This is an open discussion on the usefulness of making your build before the game starts.
I commonly see posts before a game comes out with potential builds and plans for builds, this was evident before swtor came out, in MoP currently, and in D3 currently. I understand that most players update their builds while playing the game, but, I consistently wonder if the time spent on these builds is useful considering the limited amount of data for what the game contains is available. With respect to Diablo only a pre-patch version of a small portion of the game has even been released. That said I cannot say I have ever committed to the general form of a pre-game build and seen it through, and so I would like to open the discussion to the forum.
Do you think pre-game builds properly prepare players for the difficulties they may face in game and save them trial-and-error in game time, Yay or Nay?
Disclaimers:
Trolls, honestly, I do not care*
I understand some players make builds just for fun with no intent on using them. There are many topics posted where players post intended builds and ask for advice on their viability, these builds are the focus of this topic .
*commenters that include specific experiences carry the most weight
For the most part it is simply done as something to pass the time. However, I would contend that a player who has spent time constructing a rough draft of potential builds before the game comes out will be benefited by their time doing so.
Many people to not agree with the ability to choose from whatever skills you have unlocked at any point in the game? By focusing on only a single set of skills, without re-speccing, I believe that many people are going to get burned because of their "build" expectations.
With the open beta, playing the Barbarian, I initially made the poor choice of picking a skill set and sticking with it (old school Diablo II mentality). I soon discovered the merits of alternating skills as the situation demanded, and thus my Wizard and Witch Doctor characters ended up stronger than my Barbarian.
Changing skill combinations, including the runes attached to them, is the way to go.
I'm waiting to see how people react to Inferno with their singular builds that they created before even seeing it!
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For the most part it is simply done as something to pass the time. However, I would contend that a player who has spent time constructing a rough draft of potential builds before the game comes out will be benefited by their time doing so.
agreed with this. won't help much, but knowing the abilities and so forth will help no doubt.
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i have made builds for all classes, but i know that they might as well be sh*t once the game is out. the only build i feel REALLY sure about is my Barbarian build.
other then that, its passing the time making people+me think we already know the game and blablablabla.
If they study the skills and runes, it could actually be useful. But I think it's basically people just so excited that they want to experience SOMETHING while they wait. Making builds is fun for planning, even if you don't go through with it.
The great thing about Diablo 3 is that you don't need to be put into a pre-defined build!
Heck, I made one, just to pass the time, but I don't need to make the commitment before creating a class, because I can respec!
Yes, it might be nice to work out how much my resource is going to regenerate per second and how to maximise damage, but it can all change based on the items we find. Also, I think my ideal pre-game build had a required level of 57 due to the runes involved. I get to experiment with skills beforehand!
well i'm not 100% sure if my builds will work for my barb till i get in there and try them out. but the question will come up whether it's the build or the gear that's holding me back. i've made builds for lvl 20, 30, 40, 50, and 60. my earlier builds focus more on damage/lifeleach then dmg reduction. I'll tweak them as i go if i find i need more survivability.
I think many players will mess around with the different skills and runes they get along the way to try them out and i'm sure i'll do the same, but when i'm trying to clear quickly i'll probably stick to a particular build.
I plan to completely ignore any builds I've made online and just experiment on the fly because it's more fun. I made sure to at least try every skill in the beta by changing my entire build every level. That being said, if you've spent a bunch of time looking at and making builds before the game is released, you will have much more general knowledge on what is available to you and what synergizes together, allowing you to make more structured, balanced, efficient, and powerful builds more quickly while playing without needing to go around reading everything.
It's sort of like studying for an open book test. You have the book there so theoretically you don't need to know a single thing before starting the test, but if you want to get it done in a reasonable time you can study before and know you'll be able to get all the answers quickly and get full credit for them.
considering everything is based on weapon damage and we have seen videos/actually used most of the skills so yes theorycrafting is an extremely good tool for getting your base knowledge/skills of the game and will help tremendously when the game comes out. they made it so when MFing you will need to stick to one build but you have plenty of time for trial-and-error before then in normal and nightmare with your builds to perfect them and see what works and what doesnt. we have also seen most of the abilities monsters will have and can calculate theoretically how to handle them so i dont think any pre-build making is done in vein if your actually thinking strategically based on the knowledge we have
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
considering everything is based on weapon damage and we have seen videos/actually used most of the skills so yes theorycrafting is an extremely good tool for getting your base knowledge/skills of the game and will help tremendously when the game comes out. they made it so when MFing you will need to stick to one build but you have plenty of time for trial-and-error before then in normal and nightmare with your builds to perfect them and see what works and what doesnt. we have also seen most of the abilities monsters will have and can calculate theoretically how to handle them so i dont think any pre-build making is done in vein if your actually thinking strategically based on the knowledge we have
But have we really seen most of the powers monsters will have? In every recent interview the devs have talked about all the excess powers.
It's sort of like studying for an open book test. You have the book there so theoretically you don't need to know a single thing before starting the test, but if you want to get it done in a reasonable time you can study before and know you'll be able to get all the answers quickly and get full credit for them.
The idea that making a build will only familiarize you with the material enough to speed up the process.
But have we really seen most of the powers monsters will have? In every recent interview the devs have talked about all the excess powers.
ya all the datamined info we have has basically left no real surprises besides boss mechanics and what some area's and monsters look like. theres only so many things monsters can do, lob missles, teleport, be a certain element enchanted, summon minions, super fast, slow, knock back, stun ect.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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I commonly see posts before a game comes out with potential builds and plans for builds, this was evident before swtor came out, in MoP currently, and in D3 currently. I understand that most players update their builds while playing the game, but, I consistently wonder if the time spent on these builds is useful considering the limited amount of data for what the game contains is available. With respect to Diablo only a pre-patch version of a small portion of the game has even been released. That said I cannot say I have ever committed to the general form of a pre-game build and seen it through, and so I would like to open the discussion to the forum.
Do you think pre-game builds properly prepare players for the difficulties they may face in game and save them trial-and-error in game time, Yay or Nay?
Disclaimers:
Trolls, honestly, I do not care*
I understand some players make builds just for fun with no intent on using them. There are many topics posted where players post intended builds and ask for advice on their viability, these builds are the focus of this topic .
*commenters that include specific experiences carry the most weight
With the open beta, playing the Barbarian, I initially made the poor choice of picking a skill set and sticking with it (old school Diablo II mentality). I soon discovered the merits of alternating skills as the situation demanded, and thus my Wizard and Witch Doctor characters ended up stronger than my Barbarian.
Changing skill combinations, including the runes attached to them, is the way to go.
I'm waiting to see how people react to Inferno with their singular builds that they created before even seeing it!
agreed with this. won't help much, but knowing the abilities and so forth will help no doubt.
other then that, its passing the time making people+me think we already know the game and blablablabla.
its fun to play whit it. game will be fun.
-http://www.youtube.com/watch?v=u8CBbeSAjVo
-http://www.youtube.com/watch?v=hI4peeO3yzY
LOL -http://www.youtube.com/watch?v=YcJ_XT3oWtY
Heck, I made one, just to pass the time, but I don't need to make the commitment before creating a class, because I can respec!
Yes, it might be nice to work out how much my resource is going to regenerate per second and how to maximise damage, but it can all change based on the items we find. Also, I think my ideal pre-game build had a required level of 57 due to the runes involved. I get to experiment with skills beforehand!
I think many players will mess around with the different skills and runes they get along the way to try them out and i'm sure i'll do the same, but when i'm trying to clear quickly i'll probably stick to a particular build.
It's sort of like studying for an open book test. You have the book there so theoretically you don't need to know a single thing before starting the test, but if you want to get it done in a reasonable time you can study before and know you'll be able to get all the answers quickly and get full credit for them.
But have we really seen most of the powers monsters will have? In every recent interview the devs have talked about all the excess powers.
I agree with this
The idea that making a build will only familiarize you with the material enough to speed up the process.
ya all the datamined info we have has basically left no real surprises besides boss mechanics and what some area's and monsters look like. theres only so many things monsters can do, lob missles, teleport, be a certain element enchanted, summon minions, super fast, slow, knock back, stun ect.