Quote from shaggy
Quote from daisychopper
That's correct; the melee characters generally required high-damage weapons, unless you were (ab)using Crushing Blow, because most of those skills added % damage (which is another fun trick nostalgia plays ... anyone else remember when Zeal only added accuracy and not damage??).
Well I think that answers the question then.
The problem in D2 was not "intrinsic power" - it was simply the fact that certain classes could run around killing shit without a weapon while others required a weapon to kill things.
It makes sense, but it also creates s gameplay imbalance to have certain classes being completely dependent on their weapon while others can run around without a weapon and play effectively. That's why it changed. It's the kind of obvious logic that you have to sit back and think the only people who could possibly be irked with this are casters... since melee toons and Zons have been tied to their weapon damage forever.
The rest of your post is obviously accurate about itemization. But I just don't understand this "well it's OK for some classes in D2 to be tied to weapon damage, but GODDAMNIT IF YOU MAKE THEM ALL TIED TO WEAPON DAMAGE YOU'VE COMPLETELY FUCKED UP THE INTRINSIC POWER OF MY CHARACTER" train of thought.
All it amounts to was a slight nerf to spellcasters (in that they simply couldn't ignore weapon damage any longer). Physical damage toons carry on as if nothing ever really changed. This is a huge deal? Really? To me it sounds like massively trumped-up faux outrage.
There are a hundred other points of contention with "itemization" that I could understand. This doesn't even register in the top 1000 for me. The impact is marginal and insanely overblown.
They could have also gone the other way on this, they could have made melee classes less dependant on their weapons rather than making everyone completely dependent.
I would argue its about striking a balance between intrinsic power and extrinsic power. If you neglect intrinsic power then the feeling of your characters growth feels artificial dependent on his-her items. it's like a soldier who goes from using a rifle to driving a tank the soldiers ability has not improved just his weapon has, Though he can certainly overpower most enemies, but at the end the day he's a pussy not a mighty hero.(just like Grindelwald haha)
i do find it offensive and odd that my wizards power primarily depends on the power of his weapon/items, a wizards power should grow as his mastery and learning grows finding weapons should just augment that power....it even goes against the archetype of the class as blizzard caste it.
in the same way i dont think it makes sense for a melee character to be completely item dependent either, a great warriors power is the result of his strength and prowess not just of how sharp or deadly his weapon is.
basically role playing games are about mimicing or enhancing the kind of reward systems we find in the real-world, in the real world your abilities improve as a result both of you investing time in them(skill-improvement) and as a result of acquiring good tools(Items).
so a good RPG needs to manage skill improvement(Intrinsic power) and item acquisition(extrinsic power) in a way which mimics that found in the real world. IMO diablo 2 struck a better balance between these two aspects and thus going back to the OP...
Getting that balance right will help you to make the best game possible for your resources.
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Putting aside itemization (or w/e other) issues with Diablo 3 that may exist, if your only public interaction is auto-matching quest runs, that puts a lot of pressure on the game itself to be endlessly entertaining, rather than people creating their own entertainment. It also seems to lead to "zero talk" runs. Games like Super Mario, Half-Life, or even mobile games like Tiny Wings, are games that you go nuts on for a while, and then stop. However, games like Diablo 2, Counter Strike, and Warcraft 3 keep you coming back because of the community (in the latter 2 cases, custom maps did it for me!).
The auction house has also had profound effects. I think it's very cool having one, but man, the one time (in D3) I had to do a real trade with someone made me realize how much I miss that interaction.
My conclusion is that all of these slick technologies and efficiencies have made the game so streamlined that it hampered the community/social aspect, and so the game didn't build as much culture around it, in the same way older Blizz games (including WoW) did. But these are just my opinions... maybe I'm becoming a cynical grumpy 24 year old lol.
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Edit regarding: Also read the note from page 3 ""an exploit was discovered by duplicating a session ID basically, if you join a public game with people, they can view your session ID and spoof it to login as you without need for a password or email or anyting if you play with people, try not to play in public games bro, only with people you know""...
I haven't been hacked, but I have randomly been assigned to games with chars with chinese symbols, doing nothing in town... makes me wonder. Because yesterday, I got a friend request from a player with a name like "d3-gold.com", or something along those lines. They must be building lists of people.
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Also, the way they present legendary stats is kind of boring. Was so much funner seeing unique items on the old Arrest Summit site.
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*prays Jeremy Lin magically heals in time*
(and no I'm not Asian, I just love his smart play-style and education)
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Below are some images I gathered of similarly themed zones and how they've changed. Enjoy! The palette is fairly brief and limited obviously since D3 isn't released, but there's enough for a few fun comparisons here...
Forest:
Cave:
Jungle:
Dungeon:
Snow:
Desert:
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Enjoy.
http://www.youtube.com/watch?v=hKpQ0j65X2I
(I wish I could have gone even slower but Fraps is a beast!)
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