Rad- said:
It is def happening, job openings on their homepage kind of spoil the surprise. But yeah, I doubt it's a same time release for PC and consoles. 6-12 months later I'd guess.
They have had similar postings for WoW before. It's definitely more likely with Diablo though if they decide they can make it work without compromising quality (as much was said from the recent interviews), especially after Torchlight had a successful transition to XBLA. You couldn't say with absolute certainty at this point though. Again, not a chance of a concurrent release - we would have seen a build of it by now if that was the case.
mysteriousmage09 said:
The skill system was terrible in Diablo II and i'm glad as hell they are moving away from the "lol you have 2 points too many in this one skill, your character is gimped!" crap. Also a lot of people keep ignoring the skill runes which opens up a ton of builds as well as gear stats, etc having effect on the skills. If I recall, attack effects magic damage this time around so casters won't be doing full damage in magic find gear so that's more to think about.
So for character diversity there are
Skill combos
Skill runes
Gear that has more meaning then in Diablo II like my example above
Also cosmetic stuff like the dye system and drastically different looking armor sets so there should actually be quite a bit of diversity in character look on top of the play style.
So all this crap about everyone being exactly the same is stupid. There will be much more variety on all fronts then what Diablo II offered.
The thing about the runes in the current form (not the system proposed by Jay Wilson in the recent interview, but I'll get to that) is that once you have 30 level 7 runes, that would be all you need for an individual character. 6 of each of the 5 rune types for your active skills gives you access to every possible setup (unless passives can also be socketed, which would increase the amount needed to 45.) Now there are a lot of possible rune combinations this way, don't get me wrong, but you wouldn't ever need more than 30 to be able to have all your skills use one type of rune, or have any combination.
The proposed system definitely improves the variety with random affixes that would make runes more of a commodity and drive the market. Without explaining they system entirely (go watch the video or read the transcript!), I think it's headed in a better direction, but there are some possible modifications that would improve it.
When all runes are "unattuned" or colorless, even knowing the level, it's just
too random, especially when combined with random affixes. I don't want to be popping in a rune hoping to get the effect I want, while also hoping to get a good affix on it.
What I think would be nice is having both colorless
and colored runes, but having the colorless ones be more common, and the colored ones be relatively rare to offset the safety of knowing what you're getting. So you could still end up getting what you wanted, but it would cost more in time/gold/runes. So it's kind of a gamble - do you go the safer route with the predictable, but rarer rune? Or do you roll the die on a slightly cheaper rune and hope you get something usable?
In addition to this, to make the system more interesting, the colorless runes could have the (low) possibility of having slightly better affixes than the predefined runes. So to get the best of the best, you would have to burn through a ton of runes. The system could be tweaked in various ways, but the bottom line is that it would serve to increase the depth of the game and increase the value of runes which would be beneficial to the health of the game's economy.
I sincerely hope Blizzard ends up running a system with my first suggested change, if not my second as well - that in combination with having runes locked to specific skills would be much better than the current (old) implementation going from 30 runes necessary to cap out to close to 100* (and finding the perfect affixes for them all.)
*Roughly 20 skills x 5 runes for each skill.