*** The Official Diablo III Thread ***

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Lol he's determined to have a go. I suggested one of the £89 Asus 6850's might suffice but he's still holding off. Maybe come May he might get better for his money....
 
Well the diagram is 2 years old. :p I'd take it with a pinch of salt.

Pretty sure Diablo won't be out W4 last year. :p

Yeah the dates are... questionable ><

Still, interesting if they really do have 2 expansions planned though I'd think its a bit premature to be certain. Guess it'll be along the lines of LoD with new classes, more acts and more rewards.
 
omg diablo 3.....


im sure im going to loose my girlfriend once its released but it worth it lol.

15th of may is when im building my new pc for, even though my old pc would have played it at highish settings lmao
 
I finished the beta yesterday with my Demon Hunter. It took about 2 hours I think (you can check your profile in the game to see stats like how long you've played with each class, like in TF2). The customization is pretty interesting. You don't get points for strength, dexterity etc., which kind of makes sense, since you would usually put them in the same 2 attributes every level anyway. The unusual thing is you can't improve your skills - you just unlock a skill at every level and then can choose at any time which skills you want on left and right mouse buttons. This is different to D2 and other RPGs where you can choose a skill you want to max out. So now I am playing a Witch Doctor and I can't make my zombie dogs super strong - they just do a % of my weapon damage as damage.

This makes the game entirely gear-centric, since gear is the only way you can modify your character's stats and the amount of damage they do. The skills are just chosen according to your play style or if you are just bored of a skill you can switch to a another one. It's kind of unfortunate, since you are at the mercy of the game as too which gear you "choose" - for example, if a yellow belt drops and you are wearing a white/blue belt, you are most likely going to wear the yellow one, so it's not really a choice is it? And you are most likely to use a weapon with the highest DPS, so you aren't really choosing that either. If the game's randomisation engine causes an uber 2 handed sword to drop and you are a duel-wielding warrior, you are highly likely to switch to the 2 handed weapon just because it's better, not because you actually want to use a 2h weapon. Previously you would have dumped loads of points into dual wielding so that even if a good 2h weapon dropped you would still be alright with your weaker 1h weapons since your points in dual wielding would be boosting your DPS.

Of course you might favour things like magic find on items, so this would be somewhat of a choice, but especially on your first play through, you are highly likely to just compare the big DPS number on weapons since that's what determines the power of your skills. Also, you do unlock runes at lvl 6 which modify your skills, but it's really just like you are unlocking a skill which is slightly different to an existing skill.

So at lvl 60 you will have a lot of skills to choose from, so that will give more of a sense of freedom, and later items apparently have skill boosts on them, but I do miss being able to make my skills stronger as I choose.
 
I finished the beta yesterday with my Demon Hunter. It took about 2 hours I think (you can check your profile in the game to see stats like how long you've played with each class, like in TF2). The customization is pretty interesting. You don't get points for strength, dexterity etc., which kind of makes sense, since you would usually put them in the same 2 attributes every level anyway. The unusual thing is you can't improve your skills - you just unlock a skill at every level and then can choose at any time which skills you want on left and right mouse buttons. This is different to D2 and other RPGs where you can choose a skill you want to max out. So now I am playing a Witch Doctor and I can't make my zombie dogs super strong - they just do a % of my weapon damage as damage.

This makes the game entirely gear-centric, since gear is the only way you can modify your character's stats and the amount of damage they do. The skills are just chosen according to your play style or if you are just bored of a skill you can switch to a another one. It's kind of unfortunate, since you are at the mercy of the game as too which gear you "choose" - for example, if a yellow belt drops and you are wearing a white/blue belt, you are most likely going to wear the yellow one, so it's not really a choice is it? And you are most likely to use a weapon with the highest DPS, so you aren't really choosing that either. If the game's randomisation engine causes an uber 2 handed sword to drop and you are a duel-wielding warrior, you are highly likely to switch to the 2 handed weapon just because it's better, not because you actually want to use a 2h weapon. Previously you would have dumped loads of points into dual wielding so that even if a good 2h weapon dropped you would still be alright with your weaker 1h weapons since your points in dual wielding would be boosting your DPS.

Of course you might favour things like magic find on items, so this would be somewhat of a choice, but especially on your first play through, you are highly likely to just compare the big DPS number on weapons since that's what determines the power of your skills. Also, you do unlock runes at lvl 6 which modify your skills, but it's really just like you are unlocking a skill which is slightly different to an existing skill.

So at lvl 60 you will have a lot of skills to choose from, so that will give more of a sense of freedom, and later items apparently have skill boosts on them, but I do miss being able to make my skills stronger as I choose.

Hmmm ... I'm not sure if I like the sound of that ...
 
so you're going to need that super high damage sword that barbs would be screaming out for to make your zombie dogs effective killers? that sounds crazy
 
so you're going to need that super high damage sword that barbs would be screaming out for to make your zombie dogs effective killers? that sounds crazy

I'm pretty sure finding a weapon with high intellect would give you a greater bonus than just picking the highest dps weapon you can. Spells are based on weapon damage, but there are modifiers on top of that that make a big difference.

Played the beta for all the classes except the wizard now and really looking forward to it still. There's not been a character I haven't enjoyed playing, and even doing the same two hours four times over a few days hasn't gotten thin. :)
 
Hmmm ... I'm not sure if I like the sound of that ...

It's still pretty fun. Initially it left me a bit cold, but as you play you unlock the skills and there is the novelty of using them, but when you read all their descriptions they are usually something like "slows enemies by 60% and does 20% of weapon damage". So that is how that skill will always work - you will never be able to change those numbers yourself, unless you are lucky enough for an item to drop which is +skill (and you have to hope that item is not complete rubbish armour/damage wise).

Along with this, you can change skills any time, which is pretty cool and fun, but the game now feels more like Call of Duty with its perk system. The perks are cool game modifiers, but you can't alter them. Like I said, the runes just make an ability act differently, so it's really just another skill. Even when they up % chance something will happen, that's as far as it goes - that new skill can't be modified either.
 
It's still pretty fun. Initially it left me a bit cold, but as you play you unlock the skills and there is the novelty of using them, but when you read all their descriptions they are usually something like "slows enemies by 60% and does 20% of weapon damage". So that is how that skill will always work - you will never be able to change those numbers yourself, unless you are lucky enough for an item to drop which is +skill (and you have to hope that item is not complete rubbish armour/damage wise).

Along with this, you can change skills any time, which is pretty cool and fun, but the game now feels more like Call of Duty with its perk system. The perks are cool game modifiers, but you can't alter them. Like I said, the runes just make an ability act differently, so it's really just another skill. Even when they up % chance something will happen, that's as far as it goes - that new skill can't be modified either.

Yeah, just read the skills wiki on the Diablo 3 site and starting to warm to it ...
 
It's still pretty fun. Initially it left me a bit cold, but as you play you unlock the skills and there is the novelty of using them, but when you read all their descriptions they are usually something like "slows enemies by 60% and does 20% of weapon damage". So that is how that skill will always work - you will never be able to change those numbers yourself, unless you are lucky enough for an item to drop which is +skill (and you have to hope that item is not complete rubbish armour/damage wise).

Stats make a big difference as well though, for example with the WD 1 intelligence = 1% extra on all damage done. So spells will do more than just the 20% or whatever they state.

You'd be far better off going for a dagger with +10 or whatever int, over a sword with a few more dps. You'll also be getting the benefit of increased resistance. :) I think picking gear to match the build you want to make isn't always going to be a black and white choice, even more so at higher level.

int_2.jpg


I quite like the changes they've made, especially around runes. The old system sounded good, but there were just too many flaws with it.
 
Stats make a big difference as well though, for example with the WD 1 intelligence = 1% extra on all damage done. So spells will do more than just the 20% or whatever they state.

You'd be far better off going for a dagger with +10 or whatever int, over a sword with a few more dps. You'll also be getting the benefit of increased resistance. :) I think picking gear to match the build you want to make isn't always going to be a black and white choice, even more so at higher level.

int_2.jpg


I quite like the changes they've made, especially around runes. The old system sounded good, but there were just too many flaws with it.

Yeah the item stats make a difference apart from whatever their DPS states, but my point was you can't change your spells/abilities in any way apart from by gear, whereas in the usual RPG you can dump points in a skill to boost it. Obviously they want to avoid making players get stuck using 1 skill the whole game, so they made the skills totally dependant on gear, so all skills will be on an equal footing.
 
Yeah the item stats make a difference apart from whatever their DPS states, but my point was you can't change your spells/abilities in any way apart from by gear, whereas in the usual RPG you can dump points in a skill to boost it. Obviously they want to avoid making players get stuck using 1 skill the whole game, so they made the skills totally dependant on gear, so all skills will be on an equal footing.

I think this is where the runes come into it. They seem quite well balanced. Do you swap a bit of damage for a new effect? Or turn loose a bit of range for DoT?

More about how you play rather than your abilities. That could be a good thing.

I think so. It's not all going to be looking up a build that works and copying it point for point. You'll have to find a good mix of skills and runes that suits you and compliment each other, whilst getting gear that suits what you want to get out of it. :)
 
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