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    posted a message on Crushing Blow Returns?
    Right, I guess I'm committing the old sin of worrying about numbers before they're final.

    I wonder how hard it'll be to stack to respectable levels.
    Posted in: Diablo III General Discussion
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    posted a message on Crushing Blow Returns?
    While perusing the latest changes to RoS Alpha, I noticed this under the Crusader's "Slash" skill -

    Crush : The damage dealt by slash has a 405% chance to be crushing damage, dealing damage equal to 5% of theirthe enemies current hitpointshealth.

    It's also on a Judgment rune, and one of the unique rings.

    Do you think this implementation makes sense? I feel like most of the time I'm knocking more than 5% of a monster's health off.
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Just to add my 2c, I think D2's itemization worked better than D3's because of two reasons: First, for most stats, you could eventually have "enough," which gave players a lot more flexibility when it came to choosing gear sets. Second, the most powerful damage stat, +skills, was a) not random and b ) equally useful to every class of every level.

    So regarding the first point, in D2, you only need 120 resist-all to meet the cap in Hell mode; you only need enough STR to wear your gear; you only need enough DEX to maintain block rate (else just gear requirements); and you don't need Mana at all. Attack/Cast Speed, you just need to hit certain break-points.

    In D3, you need your key stat for damage, and there's no limitation on the return. You always want more of it, and more of it is always better. Crit, Crit Damage, and IAS are the same - more is always better. All-res is a little more subjective, as people often offer values to "shoot for," but ultimately more is always better, even with diminishing returns.

    The other peice of the puzzle for D2's itemization is +skills. This stat single-handedly allowed low-level gear to scale as the player leveled up, because +1 skill always maintained a constant benefit (and in some cases, got even stronger the more you got because of the way a skill scaled). So you could put that stat on a lower-level item and it wouldn't be out of control, and it would still be useful later on. It also made items have much broader appeal than D3 items because as I said above, you always want more of your relevant stat. The Harlequin Crest was an awesome helm for every character in the game, regardless of what it rolled. If that same helmet existed in D3, except it could roll Crit Chance and a Main Stat, only a fraction of them would be useful.

    And +skills were never random rolls - you couldn't roll between 1 and 50 +skill. In D3, all relevant stats have pretty huge ranges, which adds to the perception that the itemization sucks.
    Posted in: Diablo III General Discussion
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