So… I didn’t see a proper thread and I wanted to share my opinion. For me, it was a make or break thing because that stat system revealed earlier was so lazily made and itemization repelled me simply.
Feel free to write down your opinion if you have any questions or something to say about for feedback. Please don’t derail this thread to something else as we have 5-6 “very popular” threads at the top of the thread list where everyone can see them already.
as your character grows, the effort and cost required to respec will grow too
I’m not sure if I get this part, so with every 5-10 or so level my character gains the process of respec and re-allocation grows more time wasting? So if I need to clear a quest for a respec a lvl10 character, I’d have to clear 2-5 different quests for a lvl40?
I don’t know how that gonna work but I believe you can lessen the impact of player made mistakes if you allow players to substitute their desired targeted skill with item bonuses such as skill increasing ones.
So we went back to our roots and looked at the classic RPG elements of early Diablo games.
This quarterly update was a make or break for me about that linear stat system and I’m pleasantly surprised. So I guess I wasn’t the only one to complain about linear progress with 4% attack, 3% defense approach that shown us.
As I see you removed the biggest pitfall in the D2 stat system (vitality dump) and chose to continue. I say, good choice.
Not every class have to have equal benefits scattered at different stats but that’s a start. One class may have faster block rate, suffers reduced control impairment duration, other may have crit ratings or dodge through their stat benefits. No need for playing a puzzle game with stats. If you keep offer a solid base at the start to the characters with, I guess this idea can solidify better.
D3 classic managed to make stat growth somewhat non-linear thanks to rarity of desired combination possibilities and scarce regulation (what else do you remember besides single and all rezt not rolling together?) of random affixes. There wasn’t any guaranteed vitality or main stat, nor smart loot in D3 classic, so player had to compensate with wide variety of other stats such as recovery, specific mitigation or crowd control when they lack in survival, effective hitpoints or dps output.
Still due lowest minimum thresholds non-existent, vitality was the highly soared stat alongside of main defensive ones of resistances and armor. That was the biggest mistake of D3 in my opinion; availability of an item over the market was elusive and that made the players fixated at direct benefits.
Looking at further evaluation of D3 RoS, I believe you should be able to figure ways of giving player some sort of safety net without being dependent on the market or higher stats.
Many of the nodes in each class skill tree have additional effects if you meet specific primary stat thresholds
Can also work by comparing two stats to each other, such as; willpower to intelligence for a Barbarian or strengh to dexterity of a Sorceress. You don’t have to get swirled into an evergrowing main stat trigger to add new ones just because it’s the “class’ characteristic”. Stats don’t have to go over 255, but if they ever do, the requirements must not be linear like this.
There can be an incentive for Sorceress to invest points into strength more than required, or Druid/Barbarian to put into intelligence besides minuscule benefits but triggers such as these.
To see what that feels like in action, we’ve added weapon speeds and inherent characteristics to all weapons in our latest internal test environment.
That’s a conundrum but nothing you can’t get over with when you emphasize some animation cancel and .
You can get the fast weapon types have longer point up animation than backswing, and for mid-slow weapons the ratio would be reversed with attack point being shorter than backswing animation allowing them to benefit from animation cancel further but not being any faster than a fast weapon. And for very slow and heavy weapons, ratio can differ from type to type.
Characteristic of a weapon can be animation frames as much as their benefits to the certain skills be it applying crowd control for a follow up hit or sustaining resources.
We’re increasing the maximum number of affixes on Rare and better items in the endgame.
What about keeping it only for rare items?
You can think of Legendary items as Rare items with one affix replaced with a legendary effect.
I’m not sure if that’s the right approach. I don’t wanna see “6-7 random affixes” plastered on everything when I look at the item database just like in D3. Some of these legendary items better offer some solid stats.
And Unique items will replace Mythics.
Good call. At least we’ll have some control with this.
To note; you didn’t cover details about crafted items and if it’s possible to target these legendary or unique items at the loothunt via level restricted areas-monsters without relying on RNG.
If possible I wanna hear more about this new itemization impact other parts of the game and how well the end game progress gonna shape.
I think that’s for Blizzconline’21 at February.