Mik2121 said:
Really?...
I don't think it looks bad, but it's a bit too gritty.
The problem with all the "fan-modified" Diablo 3 shots is that they're done by people with basically no visual design sense at all -- so they might take the game away from the current style and towards what they think would be a preferable one, but they also
look awful.
I think there's the hint of a good idea there -- darkening the bridge and increasing the contrast of its textures causes its small details to "pop" more, which makes it look more decrepit and also emphasizes the stylistic difference between this game and WC/SC (which tend to smooth out those kind of details) but overall the effect is overdone and unsubtle.
John_B said:
So the stat system was only half-broken before they started balancing the game and adding new content with patches/expansions? The clusterfuck of synergies and how stats affected different ratings has been a never-ending battle to balance and without a great deal of success.
This is why I basically always dislike stat allocation systems in all games. Because the results of stat boosts basically always boil down to pure math (with no playstyle or intuitively-learnable effects) utilizing such systems correctly generally involves working through (or, in the vast majority of cases) looking up the maze of interactions and second-order effects and picking the optimized build -- which in turn encourages any hints of imbalance in the system since everyone's just reading up on the right way to stat things anyway.
Skill/trait systems can devolve to "best build" too, but IMO they tend to be more flexible based on playstyle (even if build X is the "best," someone might pick Y or Z because that's the way they enjoy playing) and more approachable in-game (so people can figure out what skills they want by playing, not by looking it up or filling out a spreadsheet.) Also, a skill/trait system that includes passives can trivially roll in all the meaningful decision points of a stat-allocation system through stat-boosting skills, while (this is vital) actually being balanceable post-launch.
John_B said:
From the start you are not distributing stats for how you want to play now, but distributing stats for how you want to play in 70-80 levels.
Also a problem with stat systems in general, in my experience.
Mik2121 said:
Go with 'After 15%' and leave it there...
I like the "after 15%" shot better than any of the others, actually. A bit more contrast causes the detail to pop and the world to adopt more visual depth, but without the excesses of the other shots.
Funky Papa said:
I'm not sure if that is your particular case, but I noticed that many (most?) of the people favouring the new visuals are also WoW players, so for them the changes are seamless. For those who dislike "WoW aesthetics", Diablo 3's looks are kind of unpleasant.
I was a Diablo player long before WoW was a twinkle in Mike Morhaime's eye. It's just that -- to be frank -- Blizzard North was dramatically less skilled at executing visually than their SoCal cousins and their games had significant visual problems that I, and pretty much everyone I played Diablo
with at the time, disliked even then.
In many ways I'd prefer a Diablo III that took its stylistic cue more directly from the previous games but actually addressed those problems (something like the leaked BN shots of heaven as a starting point, but tweaked and moved more into the direction of the current game for the earthly world) but I'd still take Diablo 3 (referentially off but good-looking on its own merits) over another hot mess like D1/2, personally.