Why in the world are they nerfing thorns stuff?
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Dec 14, 2015Credge posted a message on New PTR Patch datamined! - Patch 2.4 December 11thPosted in: News
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Jan 9, 2015Credge posted a message on Why Players Quit D3, Patch Soon?, GR 45 DH on 2.1.2There's absolutely no customization in this game. That's >the< reason why everybody is quitting.Posted in: News
It is not fun to only have one set per class be viable for an end-game that never ends. Great, I can beat T6 with no effort. I can climb the endless rift levels. I guess that's cool. Except in order to do that I have to use one set of items. I need specific rings. I need specific weapons. I need specific items.
There are no interesting mechanics in this game. The very core of the game is uninteresting and boring. Weapons are stat sticks that your skills modify the damage of based on a %. Why? Why do our skills do a % of weapon damage to begin with? Why are enemies in the billions of health? Didn't they realize the mistake that large numbers brings from WoW? They rectified the mistake there, yet, they're continuing here.
Paragon levels are fairly pointless except for a few 0DPS builds. Everything in this game revolves around how much damage you can do in as short a time as possible. There are few interesting skills and most of them boil down to what element type they are instead of interesting effects and modifiers. There are very few combos to skills in this game, and most of these combos are underpowered and useless. Almost all interesting skills deal insanely low damage and are absolutely useless.
Weapons are primarily stat sticks and are functionally redundant. Every single time they release a new set of things (unique gems, for example), there are two to three that are above and beyond better than all of the others. The development team can not come up with any interesting or effective defensive builds or items that don't revolve around completely disabling the enemies. Having to literally dodge every single attack that enemies fire at you is boring and uninteresting. The very gameplay they've promoted through absurd damage scaling has turned the game in to the exact same thing that it was at launch except now, instead of needing godly yellow items, we require very specific legendaries.
There's a dramatic lack of interesting gear in this game, and any interesting gear is made useless by the very mechanics they push on us. AOE life drain pants that do damage based on your life regen but remove life regen? Awesome idea! Completely useless!
The fix to the game is three fold.
1. Produce masses of unique equipment. It doesn't matter if they are godly or not. Every legendary should feel legendary. Stats are boring. Effects are not. Every single weapon that's in the game can be given an existing twinkly effect and a unique modifier or effect. Bam. You've got a hundred new weapons. Make existing set items not suck. Why would I take the Helltooth set when I have the Jade Harvester set? Zombie Wall is amazingly fun to use, but is completely useless with the game they've made.
2. Give us flexibility in builds. Sets force you in to specific modes of play. And, that's cool. The point of sets should be to make weak skills (zombie wall, as an example) become strong. They shouldn't force you to make builds around the set, they should give you more flexibility in what you can do with the limited number of skills.
3. The paragon system sucks and does not give actual customization or character growth. Every modern ARPG has a skill point system for skills. Give us the ability to actually make our skills unique and interesting with the paragon system.
And, I can't say it enough:
STATS SUCK! -
Nov 18, 2014Credge posted a message on PTR Patch 2.1.2 dataminedIt's interesting there are not Crusader or Monk changes here, especially with the reworked Monk set happening.Posted in: News
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Mar 1, 2010Credge posted a message on Diablo III, Featuring BoEPosted in: NewsQuote from "Zoobi" »No single item in the game would be worth a high rune if there weren't dupes. I don't think Blizzard understands that dupes are what make the diablo 2 economy fail.
This. Remove dupes, the economy is fine. Items naturally lose value as more of them exist.
There's a reason SoJ's are the currency of choice in Diablo 2 :|. -
Mar 1, 2010Credge posted a message on Diablo III, Featuring BoEI've lost it. Blizzard has no idea what they are doing. BOE is a mechanic that is used when you don't want item decay to exist but you still want items to disappear over time so you don't have huge inflation on an economy and eventually end up with an economical oligarchy.Posted in: News
Except that will happen anyway because of the random nature of the games loot. BOE makes sense when X mob has a % chance to drop an item. This way, a player, or group of players, can farm said mob until everybody gets what items they want and then they turn around and sell the leftovers for profit.
So, unless Blizzard is telling us that Tal-Rasha has a 15% chance to drop Tal-Rashas Whip of Ancient Wrappings with this, they've essentially started down the path of an incredibly broken in game economy, an uninteresting small-group environment where hand-me-downs function to create equality amongst members, and a slightly less interesting single-player experience where a handed down item might complete a character build.
A better solution is to just have all items be BOP and completely ignore the economy altogether. -
Feb 7, 2010Credge posted a message on Properly Proportioned PauldronsIf you're 7 feet tall you don't need massive shoulder pads. You need shoulder pads that are proportioned correctly for your size.Posted in: News
Just because somebody is a giant doesn't mean that they use things that don't fit on their body. Those pauldrons were larger than his head. -
Nov 23, 2009Credge posted a message on DiabloFans Exclusive: Jay WilsonPosted in: NewsJay Wilson: In regards to the female counterpart, she'll be released soon. As far as exact dates go, I really can't talk much about them. A little news about the Skill Tree system should actually go up on our Twitter page pretty soon. About that, we've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.
In other words, you have trees for each skill.
K. -
Oct 1, 2009Credge posted a message on Diablo II Patch 1.13- More Delays, Hopefully a Brighter FutureThis sounds like the signs of a rushed patch =\.Posted in: News
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Sep 30, 2009Credge posted a message on What Do YOU Want To Know About Diablo 3?This seems like a pretty simple question.Posted in: News
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. -
Aug 29, 2009Credge posted a message on Bashiok on the Witch Doctor's "Zombie Dogs"Posted in: NewsQuote 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. -
Aug 28, 2009Credge posted a message on Bashiok on the Witch Doctor's "Zombie Dogs"Posted in: NewsQuote from "SFJake" »"Lets dumb down an unique mechanic because we can't deal with it, instead of trying to improve it and fix its flaws."
Thats all I saw there.
That's all I saw as well.
There are several ways to make the mechanic unique and interesting. For example, a flaming zombie dog could lose health over time (have a dot for the duration of the buff) while doing increased damage. This would make the witch doctor have to be a bit careful with where he casts his fire spell, increasing the strategy involved.
Because the game is still about strategy, right? Wasn't that something they drilled in to us at last years Blizzcon? Remember the skeletons with the shields?
Really, all this says is that "We don't want things to get all that interesting with this class. We don't want another Necromancer on our hands." Which, ironically, they already said =\. -
Aug 20, 2009Credge posted a message on Has the Tetris Inventory and Magic Find Returned?Yay at the inventory! While the one item takes one spot formula works for MMO's, it doesn't seem right in an action-rpg, especially when it's been a staple in the other two games.Posted in: News
That would be like removing peons from Warcraft 4. -
Mar 21, 2009Credge posted a message on New Battle.net Has ArrivedPosted in: NewsQuote from "PhrozenDragon" »I'm one of them. While the intention of steam is wondeful, I hate the fact that I have to have it on to play, and that I HAVE to have it patched to the latest version. Plus it's slow as hell to start, which doesn't make any sense.
I hope Blizzard releases Battle-net 2 with the intent of making it a complimentary software for online play, and not necessary for Singleplayer action.
Well, the only thing you need with Steam is to have it on. That doesn't mean you have to have it online, though in order to play offline you need to get online once every two weeks. I don't understand the patched to the latest version complaint.
However, I agree that it shouldn't be required. -
Oct 10, 2008Credge posted a message on Character Stat AssigningPosted in: NewsQuote from "Ivaron" »Think about what you just said. Because I could spot the flaw in that the moment I read it.
There is no flaw. Those who don't want custom stat allocation won't care about min-maxing a character and play for the simple pleasure of killing enemies. Those who do want custom stat allocation care about min-maxing a character and play for the simple pleasure of killing enemies without issue.
I agree entirely that the option should exist. -
Aug 7, 2008Credge posted a message on Diablo 3 Art Director ResignsPosted in: NewsQuote from "Oakwarrior" »Well, since they made us wait for 7 years, I'd say I can live through another year of delay. Because I don't really give a shit when it's released, I just want it released. Some time.
I'd rather wait an extra year for a product I'd buy than have it be released 'on time' for a product I wouldn't buy.
Those 7 years, guess what. They spent those 7 years going with different art styles. 3-4 of them.
Edit: Odd that they announced this on the 5th - my birthday. Hell yeah. Happy Birthday indeed. - To post a comment, please login or register a new account.
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That's all I saw as well.
There are several ways to make the mechanic unique and interesting. For example, a flaming zombie dog could lose health over time (have a dot for the duration of the buff) while doing increased damage. This would make the witch doctor have to be a bit careful with where he casts his fire spell, increasing the strategy involved.
Because the game is still about strategy, right? Wasn't that something they drilled in to us at last years Blizzcon? Remember the skeletons with the shields?
Really, all this says is that "We don't want things to get all that interesting with this class. We don't want another Necromancer on our hands." Which, ironically, they already said =\.
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That would be like removing peons from Warcraft 4.
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It was both in Diablo 2, right? I mean, I sorta remember taking a very similar path through all of Hell in D2 but I can't really remember.
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Because, I enjoy exploring. Unless it's Act 3 in Diablo 2.
Edit:
I'd like to add that nothing in TQ was randomized and it was very enjoyable. It only got stale when you made a new character, got him through Act 1, and then had another character on a higher difficulty traverse through the same area. In that way, random is really good.
Random can also set up for some absolutely amazing non-random content. While Hellgate: London had atrocious looking and playing random areas (for the most part it was all the same), it had some very, very, very well made content. I suppose the reason I feel this way is because of the randomness.
I'm currently playing through Sacred 2 and I've found the games MMO like world size to be stunning. It's so huge for an action-rpg.
So, I guess what I'm saying is that action-rpgs are pretty solid no matter how you piece it together. Either a complete random mess (I use mess in a good way), a completely linear never-changing path, or an open world approach... it's all good. This must mean that Diablo 3 will be good, right?
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You're confusing definitions for the same word.
1. Full of color; abounding in colors: colorful leaves in the fall.
2. Characterized by rich variety; vividly distinctive: colorful language.
Diablo 2 had color, but it wasn't ABOUNDING in colors. Each act had a specific color pallete that is reached from. Act 1 had light greens and greys. Act 2 had Yellows, Oranges, and Browns. Act 3 had dark browns, dark greens, and dark greys. Act 4 had lava colors (red, yellow, brown, orange) and grey. Act 5 had blues, greens, and greys.
So, to summarize, the scenery in the game had:
Greens, greys, yellows, oranges, browns, reds, and blues.
If all of those things happened in one act of the game, like we're seeing in Diablo 3, then sure, that would be colorful.
Color was used in Diablo 1 and 2 to signify status and power. A bright colored Fallen One was always more powerful than his more muted colored compatriots just like a brightly colored Barbarian was more powerful than his more muted colored self earlier in the game. Spells did the same thing.
The other impact color had on the game was to quickly inform the player of status ailments on either him or the enemy.
To summarize:
Diablo 1 and 2 used color to signify things. It was tasteful and had a dramatic impact on the world. A touch of red in a grey hallway had much more impact than smothering the entire thing in a red light.
Which is what people complain about.
Quick Edit:
The filters used to show that YOU had an ailment were subtle. Showing a screen shot of it is bullocks. That would be like saying that motion blur isn't subtle in TF2 when you present a screen shot of it.
http://www.bit-tech.net/gaming/pc/2007/10/10/team_fortress_2/5
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You're right.
I also don't want to see 'magical purple and green lighting' anywhere. I'd rather see a pale yellow light with shadows and then add those colors from a stained glass window in small amounts.
I mean, magical purple and green lighting has a place. That place isn't the Tristram Cathedral. Maybe, like... The Magic Forest or something. You can fight some unicorns and happy smiley clouds and rainbows there.
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That's precisely the point I disagree with as well.
As I stated earlier, it sounds more like they want to force me to look at the world they created instead of the world they created with a bunch of bodies and corpses on top of it.
I'm sure you can guess which I'd prefer.
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How about just having them disappear after they move off screen?
I really think they're not thinking outside the box on this. There are ways around it. There's always a away around it.
Edit: It's really as simple as having "Corpse decay time: Slow/Medium/Fast/None" and "Blood decal decay time: Slow/Medium/Fast/None". Leave it up to the user so those with high end computers can enjoy the extra money we spent (on a computer) while playing a game we waited eons to play.
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With TQ we had multiple bags that we could do what we wanted with. Most split what the bags were used for (equipment, those rune stuffs, selling items) but if I needed some more selling room I could put an item in my rune bag or my equipment bag. Here, I don't see the choice. Seems too strict.
Also, I kind of laughed at the "Some people like tetris, some people don't. To make both groups happy we removed tetris altogether while giving people different bags that only fit certain kinds of items!" That just seems like it made those that don't like tetris happy and not both groups.
Indifferent to the system though.
I'm indifferent to the skill trees, although seeing some of those icons before is kind of... disheartening? I hope they're placeholders for something a bit different. Less IN YOUR FACE with the art.
I like the rage system.
But... I thought we were promised some sort of new info? I didn't get anything new out of it aside from the updated UI stuff. That's not that great =\. Was hoping for more info on where we would be adventuring or maybe something special about a new class... or something about that new type of item.
Nadda though.
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Well, the only thing you need with Steam is to have it on. That doesn't mean you have to have it online, though in order to play offline you need to get online once every two weeks. I don't understand the patched to the latest version complaint.
However, I agree that it shouldn't be required.
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I think they could have tried a bit harder to match the Diablo style instead of just saying "WELP, IT'S HARD DOING SOMETHING DIFFERENT THAN WHAT WE ARE USED TO DOING" and just going along with it. At least, that's what it comes off as to me. They have all the source material they need. Two games worth of content to look at and examine what made Diablo 1 and 2 Diablo instead of Warcraft or Starcraft.
The entire Blizzard North deal was that they had to relocate or get lost. Many chose to get lost, some chose to relocate. I don't think there was much hostility there so I don't see how some commission work would have been such a big deal, especially with WoW being the juggernaut cash cow that it is.
Mainly, it seems like Blizzard has a bunch of fresher blood working on the game and, with something as big as Diablo (really, this is Blizzard we are talking about... there should be absolutely no excuses made on their behalf) it's not looking like a very good idea.
Mainly, going back and reading the Jay Wilson interviews show his inexperience with the game. There are gems like:
No, they really aren't. Creatures that are not under the effect of an ailment, or are not special/stronger than their normal counterparts were not that colorful. At the time, and especially with 2D, it's hard to show that an enemy is poisoned, or if they are frozen, or if this guy is stronger than another. In a game like Diablo, that's pretty important stuff.
Things like that weren't a major issue in Diablo 1 because of the lack of ailments and special creatures. In 3D, though, it's much easier to show that an enemy is frozen (have them in a block of ice, as an example, or glow green for poisoned, or on fire for... fire). Which is funny because...
Which is pretty bogus.
Examine Hellgate: London. That game had Diablo written all over it graphically. It looked good in the places that weren't random. It looked like Diablo should look in 3D.
Even further, Watchmen. It has nothing to do with super hero costumes looking ridiculous when you change the medium from 2D to 3D. It has everything to do with the costume looking ridiculous to begin with. Does Spiderman look stupid in 3D? What about Superman?
No, they don't.
Going back to Hellgate: London, there are TONS of monsters that were straight copies from Diablo 2 baddies. The leapers in the desert are a prime example. Those translated very well to 3D.
But his statement also doesn't make sense. Unless I can move the camera around then, regardless of the world and units being 3D, it's still isometric. Last time I checked, this means the below is redundant.
Like in other isometric games? What? It doesn't seem like there is much in terms of lighting going on in the game anyway. Everything is roughly the same amount of light in entire areas, except for around torches and the like which are slightly lighter.
Isn't that exactly how Diablo 2 was minus the pallet and the light that exists in all parts of everything?
But isn't that the point? To be scared? To not be able to see your enemies very well? That was the entire point of the lighting in Diablo 1 and 2, right? Not knowing exactly what the thing that you can vaguely see is until it gets in to your light radius (or a light). That was chilling the first time through.
The irony here is that he came from Relic, the guys who made DoW and Company of Heroes, both fairly photorealistic gray/brown (especially for DoW seeing as how the source material is pretty vivid and wild).
He then goes on to say:
And then you have games like:
Mythos
Battleforge
The Maw
Spore
Age of Booty
Free Worlds
Civilization Revolutions
Red Alert 3
Almost every single Wii game
... Really, the color is coming back and it's because of WoW and it's been like this for some time now. Instead of banking on that and knowing that developers would cash in on it, they just went with the trend. Now, when I look at a sea of games that look awful lot like Blizzard made them I don't really see anything special in the game. Yeah, it looks like a painting. So did Valkyria Chronicles and Okami. There's nothing special there either.
And yeah, I know this Jay Wilson guy is new to the team, but it also seems like he doesn't really know what he's talking about. He seems really sheltered gaming wise. He also seems like he's only seen screenshots of level 80 characters in Diablo fighting monsters in Act 5 Hell.
Mainly, what I'm saying with all of this is that I don't believe that they actually tried to do what North did with the game. I also don't think they've been working on the game 'for years'. I think this is particularly true with the pace they have set so far with this game. I feel that if they had been working on it for years they would, at the least, have more 'fleshed' out area wise and simply be able to work that content faster. So far there haven't been much in the area of updates. Take away the rune stuff (awesome!) and the few monsters they've added and the majority of these updates are simply just pictures of the same classes we've seen fighting in the same areas we've seen.
But this isn't to say I'm not grateful they are working on the game or appreciative of the work they have done and are doing OR find the game to be ugly or anything like that. I'm just skeptical that they aren't pulling the confidence card and spreading a good bit of misinformation to save face.
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Wow, someone actually gets it! That's exactly what it feels like as well. It's not that I don't like the way it looks, it's just that it doesn't feel dark, spooky, or gothic. It feels very much like the Haunted Mansion at Disney World. Similar colors, similar spooky feel, but not frightful, scary, or believable.
In other words, it feels less like Diablo and more like you're playing as a human in WC3 and fighting against undead on a user created map. It's kind of jolting and that was where most of the fuss came from.
Admittedly, they have been changing it so the game is more dark (lighting wise), but I don't think they understand, like most of the people saying "Not dark?" and posting a screenshot of something at night, what dark in the context of scary is. Yeah, we've only seen a bit, but this seems awfully weird showing us a world that looks bright and colorful, coupled with bright and colorful monsters... it doesn't fit.
Yeah, Diablo 2 had brightly colored enemies and weapons, but only to denote a status (frozen, poisoned, special). It looked terrible when an enemy was poisoned or frozen and it using similar colors just isn't cutting it for me.
This isn't to say that the game doesn't look fun ~ it's Diablo. I still play it every now and then. It simply looks less like Diablo and more like Warcraft like Roper said and like what everyone who was icky about the art said as well.
I think they could have tried a bit harder to match the Diablo style instead of just saying "WELP, IT'S HARD DOING SOMETHING DIFFERENT THAN WHAT WE ARE USED TO DOING" and just going along with it. At least, that's what it comes off as to me. They have all the source material they need. Two games worth of content to look at and examine what made Diablo 1 and 2 Diablo instead of Warcraft or Starcraft.
The entire Blizzard North deal was that they had to relocate or get lost. Many chose to get lost, some chose to relocate. I don't think there was much hostility there so I don't see how some commission work would have been such a big deal, especially with WoW being the juggernaut cash cow that it is.
Mainly, it seems like Blizzard has a bunch of fresher blood working on the game and, with something as big as Diablo (really, this is Blizzard we are talking about... there should be absolutely no excuses made on their behalf) it's not looking like a very good idea.
Mainly, going back and reading the Jay Wilson interviews show his inexperience with the game. There are gems like:
No, they really aren't. Creatures that are not under the effect of an ailment, or are not special/stronger than their normal counterparts were not that colorful. At the time, and especially with 2D, it's hard to show that an enemy is poisoned, or if they are frozen, or if this guy is stronger than another. In a game like Diablo, that's pretty important stuff.
Things like that weren't a major issue in Diablo 1 because of the lack of ailments and special creatures. In 3D, though, it's much easier to show that an enemy is frozen (have them in a block of ice, as an example, or glow green for poisoned, or on fire for... fire). Which is funny because...
Which is pretty bogus.
Examine Hellgate: London. That game had Diablo written all over it graphically. It looked good in the places that weren't random. It looked like Diablo should look in 3D.
Even further, Watchmen. It has nothing to do with super hero costumes looking ridiculous when you change the medium from 2D to 3D. It has everything to do with the costume looking ridiculous to begin with. Does Spiderman look stupid in 3D? What about Superman?
No, they don't.
Going back to Hellgate: London, there are TONS of monsters that were straight copies from Diablo 2 baddies. The leapers in the desert are a prime example. Those translated very well to 3D.
But his statement also doesn't make sense. Unless I can move the camera around then, regardless of the world and units being 3D, it's still isometric. Last time I checked, this means the below is redundant.
Like in other isometric games? What? It doesn't seem like there is much in terms of lighting going on in the game anyway. Everything is roughly the same amount of light in entire areas, except for around torches and the like which are slightly lighter.
Isn't that exactly how Diablo 2 was minus the pallet and the light that exists in all parts of everything?
But isn't that the point? To be scared? To not be able to see your enemies very well? That was the entire point of the lighting in Diablo 1 and 2, right? Not knowing exactly what the thing that you can vaguely see is until it gets in to your light radius (or a light). That was chilling the first time through.
The irony here is that he came from Relic, the guys who made DoW and Company of Heroes, both fairly photorealistic gray/brown (especially for DoW seeing as how the source material is pretty vivid and wild).
He then goes on to say:
And then you have games like:
Mythos
Battleforge
The Maw
Spore
Age of Booty
Free Worlds
Civilization Revolutions
Red Alert 3
Almost every single Wii game
... Really, the color is coming back and it's because of WoW and it's been like this for some time now. Instead of banking on that and knowing that developers would cash in on it, they just went with the trend. Now, when I look at a sea of games that look awful lot like Blizzard made them I don't really see anything special in the game. Yeah, it looks like a painting. So did Valkyria Chronicles and Okami. There's nothing special there either.
And yeah, I know this Jay Wilson guy is new to the team, but it also seems like he doesn't really know what he's talking about. He seems really sheltered gaming wise. He also seems like he's only seen screenshots of level 80 characters in Diablo fighting monsters in Act 5 Hell.
Mainly, what I'm saying with all of this is that I don't believe that they actually tried to do what North did with the game. I also don't think they've been working on the game 'for years'. I think this is particularly true with the pace they have set so far with this game. I feel that if they had been working on it for years they would, at the least, have more 'fleshed' out area wise and simply be able to work that content faster. So far there haven't been much in the area of updates. Take away the rune stuff (awesome!) and the few monsters they've added and the majority of these updates are simply just pictures of the same classes we've seen fighting in the same areas we've seen.
But this isn't to say I'm not grateful they are working on the game or appreciative of the work they have done and are doing OR find the game to be ugly or anything like that. I'm just skeptical that they aren't pulling the confidence card and spreading a good bit of misinformation to save face.
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I don't think so.
You can easily see the difference between the studios. The Irvine Studio has a very distinct visual style. Sharp, crisp lines with vivid colors for models and more subdued, passive colors (except for purple) for the landscape.
This is what we see in D3. Exactly what we see. It's Diablo but without the gritty gothic psuedo-realism.
This looks like a Blizzard game. The thing is, though, is that Diablo wasn't a Blizzard game, it was a Blizzard North game. The distinct difference in the art styles found between the two studios is striking.
If anything, Hellgate: London looks more like Diablo than Diablo 3 does. Roper took the art style from North and put it in that game. Visually, Hellgate was amazing. Where it failed was the tedious and boring nature of the gameplay coupled with the reliance on monthly fees.
It didn't fail because of the art style.
Diablo 3, so far, doesn't feel like Diablo. It feels more like a Craft game put in to the gameplay of Diablo. The gameplay is very Diablo but the world, so far, doesn't remotely look like it. It appears more like Titan Quest or Mythos than Diablo.
The game looks good, but it doesn't look like Diablo. It may play like it, it may have the same story, but it looks more like Warcraft than Diablo.
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What on Earth does his success with non-Diablo related games have anything to do with it looking more like a "Craft" game (it does, I.E. the chief complaint the majority of the graphic complainers had) and less like a Diablo game?
I find it more than just coincedental that my complaints with the way the game looks are exactly the same as the Ex-Vice Pres. of Blizzard Norths complaints. They aren't hitting on the gothic feel. It looks like a "Craft" game.
I agree with Roper entirely, despite thinking he's a terrible lead designer and president.
Spooky.
Not dark.
Not gritty.
That's Halloween level spook, not demon ripping scared.
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See, if WoW did not exist then I would agree. Everything about WoW, for me, was a major failure. It's got nothing to do with how it looks and everything to do with gameplay. Every expansion has been a major failure. Every new addition showed me a complete lack of competence.
Remove WoW and I would agree entirely. Blizzard has a great track record. From Rock and Roll Racing to The Lost Vikings to WC3. Everything has been great. Really well made, high production values, well designed, etc. Of course there have been patches to things I disagree with, but nothing as completely horrible as WoW was (again, for me).
However, I see the influences that WoW has had on Diablo 3 and some of those things are not good... primarily in the art style that is slowly turning itself in to what I feel Diablo looks like (compared to the release video and screen shots, the game already looks fourteen times more like Diablo than it originally did!).
The skill system looks repulsive. Way too many passive abilities, especially for the wizard. Just bring back synergies, but instead of hastily making it to try an attempt at balance, think them through. Build the game around them. More is better, and so far I'm not impressed with the number of ACTUAL spells the wizard has.
For things I feel they've done right...
Character design. Spot on with the Witch Doctor. From the shaking hands to the armor, so far... awesome.
The lighting needs some work, primarily with removing the blue-green tint that plagues an area of the game but the lighting that some spells give off is awesome.
The rune system is probably the best aspect of the game thus far. Absolutely loving the idea.
So far, that's really it. I'm indifferent about the majority of other changes.