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    posted a message on Could The Skill Tree Be Gone Forever?
    Quote from "Seth" »
    As far as I know, they don't completely revamp how the skill trees work every twenty days, and we've essentially had the same skill tree system for years now in Diablo II. Why not?


    Because we have a system that works, and works well.

    You missed the analogy.

    You don't change things simply 'cuz'. You change things when there is a problem. And, generally, if there's a problem you first start by changing small things so you can observe how it impacts the game.

    Torchlight did just this. They changed the trees to being tiers. Same system, similar mechanic, except now stockpiling points to dump in to one skill doesn't work and those lower skills, even if it's only one point spent in to them, actually matter because you use those skills to level up.

    So, why don't you go out and buy a keyboard every 20 days? Because you have one that works and you don't need to buy a new keyboard every 20 days. To compare the keyboard analogy to Diablo time, I've had this keyboard since Diablo 1 and it still functions just as good as it did then.

    When they say "We're removing trees" it's essentially like saying "We're removing keys from keyboards." There's no reason to do it other than to add another dot on to the back of the box.

    • Over 400 types of monsters
    • Learn what happened after the events of Diablo 2
    • More streamlined skill system
    • LOOT

    Quote from "Tyrus" »
    We are talking about diablo 3 here.. not a keyboard. And im thinking D2 has been out for a bit longer than 20 days.. correct me if im wrong tho. =)

    What im saying here is a lil change after 9 years 5 months and... 20days?(i think thats right im horrible at math) of playing a game, wont hurt a bit.


    It's an analogy there chief.

    As an aside, I don't understand why people on the internet have a hard time grasping analogies. They're one of the simplest tools for putting things in to perspective.

    I could have used cars and it would have been the same thing. Or televisions. Or houses. Or anything for that matter. The result is the same. Sometimes you have to upgrade what you have so it works, but you don't have to completely change it. There's a reason houses still have roofs, cars still have engines, and televisions still have A/V cable inputs.

    Look, you can be excited for a brand new skill system, that's great. Until I know what the skill system is going to be like, I'm going to resent it because I know from years and years of playing games with this exact system that it works. It works so well that any ARPG I've played that hasn't had that system...

    Actually no, I've never played an ARPG that hasn't had skill trees that didn't come out before Diablo 2.


    Your double-posts have been merged. Please avoid this in the future as it is a type of spam.
    Posted in: News & Announcements
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    posted a message on Could The Skill Tree Be Gone Forever?
    Quote from "Tyrus" »
    Well... i need a new keyboard.


    Great, get a new one.

    Will you be getting another one in 20 days? Or better, will you be getting one of those keyless keyboards? No, you'll probably just buy a plain ol' keyboard because you know it works and works well.

    The only acceptable thing they can do is what Torchlight did... except there are still trees. The difference is that the only requirement to go to the next tier is level and, so you don't dump 10 points in to a skill right as you get it (a-la D2), there are level caps on each skill.

    So it's balanced.

    If that's what they mean by getting rid of trees then that's great. Sadly, I don't think that will be the case.
    Posted in: News & Announcements
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    posted a message on Could The Skill Tree Be Gone Forever?
    Quote from "Seth" »
    Why not something new and different?


    For the same reason you don't go out and buy a new keyboard every 20 days.
    Posted in: News & Announcements
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    posted a message on Could The Skill Tree Be Gone Forever?
    If it's like Torchlight, great! If it's something new and different, there's no reason for it.
    Posted in: News & Announcements
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    posted a message on Twitter update?
    Quote from "Don_guillotine" »
    EDIT:
    A picture.


    Those are still trees no matter how you slice it.

    Unless they're thinking of doing the Torchlight system, which still has trees but... I guess you could say that those aren't.
    Posted in: Diablo III General Discussion
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    posted a message on Two-Handed Weapons Take Temporary Limelight
    I don't really see the problem with balancing this. Like, it doesn't even seem to be a big problem. The reason 2 handers sucked in Diablo 2 is because of the stats. You get better stats with an extra item. There was also the fact that they didn't even consider balancing the items out.

    It's a real simple solution. Dual wielding two Iron Swords should yield the same DPS as two-handing an Iron Claymore. The difference would be that with dual wielding you have more attacks that do less damage and with a two-hander you do fewer attacks but each attack does more damage.

    Torchlight balances this well and, despite not being able to have as many stats, two-handers serve an obvious role and switching between the two can be very important. To summarize how the two function, dual wielding is better against hordes of lesser healthed and armored enemies while two-handers are better against fewer highly healthed and armored enemies.

    That should be the balance and design all in one execution. Allow players two weapon loadouts(whoever says that it is useless never played an Amazon without an uber spec or hasn't played any game that has weapon balance) and allow the player to decide what he needs for the situation.

    Want to balance skills? Sure, make some skills do damage based off of total weapon DPS and then have some other skills do damage based off of weapon damage. You'll have one set of skills for dual wielders and another set for two-handers. Alternatively you could just have the skill change function depending on what weapons you have. Dual wielding? It's based off of total weapon DPS. Using a two-hander? It's based off of weapon damage. Sword and shield? That's where the real question comes is.
    Posted in: News & Announcements
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    posted a message on Act II Boss - What Will We Get?
    I don't know why people were impressed with the head bite. It really wasn't that interesting.

    Scripted events are scripted. To expect something like that to occur is absurd. Melee characters would pretty much be screwed by that and, indeed, the fight becomes tedious for melee characters and boring for those not impacted by melee range insta-gibs.

    The reality is that it's no different than element or physical resistance in D2, except slightly different. That is to say, range hate against a player instead of resistance against a mob.

    I don't even think the mechanic is a good one to be honest. Obviously it has to have a trigger, otherwise it will become a random annoyance and the fight will always be a gamble for melee characters (read: not related to skill but luck). Because it has a trigger, all you have to do is learn to avoid the trigger. How that's any different than any other fight in any other ARPG is beyond me.

    For those that are furiously typing up a storm in response to me, please examine the following and tell me how this will change up how you approach a boss fight.

    Diablo 2: Bosses have certain animation and A.I. queues which result in specific skills being used. You learn them in order to avoid them in order to beat them.

    Diablo 3: Bosses have certain animation and A.I. queues which result in specific skills being used. You learn them in order to avoid them in order to beat them.

    Now, I'm not saying I'm not happy for this, after all, they touted that we'd be using 'tactics' in D3... but so far what they've shown us is that 'tactics' is what we've been doing all along in all ARPG's. Which is why I'm not impressed.

    With the mechanic, not the animation. The animation was cool.
    Posted in: News & Announcements
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    posted a message on Leonard Boyarsky interviewed by Hellforge
    Quote from "Don_guillotine" »
    I think carefully reading those two questions, at least how I interpret them, reveals the cure for your concerns. I think Boyarsky is saying, that opposed to Diablo 2, you don't HAVE to repeatedly farm the last monsters in the game (because they give the most experience to level up the fastest). Not that you couldn't, if you wanted to.

    This part is my own educated guess, but at least I'd interpret his sayings in a way, that there'd be a lot of areas giving somewhat equally good experience once you've finished the last act.


    I never had to repeat content in D2 with any of my characters (except for when I faced the barbs on hell difficulty with my sorc... always one that had cold resistance). I did, however, repeat content willingly.

    The way it was worded made it sound like the problem was repeating content intentionally. My experience with Diablo is that I never had to repeat content unless I wanted to. Actually, that was the experience of everyone I knew. None of us needed to do Baal or Meph runs, we simply chose to do so because they were the best outlet for loot.

    So, if there is a limit of any kind (either total number, time in between, or only being able to do it once) on what I can and can not do in D3 then the game will be fairly useless to me. I've already played the game when it was called Hellgate: London.
    Posted in: News & Announcements
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    posted a message on Leonard Boyarsky interviewed by Hellforge
    I found the answers from questions 13 and 14 to be unacceptable.

    How is running Baal 10,000 times going to impact anyone other than me? Why would they put something in to the game that would not let me replay content?

    Hellgate: London did that, and it was one of the worst things on the planet.

    Edit: Let me clarify.

    In Hellgate: London, there was content that, if I beat it with one character, that character could not repeat it. That is really the only 'solution' to the 'problem'.
    Posted in: News & Announcements
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    posted a message on Diablo II Patch 1.13- More Delays, Hopefully a Brighter Future
    This sounds like the signs of a rushed patch =\.
    Posted in: News & Announcements
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    posted a message on What Do YOU Want To Know About Diablo 3?
    This seems like a pretty simple question.

    Will I be able to make characters that do not fit that classes archetype? For example, I could make a melee sorc or necro that was viable if I wanted to do just that. Alternatively I could make a barbarian that primarily used shouts, wards, and the like to dispatch enemies.
    Posted in: News & Announcements
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    posted a message on Teleportation in Diablo III: Cooldowns, Limits, and More
    Yeah, I play single player or with a group with two other people. I have no interest in PVP. I have no interest in speed running the game.

    What I do have an interest in are tedious level designs. Diablo 2's only problem is Act 3. It was terrible. The random layout nature coupled with the fact that generally only one path worked (and, generally, that one path was incredibly unintuitive, hidden, or just in a bad spot) just made the act terrible.

    The only remedy was Teleport. Or Barbarian jump. That worked.

    Here's the thing. I don't care how long the cooldown for teleport is as long as nothing in the world is like Act 3. I don't want a jungle unless it's wide open OR it has multiple branching paths that lead to the same area. I don't want mazes unless the maze is more of an aesthetic than a puzzle (Titan Quests Minoan Labyrinth as an example).

    All I want is a game that lacks those things. Without them you can do away with teleport. With them then I better get an instant cast teleport with no cooldown time that takes so little mana that my natural mana regen will be more than enough to take me across the terribleness that is that area. That's all.

    By the way, any argument against teleport that uses D2 as an example is fundamentally flawed. This is a different game. To expect the same mechanics to occur in a sequel to a game that is almost 10 years old is stretching it a good deal.

    Edit: Of course there will be exploits that people will find and abuse. That happens to all games. Period. Putting artificial limits on things because someone might exploit something is poor. The game should be about fun, not about putting limits on what others can do.
    Posted in: News & Announcements
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    posted a message on Teleportation in Diablo III: Cooldowns, Limits, and More
    Slower is not an option if acts like Act 3 from Diablo 2 exist. That was always my characters stopping point.

    If there is a maze-like act in Diablo 3 and I don't have a way for my character to easily maneuver through it, I will quit playing it.
    Posted in: News & Announcements
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    posted a message on Curse Network League of Legends Beta Key Giveaway. Plus, Diablo Audience Differences.
    Options are always better. So, to use the same car analogy, the fewer options I have as a car buyer the higher the chances are that I won't be as satisfied with the product.

    Choice is important. Developers have really been missing this lately, even Blizzard. It's important that I have choices. Period. The more I have, the better. Give people the choice, as Odin said, to turn it on or off.

    The only point of stats was for armor and weapons in D2. You needed X amount of Str and/or Dex to use an item. As it stands now, you might as well just put level limits on items and completely forgo stats altogether.

    The problem with Bashiok's analogy is that it's the consumer that dictates the options with cars by using their wallet. Here, Blizzard is deciding for the consumer.

    Choice. RPG's are about it. The more options I have, the better. That's always the case. Always.
    Posted in: News & Announcements
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    posted a message on Bashiok on the Witch Doctor's "Zombie Dogs"
    Quote from "Kenzai" »

    The problems are simple:
    1) Might as well make a passive as you'll keep refreshing without even noticing.
    2) You don't have control over changing the effect when they get in the way and you cast something on them.


    All of this can be remedied by not having the AOE damage trigger it but the mouse-over-and-click-directly-on-top-of-the-mongrel method instead.

    It's not a problem at all.
    Posted in: News & Announcements
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