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.
Why go back and deal with those balancing issues when you can build a new system from the ground up that is more simple and still achieve customization as the original system intended?
The stat system wasn't at all broken when the game was launched. Energy was used for skill builds that didn't itemize like skill builds. Vitality was used for people who didn't like to die or otherwise couldn't avoid getting hit. Dexterity was used for all weapon classes that didn't use an ITD skill or Amazons who wanted a damage boost, or characters of any kind that wanted to surpass a defense break point. Strength was used for gear and hitting things.
Before energy was on
everything, it had a defined purpose and became a point of contention because, while players deemed it generally to be a waste of points (as in it was the only one of the four stats that did not directly contribute to damage or survivability), the combination of mana potions not being sold at vendors and skills using copious amounts of mana at high levels meant that players would often put points into it anyway because it made things more consistent; it was a point of preference in a genre where consensus is painfully powerful. You may also note that getting past level 75 was extremely difficult before the expansion (and 1.07) was released so even base mana totals were, on average, about two-thirds to three-quarters of what they are now. This also applies to vitality, with the opposite classes being affected.
Vitality was often considered a throwaway stat when a high level character was around 75 because a) the vast majority of damage dealt in the classic environment is non-physical and therefore more easily and readily mitigated by resistances and b) the lower level meant a lower stat pool, meaning reaching certain strength milestones (there is a large boost in damage at 100, for example) was a priority. In fact, some people didn't put any points into vitality at all because they were itemized well enough to have a ton of fire and lightning resistance and therefore the value of vitality was very little compared to the boost alloted by dexterity. But of course, some people did, either because they put enough time into their character to level up to absurd degrees or because they encountered a more diverse selection of enemies (and therefore benefitted more from the universal -- but lesser -- bonus from health than they did from specific resistances). On a related note, it's obscenely easy to max all four resistances in hell now but this used to be an option that required sacrifice -- you would either have to have a stupid low block chance or otherwise crappy gear.
Dexterity used to not contribute to block chance so it wasn't the stat dump that it is now. But more importantly, dexterity offers a ranged damage boost at 100 so any character that used ranged physical damage had to consider whether or not they wanted to pursue that boost. Even more importantly, dexterity's contribution to %hit and def made it sort of important for PvM and stupidly important for PvP. For PvM, most characters used ITD skills anyway so it wasn't relevant, but there were some that didn't (WW barbarians are probably the most notable, zeal paladins too) and the balance of %hit (dex) versus +damage (str) was a difficult one and depended largely on the specifics of your weapon and how dangerously you lived. For PvP, there was a contentious balance between strength, dex and vitality: Too many points into strength and you wouldn't hit much and you would be easily hit, too few and your damage would be low or your gear options would be limited (or both if you're some kind of moron barb with <100 strength); too many points into dex and your damage would stink and your health would likely be lacking making you entirely ineffective against magic-users, too few and you would be easily hit and possibly have a low chance to hit (again, ITD popular); Too many points into vitality and your health total wouldn't be able to counteract large physical damage attacks, too few and your lack of health total would make you susceptible to large magic attacks.
Strength was tethered to what gear you would expect to use, but unless you were twinked (somewhat less common considering how rare-dependant things were) you had to consider how much strength you expected you were going to need for your gear lest you waste stat points on a pretty useless sink. Any class that relied on attacks with hit checks had to counterbalance strength and dexterity; dexterity was generally more important but it was almost always beneficial to make it to 100 at some point.
Half broken? Hardly, that's a lot of customization out of four very general stats, and that's only considering their end-game benefit. Also, synergies were created to add more variety to potential builds, considering the old system meant that it was very easy to create an optimal build because to maximize the potential of a given skill you only had to invest 20 points plus prereqs (or 40 for characters/skills with masteries). Absolutely nothing to do with stats.
EDIT: The function of stats has not changed at all since 1.00 with the exception of one change made in 1.07. The amount of health that a point of vitality gives has not changed since the game was released. Likewise, the attack rating given by a point of dexterity or the damage boost given by a point of strength (or the special boost at 100) has not changed since the game was released. The
only change was removing block percentages based on gear and the introduction of a CTB formula based largely on character level and dexterity.
Bregor said:
Complaining about the darkness of outdoor daytime scenes? Really?
Where the desert areas of D2 dark?
Yes. Go to the lost city.
iamblades said:
It doesn't look better, unless you are purely speaking from a 'holy shit it's so dark I can't see any polygons(or much of anything else)' point of view.
I'm sure the game will have gamma controls for all you emos, but I don't really understand why a daytime outdoor scene is supposed to be dark. Outdoor scenes in DII weren't dark at all.
It's preference. I like the assertion that you have to be "emo" to enjoy a colour pallate darker than the one presented by Blizzard. That's constructive.