being 100x better for farming. which is what blizzard is trying to do thats why i was arguing with that guy lol. oh wells it is what it is.
i like all the info, changes/tweaks so far... and followers can be viable, till end game... very good... love it!!!
I like the viability of followers - its almost like another build - if you can make them proficient at different things it adds another dimension to any other off the wall build you can come up with.
Source: http://us.battle.net/d3/en/forum/topic/3424683612
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Yeah. What they said is that currently in the internal build it is town only skill swapping, which they felt was ok but not super great. If they decide they don't like that then their second solution is to implement a combat system and only allow skill swapping out of combat.
Whatever they go with I'm liking the change. In combat skill swapping was just obnoxious and bad gameplay.
Totally agree. They could only answer one question because of time and someone asked about RMAH. Fail. Hopefully more info tomorrow during Q/A.
What's mainly on my agenda would be:
1. Release Date
2. Runestones
3. Skill Progression
I want more information on how skills will upgrade and progress in accordance to weapon base damage and so forth. I want to know how exactly this will be balanced with WD and Wizard in comparison to the other classes that have more use with more damaging weapons. I want detailed information from the devs, not guesses and speculation from others. =)
All good stuff. More incentive for higher difficulties, more unique things about them. Hope they didn't forget some more distinct monsters, too. (new abilities and the likes).
Solo-able inferno = Expected. Anything else would have been a disgrace. However, I really hope the difficulty scales far enough for multiplayer. It should be a challenge there, too.
However, no boss runs... well, that is the good part, yes, no boss runs are great. But they seem to focus loots completely on rares and champs... There is something that just feels completely off with bosses not offering good loot. There are countless solutions that don't involve just making them drop shits and making every boss drop nothing, which is extremely "anti-climatic". I don't know if people see my point, here.
I'd dig either solution, I guess. Out of combat would be better, because if you're out of combat then you can go back to town, which would just take 10 more annoying seconds. Build commitment isn't fixed at all though, but countless abuse with macros and such are.
Followers not viable past normal sounded so dumb and incredibly stupid to me. People should be allowed to play alone with their followers through the entire game if they so desire. They shouldn't be "influenced" to multiplayer by making it pathetic.
So, I'm glad if they make them viable everywhere.
You know, even though they did mention that they wanted every area of the game in inferno-mode to give a fair chance of really good loot so as not to push people to doing one specific area run... I doubt that this will be entirely the case. I still think that killing bosses will provide at least a better chance of gaining rarer loot than average monsters, so in the end, people will still be running bosses over and over. It just won't be like Diablo 3 where you had runs of Baal far more often than any of the other bosses. Instead, each boss will have an equal chance of dropping greater loot and their chances will be greater than average mobs.
That is what I am expecting anyways, even if the devs say different.
did you not read the entire panel? they said loot will drop BETTER from RARES. NOT bosses. therefor there will be area runs where the most rare/elites (w/e there called) pop up. which will be even easier then killing the bosses. i get the reason for this. the bosses are more for the storyline. epic boss fights in the end that will take a long time for the story line NOT for loot. makes perfect sense. so instead of sitting there trying to kill some super uber boss over n over, especially if it takes foreverrrrr to kill him. you get to do area runs or run through the entire game over and over for loot. its what they said they wanted, and there achieving it with this design. there won't be boss runs for shittier loot that takes longer to get, rofl.
Wow. Did you not read the first line of my response? Or do you like making an idiot out of yourself?
do you like contradicting yourself in the same paragraph? haha. saying one thing then saying "oh but there will be boss runs". your arguing with yourself buddy. making bosses drop shittier gear then rares eliminates ANY possibility of any SMART farmer from doing boss runs. therefor there will be none. then saying oh but i still think people will run bosses over and over. really that makes complete sense taking both sides at once that contradict each other.
Mate, do you even know what your saying? First off I was not arguing about anything. I was merely stating that, EVEN THOUGH, I better highlight it for you, EVEN THOUGH they did mention that each area will have a fair chance of loot. Do you understand that part? Either way, just stick with me here.
So, EVEN THOUGH, that is the case, I still reckon that you will be seeing people farming on boss runs. Now in what way, shape or form, is that an argument against anything? It is merely, and nothing more than that, a judgment of what I believe could potentially end up happening. There is no contradiction happening there, BUDDY.
And than you suddenly come up on your high horse and decide to start an argument. Why would you do that when I am just saying what I am expecting. I did not include any high modality language that implies that this will be fact, I merely inquired to the potential that boss runs will occur.
ok despite your obvious flaming from the start because you got butt hurt ill ignore it. but as i said in my last response. making bosses drop lower quality items COMPLETELY , and UTTERLY removes ANY type of notion that ANY player should ever, or will ever, do ANY type of "boss run". other then just once to beat them to continue on in the game. because it would be moronic of them to do so unless they just like the specific boss fight and don't care about gear. so you commenting on that fact and THEN STILL suggesting that people will still do boss runs is completely backwards. which is why your paragraph reads like your contradicting yourself.
if you would like to explain how boss runs could possibly occur with crappier loot even though they are 10x harder id be happy to hear any valid points. 'average monsters' has nothing to do with anything, were talking RARE hunting VS. BOSS runs for loot when rares are not only much much easier to kill and theres more of them, they drop better lot.
true, but as dangerous as champs will be in inferno, theres no way they will be harder then bosses in inferno. after everything they've said it'll be like a mini raid fight to kill them. so in the end champs will be far easier to farm and drop more stuff therefor being 100x better for farming. which is what blizzard is trying to do thats why i was arguing with that guy lol. oh wells it is what it is.
I like the viability of followers - its almost like another build - if you can make them proficient at different things it adds another dimension to any other off the wall build you can come up with.
http://www.youtube.com/watch?v=-sX8JfTfktc