The beta changes are pretty bad, so it's not hard to imagine why.
I think being able to choose which rune unlocks is a good compromise.
I think renaming this "runes" system to something else and introducing the classic D2-style runes would be a good idea.
That still has to drop for a player and they still have to want to sell it at an affordable price. You're not going to see all the best items up on the AH a week or probably even a year after the game comes out. I imagine you'll see one pop up here and there, but it's going to take a loooooong time before we see D2 levels of saturation in the market.I'm more worried about replayability with no hard choices in the game now, and the best loot an encouraged paypal transcation away.
yeah but there was talk of this level dead zone from 30-50 without a "carrot on a stick" apparently, so the new runes fufill that (and I hate that MMO mentality creeping into my DIABLO!)
I dunno man, I wouldn't underestimate the gold farmers.
Yeah, that is worrying.
Yeah, that is worrying.
This whole situation tends to worry me actually. There's no need to ever roll a new character, they're oversimplifying the game and they seem to lack conviction in pretty fundamental design issues.
Actually I could totally see people rolling new characters for guaranteed rares on first boss kills, especially since Blizzard said rares are programmed to have the potential to be more powerful than the best uniques. Those fresh Inferno runs could have the potential for mass profit.yep people will only have 5 chars now.
Ideally, each skill rune should be useful so you'd still be incentivised to keep leveling.yeah but there was talk of this level dead zone from 30-50 without a "carrot on a stick" apparently, so the new runes fufill that (and I hate that MMO mentality creeping into my DIBALO!)
I'm more worried about replayability with no hard choices in the game now, and the best loot an encouraged paypal transaction away.
yep people will only have 5 chars now.
I mean I understand the annoyance of having to reroll to make a new barb, necro etc, but also I liked that for instance in Fallout (1 and 2) you couldn't "see" everything with 1 playthrough, and I sigh when I read people playing new vegas or some such that are mad they arent even more of a master of everything than they already are (and was just at a heinous level in Fallout 3).
I'm 30 years old now, and I feel like I need to be fathering out a few kids soon or something so I like and relate to these design changes.
I think being able to choose which rune unlocks is a good compromise.
I feel guilty just sitting on my beta with only like 5 hours played total, and more interested in skyrim modding atm.
*haw*
yeah but there was talk of this level dead zone from 30-50 without a "carrot on a stick" apparently, so the new runes fufill that (and I hate that MMO mentality creeping into my DIBALO!)
I'm more worried about replayability with no hard choices in the game now, and the best loot an encouraged paypal transaction away.
You go from a diverse/complex system to a rigid/fixed one.
That and the ability to level up skill runes to a point. Even if everyone ends up the same at 60 with the only real customization being how you're geared, at least the level progression can be somewhat unique to each person. That UI has got to go, however. It's a total mess.
I'm still holding onto the hope of a Q2 release. Only because every time the closed beta gets a big update like this it feels as though it's a version that's already been play tested months ago internally, and has progressed beyond what we're playing; A rudimentary version of the more fleshed out mechanics. That's just how it feels.
Probably. I'm still thinking Q3/Q4 at this point at the earliest, Blizzard can't even get Battle.net working correctly right now. I just played the whole night with Rentahamster and didn't realize that he wasn't talking because I couldn't see anything he said to me in-game.
Some of you guys aren't discussing whether this game will be good or bad, but more of whether it will be Diablo II or something else.
Could you elaborate? Your statement seems pretty general and you don't back it up with anything.Yeah, I agree with that general idea Victrix. But there's a fine line between trimming the fat and dumbing things down. All these big changes at this point in the development make it seem like Wilson and Co aren't really sure what it is they're doing either.
For my part, I'll have more fun choosing the customized abilities I want, whenever I want, than I would scavenging for particular runes to get my abilities to where I want them to be. That sort of thing is very very cool the first time, and very, very tiring after that.
Being able to quickly choose between a broad set of abilities and runes to customize those abilities boils down to 'here's a very large set of functionally different toys to play with, have fun', vs having some portion of those toys locked off behind the roulette of item finding.
I realize some people play Diablo entirely for that gradual character growth and the pavlovian surge of joy at seeing some sparkly gold item drop, but I never did - my interest was in playing different characters and using different abilities, against challenging enemies in the higher difficulties with friends.
Making choices about equipment (in Diablo, WoW, or other similar rpgs) is interesting, but not more interesting to me than, you know, actively playing the game
Again, I totally respect that some people enjoy that aspect of the game(s) a lot, but it's not the core draw for me anymore. Once you break that mental chain of loot-delight, all that's left is the core gameplay... and in this particular case, their decision has made accessing that gameplay easier for me, so obviously I approve (and I still enjoy the loot... just not as much as the play)
Here's what we had, here's what we got:
I've posted this but it got buried in another thread and didn't get much attention or counterpoints.
1) You don't get to chose which skill variants to use until you level to that point (in some cases, near max level, at hell difficulty) or the order you get them in. In old system, all lower level runes would be available/common while playing through on normal difficulty. I.e. Jay had stated that they would "drop like candy" on a normal playthrough.
2) The new system has 1 power rank spread over 4 difficulties. The old system was 7 power ranks, 1-4 over 3 difficulties and the last 3 for inferno.
What are we getting to customize/increase the power individual skills instead?
Additionally, with no more ranks, visually, how will the skill look more powerful now? Previously, Bashiok had said higher ranks would potentially look cooler/more powerful like having more magic missiles (Wizard) or more rockets (DH). Now what?
The only real consequence is that you're boned if you need a rune that unlocks at level 60 for your build and you have to wait until then for it (how many hours or days of played time there?), especially considering all the runes were supposed to be considered equal in power.
2) The new system has 1 power rank spread over 4 difficulties. The old system was 7 power ranks, 1-4 over 3 difficulties and the last 3 for inferno.
What are we getting to customize/increase the power individual skills instead?
Additionally, with no more ranks, visually, how will the skill look more powerful now? Previously, Bashiok had said higher ranks would potentially look cooler/more powerful like having more magic missiles (Wizard) or more rockets (DH). Now what?
There are no consequences anymore, for good or ill, regarding runes. As is, they've cut out an entire aspect of choice, risk, etc., which is extremely damaging to the game (at least for me). The only real consequence is that you're boned if you need a rune that unlocks at level 60 for your build and you have to wait until then for it (how many hours or days of played time there?), especially considering all the runes were supposed to be considered equal in power.
I loaded up the beta yesterday to check out the changes, and everything seems really rigid now. It's kind of weird.
How does elective mode work? Does it take away the rigidity of this new skill system?
And the argument that some builds aren't possible until late game, well that is what the carrot in front of the leveling curve is all about: progression. Why should every build be available in Act I of normal? It surely wasn't in Diablo II. I would have loved to have a teleporting frozen orb sorceress right at the beginning of the game, but I had to play and earn my way there. This is really not that different?
I feel guilty just sitting on my beta with only like 5 hours played total, and more interested in skyrim modding atm.
*haw*
Could you elaborate? Your statement seems pretty general and you don't back it up with anything.