Monday, April 16, 2012

Some questions and doubts about D3.

Hey guys and ladies, This is my first post/thread, but i'm lurking in this forum for quite some time now.

The reason for this thread is to answer, or, lacking this, conjecturing about some especifics about D3. Only minor details nothing big. I know, my motive is selfish since is questions i harbor, but i hope some of the answers help the hole community.

- Willpower was removed. Are this set in stone, they ditch the stat, or is possible that they (Blizzard) will come up with something similar in essence?



- Jay (i think dont have the quote now im sorry) said Diablo 3 will not have the "immunity" trait. As the player advance from nightmare/hell/inferno, the mobs will have a high resistance, but only that. My question is: "Absorb" will be a present modifier in the game?



- The "+ Skills" mod was impratical in D3 and no longer is a possibility. Do you guys think a mod will come to take its place? If so, in which form?



- There will be more sufixes/affixes than in D2? And there will be something as strong as runewords? (I remeber seeing a TIER 18 legendary screeshot, Lucien armor, and found....disapointing.)



- What will be the new form the runestone sistem will take? (other than changing skills of course.)



Ok guys i'm done..for now. Thanks beforehand to those who will take the time and answer some of them.|||Quote:




- Willpower was removed. Are this set in stone, they ditch the stat, or is possible that they (Blizzard) will come up with something similar in essence?




I guess it is as they now have different ressources for all classes. Perhaps there will be passive skills that improve your total mana/arcane energy/spirit... depending on the class. But it seems rather final as they will probably not change the ressource system now.


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- The "+ Skills" mod was impratical in D3 and no longer is a possibility. Do you guys think a mod will come to take its place? If so, in which form?




I think this is replaced by the levels and quality of the runes + overall stats that improves the damages of skills.


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- What will be the new form the runestone sistem will take? (other than changing skills of course.)




We do not know yet and we won't for a while as the runes won't be in the beta. Jay just mentionned that he wanted some kind of "randomness" in the runes. For example additional stats bonuses on a rune besides the fixed effect of modification of the skill. I would find something like that a bit disappointing as gems are already simple stats bonuses modifier.|||Quote:








Hey guys and ladies, This is my first post/thread, but i'm lurking in this forum for quite some time now.




Welcome! Stay a while and listen. I bet that no one has said that to new members on this forum yet.


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Willpower was removed. Are this set in stone, they ditch the stat, or is possible that they (Blizzard) will come up with something similar in essence?




Yeah, it's likely a permanent change. It probably created some confusion. It's much better to augment class-specific resources with class-specific systems, so Willpower's function was shifted to the trait system. This way all attributes will have the same effect across all classes (less confusion) and the devs can give players more interesting ways to manage their resources.


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Jay (i think dont have the quote now im sorry) said Diablo 3 will not have the "immunity" trait. As the player advance from nightmare/hell/inferno, the mobs will have a high resistance, but only that.




Actually, I think Jay once said, that they aren't opposed to monster immunities, provided that they can make sure that the player has access to more than one damage type at all times. With the new skill system players will have the tools to deal with any kind of situation, so we may see immunities yet again.


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"Absorb" will be a present modifier in the game?




We didn't hear anything about an Absorb-like stat so far, not even on traits.


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The "+ Skills" mod was impratical in D3 and no longer is a possibility. Do you guys think a mod will come to take its place? If so, in which form?




Like Malaterre said, I think that runes and the Attack attribute are the replacements for bonus skill levels.


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There will be more sufixes/affixes than in D2?




We don't know too much about the size of the affix pool. Check out the wiki for the currently known list of item mods.


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And there will be something as strong as runewords? (I remeber seeing a TIER 18 legendary screeshot, Lucien armor, and found....disapointing.)




I don't think we'll see anything remotely as powerful as the high-level runewords were in D2. This time around Rares with lucky rolls should be the most powerful items in the game (like in classic D2 and even in D2X for some item slots, if I remember correctly), especially if you socket and enchant them.

As for Lucien's Armor, I was a little disappointed too, but hopefully there will be items in the game with much more interesting stats.


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What will be the new form the runestone sistem will take? (other than changing skills of course.)




The skill rune system may not change at all. You can read about how runes work currently in the wiki. One month ago Jay Wilson said that they are testing 3 different changes to it, but that possibly neither of these will make it into the final game. Their goal is to add some randomness to the runes themselves. These are the proposed changes:

- Random affixes on runes, +attack or +vitality for example, nothing that would change the skills themselves even further.

- Skill attunement. What it would mean is that once you put an Indigo rune into Magic Missile for example, that Indigo rune would become permanently attuned to Magic Missile and couldn't be used in other skills.

- Unidentified runes. With the attunement system they were thinking about making the rune's type (Indigo, Obsidian, etc.) hidden until you socket them into a skill.

They were presented like one idea, but since they aren't mutually inclusive, we may not see all of them in the final game.|||I am also new one, we work together.|||Immunity was a poor implementation. I'm glad it's gone.|||Quote:










- Jay (i think dont have the quote now im sorry) said Diablo 3 will not have the "immunity" trait. As the player advance from nightmare/hell/inferno, the mobs will have a high resistance, but only that. My question is: "Absorb" will be a present modifier in the game?

The "+ Skills" mod was impratical in D3 and no longer is a possibility. Do you guys think a mod will come to take its place? If so, in which form?

- What will be the new form the runestone sistem will take? (other than changing skills of course.)




Yep 100% Resistance is out as things stand.

Absorb is kind of in the game at lest in the form of tempary HP boost see wizards Diamond Skin skill. The other type is just a resistance mod by another name (after all what the difference between 50% resist and 50% absorb?) and as such just make it unnecessary complex. after all why have 2 mods that do the same thing?

Skill damage is boosted by +%spell damage for spells & the attack stat and by base weapons for non spells attacks (+skill was never in D3 in the first place).

As for the rune system they said that the runes now come with randomized mods on top of base skill modifying but what kind of mods is unknown (I expect it likely be +stats or something).|||Quote:








- What will be the new form the runestone sistem will take? (other than changing skills of course.)




The only thing i can say for this is more customization for your character and how you use your character (farming, runs, pvp, or just progression) but other than that we have to wait until the real game since we won't get to see Runes in the Beta.|||Quote:








The "+ Skills" mod was impratical in D3 and no longer is a possibility. Do you guys think a mod will come to take its place? If so, in which form?






I'm hoping that the "+ skills" affix will be replaced by "+ golden rune rank" because that would be awesome.

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