- Seluhir
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Member for 12 years, 7 months, and 25 days
Last active Sun, Nov, 5 2017 01:07:03
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- 487 Total Posts
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Oct 7, 2011Seluhir posted a message on DiabloCast: Episode XXIXMaybe by the end you're able to channel the power of Uldyssian and make Diablo cease to exist.Posted in: News
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Sep 29, 2011Seluhir posted a message on BlizzCon: Foo Fighters and Mediaeww another concert I would've never gone too... I guess it's just as well I'm not going to Blizzcon this year...Posted in: News
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Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIThere's a reason the d3ffbeta stream is the best one - he talks during it. People like to know what the person is thinking and what they're experiencing during it, and it's even better if it's live and you can interact with the person.Posted in: News
Sorry for the doublepost. -
Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIAfter clicking the chat gem while listening to this for 37 minutes I finally got a build that has all the same colour rune:Posted in: News
http://us.battle.net/d3/en/calculator/wizard#QkgVPh!VZW!aaaaaa -
Aug 25, 2011Seluhir posted a message on New Class Skill VideosThe Wizard skill right at the end is so amazing looking. That and archon are ALMOST tempting me to make a wizard before my DH, but the DH skills were awesome too so DH still trumps it.Posted in: News
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Aug 24, 2011Seluhir posted a message on New Class Skill Videoswhoa freaking cool....Posted in: News
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Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonI agree with the concept of a 'horde mode' style thing. Horde mode is one of the most effective styles of multiplayer gameplay that really fits in every style of game that could have mutliplayer.Posted in: News
As to the armor style...
Someone said it looks like Shredder as if that's a bad thing? The Shredder is epic.
I really do think that when you look at the armor art-style from the PROPER viewpoint(the higher up) it will look really cool.
There's a major reason Blizzard does the 'stylized' look... and you got it exactly right.
Realistic games look really awkward a couple of years back... they look awesome when they come out, but 2-3 years pass and they start to show their age. Whereas go play Final Fantasy 9... it still looks pretty damn cool. -
Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonMy suspicion is that monsters will randomly generate above 61. So there won't be any 'one place' you can find stronger enemies but as you play you may run into anything from say 61 to 65 or 61 to 64.Posted in: News
So you can't PREDICTABLY farm more, but it will make the difficulty vary as you play. -
Aug 19, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & ConsEros, because stats were a very user-unfriendly form of customization, even if done ideally. Diablo 3 is being aimed to be a game that the average player can pick up and enjoy without feeling that he has to make decisions that he doesn't understand that are semi-permanent.Posted in: News
Diablo 3's removal of stat points(transferring stat customization exclusively to gear), switching from skill points to skill slots, etc was a way for them to make the game easier for people who are first picking it up without removing any significant amount of meaningful customization. I say meaningful customization in the sense of actualy deep decisions to make that one can make from a role playing standpoint or from a min-maxing standpoint.
Keep in mind that even without skillpoints and stat points we still have more customization than we've ever had before.
Stats: There will be far more diverse items, and the addition of a proper crafting system dramatically increases stat customization. In addition, many passives have stat bonuses attached to them further allowing you to customize your stats. Furthermore, the addition of what, 15 tiers of gems makes stat customization even more long-term and deep.
Skills: Skill-swapping allows people to really choose which skills they like rather than making a guess at it at level 1 and hoping they're right. In addition, passives also act as your synergies did, by improving damage in meaningful ways. In addition to this, runes make such a dramatic difference in your skills - by having 5 different versions of each skill characters effectively have 100-125 skills to choose from. That is a LOT of choice.
Appearance: With more gear available, and different sets by difficulty, we have more appearance choices. Add to that they dye system and you're left with a very diverse appearance system.
And every bit of our customization now will, if done right, be MEANINGFUL. Most of Diablo 2's customization was either heavily restrictive or largely meaningless(like stat points). I think adding much more would just make the game unfriendly - and we all want the game to sell well so Blizzard has more money to put into things like the Diablo universe don't we? -
Aug 18, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & Consfor ME the demon hunter coat... for my wife the socksPosted in: News
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Seluhir is me on that thread too. See my D3 beta? See how I didn't have it just an hour ago by looking at my posts as Seralla and the fact that all of my comments in here didn't indicate that I'd played it? Ya, I hope that's enough for you.
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Edit: A few posts down someone posted a screenshot of my beta-flagged post on the diablo forums for anyone who wants any sort of confirmation.
But I swear to you this is NOT a troll!
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For example, if your weapon has 10% increased dps but 100 less attack, chances are the other one would be better.
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Blizzard, like all companies, invites for betas based off of their current needs.
There are two specific needs: Testing bugs and concurrency.
Concurrency will tell them WHEN they can do a new wave and how large that wave should be.
Bug reports will tell them who to invite.
So let's use as a theoretical and VERY VERY heavily oversimplified example the case where Blizzard has 1000 people in their beta currently. Concurrency is only at 50%, so they want to get that back up so they calculate that they can safely invite another 500 people. So now they have to pick who to invite, so they ask their qa teams what bugs are outstanding and currently evading them. THey find that they currently have a huge bug where they have 250 reports of people playing as the Wizard who are crashing when completing the blacksmith's quest arc. They check these reports, and find out that the following 3 statistics are true:
1) 150 of these people use Windows Vista
2) 50 of these people use Mac OS 10.6
3) 125 of the people use NVidia Graphics cards
So they then take that information and tell their program that randomly selects beta testers that they need 500 people, and they want 300 of them to use Vista, 100 to use Mac OS 10.6, and 250 to use NVidia cards. The program then filters through it's applicants until it finds 500 people who will make all three of the above requirements met and sends out invites.
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1) To allow more stats to effect those classes. Since Barbarians and monks already HAD to think about all the same attributes as the wiz/wd but also had to think about weapon damage... but wiz/wd didn't have to worry about weapon damage so they had less selection.
2) Magic find. They don't want you to be able to get away with using a low level wand that has 900000 mf on it but has 1-1 damage. They want casters to not have that 'dump slot'.
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Just to differentiate it from spirit and fury.
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Item data we've exposed is by and large placeholder, and we're actually in the process of pulling it down due to a lot of reactions just like this. We thought it'd be cool to show some pre-release items in very temporary states, but it's just a matter of fact that people are going to take it at face value. Not that you or anyone else isn't able to discuss the particulars without assuming it's final content, we don't believe that to be true, but in general we don't think the discourse is healthy when it's going to be largely based on placeholder data.
To comment on your specific points though, the vast majority of affixes are simply not implemented in-game, and as the website directly queries game data, it can't pull something that isn't implemented. I'd say affixes are though one area where we want to do as much as possible by game release, but they are directly limited by when we want to finally get the game out the door. At some point feature creep has to stop, and we have to begin testing what should be (game mechanic-wise) a final product.
As you stated though a lot of the crazier affixes did not ship with Diablo II, but were added later. I don't believe that's because the designers didn't have those ideas, but they simply make more sense to expand and broaden the game featureset post-ship. You could argue that it's something that should be baked into the core experience, that Diablo III should be mechanically more complex than Diablo II at release, and the fact of that matter is that it is substantially more complex than Diablo II was at launch.
Bottom line we want as many affixes as we can get for launch, but with runestones, passives, and the itemization we're shooting for, we're already launching a game with far more diverse build potential than Diablo II.
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Also the legendary items are being taken down because they're an early version.
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but to your argument that attack will let barbs keep up with wizards... last I checked the attack stat increased 'all damage done by %' so that will work for wizards too