20:35
Rogue gets critical chance from Intelligence.
Sounds like full lvl scaling might not be a thing <3 Mentioning running into zones where enemies were higher lvl.
I really hope they get around to doing Attributes 2.0 before release
Current iteration is not good.
I think it’s fine. Even logicwise it barely makes sense I liked their approach. I don’t know. I think I’ll give it a full watch before deciding. I’m just afraid they’ll go heavy on direct damage increasing stats.
Having one stat being much weaker on purpose just seems really bad in all cases.
Having crit in there is worrisome. And yeah, direct dmg increases.
The attributes are much better placed than expected tbh, I was worried that the Rogue would get Crit and Damage in one stat, glad they didn’t do so
P.S., how come even Rhykker didn’t ask the devs for what the Druid’s class-system is when they talked about those , baah gonna haunt me a long time that one lol
Oh yeah I haven’t paid attention to that at all. That means flipping a corrupted town has its merits to farm nearby areas, so you can target specific items just like in D2. That’s nice.
If dexterity is only granting dodge chance (and perhaps increased healing) I’m okay with it giving direct damage increase with a crit rating side dish stat, because eventually Rogue gonna have to push allocated points towards other stats for damage mitigation on progress.
My concern only covers the classes with their main stats granting reliable damage mitigation (such as resistance and armor, int/str classes) because at the long run, they’ll face little no repercussion at stacking them. So they shouldn’t be able to have luxury of benefitting damage mitigation with direct damage increase at all.
There must be some allure for them to allocate points to other stats instead of trying to brute force their way. D3 tried a similar model but it fall flat on its face because direct damage increase was so good to skip or ignore.
The only stat that seems “meh” to me is the DEF stat for STR
Having 200 Def ?, that’s an amulet in the late game lol :P, regardless, say you focus on the Str/damage or Int/damage, guess what, you STILL lack increased heal (i.e. sustain) and resource return
IDK about the Barb cause felt a bit weird but I really like the system for the Sorc… clearly defines 2 playstyles, want play “in your face” with high sustain ?, pick willpower (has both crit and life return), want play with “huge damage” (the 2 hand ?) then pick Dex for Dodge and resource return. They even had the same exact thing on the weapons: wands have a crit % chance as imperative stat, and staves have increase resource return
Though I’d guess I have a problem with the name in that case tbh, they better name it “awareness” or “adaptation” or something along those lines tbh…
I think that’s the main reason why players have to allocate their own stat points gained from leveling up to cover their weaker aspects. There must be incentives to cover their vulnerabilities first while trying to gather loot as comparably the items grant bigger stat boosts.
Mine is a wide stretch to be honest but if you pick a build with, say, no resource spender and use life steal weapons, I think you can negate those downsides. That’s what happened back in D2 afterall and we know how D3 shapen up to be a generator/spender click click after that. I’m not fond of both systems at all.
I think it’s fine, one Sorc has melee/sustain style and places like 2 meteors on full mana, the other has barely if any sustain but drops 5 meteors due to high resource return, so, pick ur better
LS is probably an inherent/mandatory system in any a/RPG possible, I have a hard time imagining a game where LS isn’t a thing (other than completely going the Doom-Eternal route with glory-kills and executions for sustain drops/consumables)
Which don’t get me wrong, I ADORE that idea but I can see how/why people wouldn’t like it (and wouldn’t feel “Diablo” to them, or even RPG-based tbh)
And having your character build impact be negated by one single item ?, it’s kinda laughable tbh, the primary-attribute system should be more impactful compared to what gear does, there was that one item (bow) with +100 to all and you’re like… wait,… what ?, and even though there may be other bow that gives IDK 300 to Str (which also means 300 DEF), it all becomes “gear shuffling” at one point or another (or at least 90% of the impact in late game/s) tbh
Thats good thing. Scaling doesnt have nothing to do with Diablo. Of course strong players gotta rule. Eve Online, nuff said. They could give pets to new players with lesser strength.
Diablo players should be Tyrannies, not some kids who want to play it fair.
It about makes sense to me, I think the idea is the rogue studied up on where all the squishy bits are, or just technique in general.
I think they should apply this thinking to weapon/armor requirements. It makes sense that it would require a certain amount of intelligence, strength, dexterity to use certain weapons and armor. Higher strength to wear heavier armor that provides more defense or more dexterity to wield swords and bows etc.
Naah I really despise that “hard” cap on unlocking gear. They better re/use the thing from ADA previously but make it a STR/DEX/INT/WP thing now, i.e. cap some of the affixes unlockable (or mayube even better, get bonuses like that)… Think people will find that one being the better overall option tbh… I guess makes no sense for the primary attribute/s (i.e. ATK/DEF or maybe attach a bit of penalty AS/MS), but is probably doable for all others
i.e. something like this:
Chamber of sacrifice [Armor, chest piece, Unique]
DEF: 5500
+Damage taken reduced by 20
+1 skill levels (+2 if 250 INT or above)
+15% AllRes (+25% if 250 WP or above)
+*While under 25% HP summon a Fire revenant (cannot occur more than twice in 15 sec)
+Cannot be knocked back
-15% Movement Speed (Penalty nNegated by 250 Str)
Now IDEALLY would be to have 250 Str/Int or Str/WP for this Armor piece, but could well use it otherwise with a [5-15]% (this particular piece has 15% but some others might have a lesser) MS penalty instead… Some wands could have a penalty of [10-20]% resource regen or return reduction (basically when lacking an INT to equip), or - [5 -10]% chance to hit-effect when lacking DEX (the more “risky” pieces you want to equip the more penalty to make up for in those regards
IDK, might have been a bad implementation overall in D2 (i.e. all stats require Str and some Dex and that’s it, near all-in on Str) but not really a fan on that gearlock “hard cap” concept tbh
Or they could add Damage to the other Attributes. There’s already Increased Energy and Crits for , just needs another one like DoT or Single target. Could be different depending on the class.
Anyway, I feel that Attributes are (or supposed to be…) mostly a part of the Breakpoints system, so the direct upgrades they provide may not matter that much.
Yes that’s basically destroying the whole concept of Attributes and Breakpoints, what are they thinking really ?
I’m somewhat worried that the most prominent feature D4 devs like is “exploring the world”. It is not bad in itself, of course, but this is a fun for some 20-30 hours only. After that everything is known in the world and we are left with… less exciting stuff as it seems?
I was very happy to see that the world and lore is coming together. It is much more interesting than the rift fishing speed race to kill the RG in D3. Man, that was really fun, not. Please no mundane treadmill in D4.
I still think attributes just doing the same thing for all classes is better than current iteration. You can still make them interesting in other ways than to tailor make them for each class.
I still prefer items to have stat requirements.
Have some items enable attribute stacking builds, like 1% increased damage over time per 15 dex. Things like that.
We knew this all they way back in 2019 though. one of the devs was asked by a streamer about that one dungeon that was level 25, and they said something to the effect that there were be areas with enemies stronger than the player.