D4: Attributes and Stat – Blizzard: MAKE A NEW GAME PLS!

Yes, that could be also the reasonable way! Maybe my “get rid of” was a little exaggerated… Hope (new) D4 team will read this…

Yes, that was quite interesting and impated directly the way you would play you character. Much better than “main class attribute for damage” or “random attribute gives more crits”…

All you did was rename the 3 attributes.

I am interested in how D4 handles it. Each stat having different effects for each class.

Yes, I agree too. To explain some kind of imbalance in “archetypal level progress”: it would be an intention for the beggining of the game. No player should be “perfect” too quickly, …right? Perfection should come with gear. And you also know where is your weaknes (e. g. resist) and than for what gear to look for to balance it. (Yes, and I also meant multiplying just for basic points, not whole stats…)

I gave your post a heart for the effort. :+1:

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Yes, I’m surely based on what already worked quite good in D3. You read it properly, thx :wink: But important is I put it in the background for beginning of the game and suggested more enjoyable attributes points spendings. And the reason why I wrote it, I’m afraid of this your statement: “I am interested in how D4 handles it. Each stat having different effects for each class.”

I think your suggestion is more 2-dimensional than the one I like from their blog.

How renaming stats are any different than the current system? They had the ancestral, angelic and demonic power then they removed it completely after a massive feedback coming from the community. You’re suggesting the step back after they accepted the feedback already.

If you restrict the stat system to specialize different classes at different areas, you’ll do that at the cost of getting rid of available utilities to them. This at the long run gonna create a jarring effect and item dependency with Best-in-Slot items. Again, no, Diablo 4 will not be Diablo 3; nor it has to fit what your narrative about how ARPG genre to be designed. Diversity in stats are nice, but differentiating the player this much would rob them off from action and create a jarring effect from item power dependency.

Stat system in D4 planned straightforward as it is already where you only focus on your main stat but you’re forgetting that it’s not Diablo 3 anymore. Even at classic D3, as difficulty grows you ought to accumulate your secondary stats for survival as they grant you effective health and utility.
You have NO idea how difficulty growth will apply, how fast and action packed the fights gonna be. You have no idea what systems they will borrow from other tabletop or non-tabletop RPG realms either. You have no idea how end game rewards lure players onto trials. Why trying to reenact the core of the game this early when it’s at barely at alpha phase?

I wouldn’t want them to change stat system after this point. Community said the last word and I’ll be with them. No need to reinvent the wheel, if you don’t like the names, play with stickers on screen to rename character sheet details.

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The feedback was primarily on the system of item affixes requiring ADA power. It was never really an attribute system in the first place, since you got them from item affixes, not attribute points.
Speaking of which, Blizzard originally claimed that you would mainly get attributes from points, and not from gear, but in their demos since, items has shown lots and lots of attribute points.
If the attributes end up as just another item affix again, the system is even more of a failure than it already seems to be.
Honestly, 80%+ of your total attribute points should be from the points gained in lvling.

So yeah, if Blizzard want player feedback; get rid of the system and try again.
The interaction with skill upgrades seems nice however, but even that needs severe changes from what we have seen so far. If what is shown is what it is, then get rid of that too…

The way they have it in D4 is just perfectly fine

What I WOULD hope for though is trickier monsters, more meaningful item affixes (impactful even from the very start but never able to have all of them or sufficient enough to cover your downside/s), a nice set/system of relatively impactful consumables (not just HP and mana but potions of Invis, Iron-skin, scrolls of curses, summons and whatnot) and meaningful tactical combat that requires the best of a player (i.e. not some easy to set explosions for the eye or set & forget stuff)

Sadly pretty sure most of that won’t happen, but as far as the primary attributes go, let them have it as they are, it’s perfect with 4 primary attributes each with it’s own impact and meaning, (well other than dodge that is would gladly remove it and put something less RNG-based tbh), so for the most part

Inclined to agree. Adding Vit as a stat is a bad direction, because then we’re back to the D2 model with just enough in other stuff for the build and every spare point into vitality.

They just renamed it, we still have the ADA system. It’s just now Strength/Dex/Int/Willpower.

The two are literally nothing alike.

They have different bonuses; ADA has much better ones. Those bonuses are seemingly completely removed from the game.
ADA was tied to unlocking item affixes, new system ties to unlocking skill upgrades. The latter seems better, although both seem very flawed.
As far as I recall, there was no ADA points, all of it came from item affixes, whereas Blizzard claimed most attributes come from lvling, although that so far seems to be a lie.

Not really.

  • We are also introducing three new stats:
  • Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
  • Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
  • Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance)

We don’t have it anymore as you can check here. Community gave feedback and then the next blogpost

To begin, some of you let us know that the fantasy of Ancestral/Demonic/Angelic Power just isn’t cool enough in the current version of the pitch. Duly noted!

We have the current systems with:

This blogpost here.

And we liked the imagery conjured by the phrases “Angelic Power” and “Demonic Power,” but they didn’t reinforce the fantasy of what being a Barbarian, a Sorcerer, or a Druid is all about. So we went back to our roots and looked at the classic RPG elements of early Diablo games.

To quote:

As a Barbarian, each point of Strength will increase the damage of your skills, while Willpower improves Fury generation, and Dexterity grants critical chance. Meanwhile, as a Sorceress, Intelligence increases skill damage, Willpower grants critical chance, and Dexterity hastens mana recovery. Each stat also confers a secondary defensive bonus.

Please compare them. I can toss pictures if you want too. What OP suggested is just a name change and boarding most defensive stats with most damage dealing traits. Other than that, it’s hardly any change, besides vitality which is just calling for immense power creep later down the road.

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I wouldn’t say it’s perfectly fine just yet. At least not until at least every skill has a upgrade node pertaining to every primary stat (for example whirlwind having an str, dex, willpower, and int upgrade node). There’s some other things, but that’s the bare minimum imo.

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Totally agreed, it’s defeating the very purpose of having attribute points in the first place, and their breakpoint system too.
At the very worst, they could provide affixes that increase your inherent attributes, like “+10% Strength”. But please, none of those “+75 to all attributes”, even if it’s just on weapons ! :face_vomiting:

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Same system, simply renamed and tweaked. Though they have done substantial improvements on it, it is still, in my view, the same kind of system. Different stat bonuses distribution still trigger character improvements.

What they have changed is the majority of points is awarded based, supposedly, on character progression (instead of gear) and what exactly those bonuses consist of.

Yeah, or even better, each upgrade node has 3-4 different bonuses on them, for each attribute.
If each upgrade is tied to one attribute for each bonus (and it is important to remember here that the upgrade nodes themselves do not require attributes, only the bonus effect) then it seems like a very binary choice, where you tie your attribute choice with your upgrade node choice. If all upgrade nodes can get bonuses from all attributes there might be room for more actual choices to be made there.

Further these bonuses should be exactly that, a little bonus, the main power gain from attributes should be the attribute effects themselves imo.

That is broad enough to cover nearly every single concept in an RPG :stuck_out_tongue: Items do that too.

In any case, attributes is a well-defined thing. ADA could never really be called an attribute system. Since it didnt come from your character in the first place.

Yes. it is unmistakably an ARPG stat system. Just improved, hopefully, over it’s D2/D3 predecessors. A revolutionary, entirely different stat system this is not.

At least so far. We’ll see in December, I guess.

That’s basically saying they changed everything. ^^
The only real thing both systems share is the concept of breakpoints, though it’s now on skill mods instead of random affixes.

That’s the most logical way to go, though it may become a bit overkill (that would require a lot of effects for every skill, something like 15 for just 3 nodes).