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    posted a message on Skill Points Removal Fuels Game Controversy
    (Source) After the announcement of the removal of yet another point-mashing feature (seen in our coverage of the press event), many are wondering how the Diablo III team rationalizes not having skill points while preaching customization to the masses. A user on the official Battle.net forum board brought the question to Bashiok's table, who responded with the sentiments of the team.

    Their explanation leans back on the "it's not Diablo II" argument which has been touted since the game's announcement back in 2008:


    Official Blizzard Quote:



    We've been playing the game, we know what skill points were causing, and it was not interesting and unique builds. It was not meaningful customization. It was maxing out a couple skills, and that's it. It was Diablo II. What we have now actually forces people to make interesting choices, to craft interesting builds based on very strict limitations.

    But the Diablo III team wants the latest game in the series to go beyond, as they see it, another shortcoming they saw in Diablo II's skill system. Bashiok says that "one common mistake people are making is thinking all the class skills are straight damaging attack skills... There's no variety because you just pick the most powerful six, and you're done."

    Their latest iteration of the skill system essentially splits what would have been called passive and active skills in Diablo II into two exactly that: passive and active skills. Where passive skills are invested in separately and contribute to your character's brawn in secret, regular skills are the ones you will use to blast your enemies into gooey bits, as well as zip around the screen at lightning speeds and issue combo attacks. Not all of these skills are straight damage dealers. Some of them allow resource regeneration or life steal, which adds another level of tactical flare to your combat experience.

    Whereas in the past you would have used skill points (awarded at each level-up) to augment the power of your favorite skills (or the potency of DiabloWiki.com - synergies synergies), the new skill system in Diablo III scales your skills based on your level. In addition, DiabloWiki.com - runestones runestones, including their numerous tiers, affect the look, feel, and effects of your skills. Beyond them, gear directly affects your battle potency. Bashiok laid out a Diablo II scenario for demonstration:


    Official Blizzard Quote:



    The base problem with skill points is that we found they simply put too much incentive toward pumping up one or two skills. If we wanted to balance the game it means we'd have to let someone be able to essentially beat the game with that build since it's the most obvious. You're not going to put a few points here, a few there, you're going to go the D2 route, horde points, and dump them all into a core skill or two. It really limited builds since points always went toward specific types of attacks that scaled well with additional points, and we're not going to keep systems that are stifling (viable) build potential and (meaningful) character customization.

    So, removing functionality encourages customization? While many would argue the case of stat point removal for Diablo III, this might not be exactly the same thing. Regardless, this solution does directly address the "one or two skills" scenario (Diablo II cookie-cutter builds, anyone?), so maybe it is a big step in the right direction.

    Interestingly enough, the removal of skill point allotment indirectly addresses yet another controversial topic: respeccing. Many have argued that allowing for respeccing caters to a "softer" gaming audience and drains the game of an element of challenge (just take a look through a 2008 article's responses). Without skill points, there's no longer any need for respeccing. Whether or not this appeases more hardcore players is another question entirely.

    Force had some excellent one-on-one time with Jay Wilson to get the full story straight from the Diablo man, himself. Wilson talked about everything leading up to the latest decision, including observations from alpha testing and conclusions drawn from prior strategy scenarios in the older games.


    But does all this wishy-washy skill softness mean something more than encouraging more diverse builds? As a user on the Battle.net board asked, "Do you come upon a particularly nasty group that this other skill would just be perfect for, so you hang back, grab that skill, then destroy the group?"

    Bashiok did not shoot the idea down entirely:


    Official Blizzard Quote:



    You're far more likely to see a player sticking with a build and working to become better at it than constantly swapping around. That's not a rule, it's player psychology so there's going to be a wide range of variables, but it's what we have found to be true not only for Diablo III, but a lot of the games out there with similar free-swapping of builds.

    The removal of skill points seems like a step away from the spirit of the franchise, instilled in us with Diablo II. It will restrict cookie-cutter and low-skill-count builds to an extent, and it indirectly removes the need for a controversial respeccing system. But it is a far cry different from the original games and many "Diablo clones," possibly alienating parts of an otherwise eager audience.
    Posted in: News & Announcements
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    posted a message on Sneakydoug Intro!
    I have my eye on you. Sneaky.
    Posted in: Introduction
  • 2

    posted a message on Naughty boy leaking information.
    I can't imagine the logic behind this. If it's for real, then whomever it is would be an official fansite program correspondent. If that's true, then they aren't getting any uber web traffic since they're posting anonymously. If it's for bragging rights, they'll be instantly found out and the future wouldn't look good for them.

    We've seen lots of timely and impressive fakes. Do any of you remember the pre-announcement box art fad, fake release info attempts, and so on?

    If it is for real, then I'm sure he/she would have, at the least, screenshots. It would be a must for fansites. Blizzard wouldn't send everyone away without multimedia material, I don't think.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 beta box art
    Quote from Mycot

    Diablo 3 beta box art is finally on the battle.net site!
    http://www.mmo-champion.com/content/2390-Diablo-3-Beta-ETA-PassLoot-and-NPCScan-Blizzard-Comic-Con-Panel?page=1#comments

    Which means beta will start Soon.



    And without any asterisks or (TM) appellations!
    Posted in: Diablo III General Discussion
  • 1

    posted a message on The Argument Thread
    Quote from Doomscream

    I'd like to have an argument, please.

    No, you're wrong. Raaaaaaaaagggeee!!!
    Posted in: Off-Topic
  • 1

    posted a message on Hello I am new...
    Dinosaurs don't brush their teeth. I don't envy you. Welcome to the board :hammy:
    Posted in: Introduction
  • 1

    posted a message on X thanks you for this post
    It primarily didn't work because people could also give a negative mark for it. Along with a message.

    The rep wars...good times.
    Posted in: Site Feedback
  • 2

    posted a message on Skill Cooldowns Elaborated, Respeccing Mechanic on the Horizon
    Since Bashiok's response to a fan inquiry last week (see Alt Options, Tiered Skill Slots, and the Infamous Auction House), the subject of skill cooldowns has been on the rise again in the Diablo fan community. So far, we've learned that in addition to higher resource costs, higher-tiered skills may also have longer cooldown periods, with as much as two minutes for the DiabloWiki.com - Barbarian Barbarian being already known.

    A bit of post-post followup on Bashiok's part left us with the team's reasoning behind the cooldowns, which have been met with both approval and skepticism, as well as a small idea of how DiabloWiki.com - runesRunes (Diablo III) will play into cooldown limitations on higher-end skills.


    Official Blizzard Quote:



    Q: So teleport has an 8 second cooldown, what about it? For all we know, a Golden rune will decrease the cooldown by 1 second a level, leaving it with a 1 second cooldown with a level 7 rune.

    Bashiok: Or delay the cooldown from triggering for X seconds...

    [...]

    Bottom line is that cooldowns allow for skill complexity or power by limiting them in a meaningful way because it can mean long-term balance even as stats inflate. We do want to make sure we're only using them where appropriate, though.

    And, of course, cooldown timers are nothing new to the Diablo series. Several skills in Diablo II, including DiabloWiki.com - BlizzardBlizzard (Diablo II) and DiabloWiki.com - Frozen OrbFrozen Orb, among others, forced players to wait precious few seconds, encouraging the usage--or spamming--of other skills in the interim. But Diablo II's timers were significantly shorter than those of Diablo III's highest-tiered skills. We wonder, what makes things different in the latest game to merit such significantly longer cooldowns?


    Official Blizzard Quote:



    Diablo II had a single resource mechanic (mana), and the biggest end-game skills in Diablo II are low-to-mid tier skills in Diablo III. The big "end-tier" skills we have are more complex and usually wouldn't make sense as spammable skills, or would likely outright have to be pulled from the game if it turned out they ever could be spammable. And we have varied resource systems that we can't just throw a problem-solver at, like Diablo II could with mana potions.

    For instance Call of the Ancients literally calls down the four barbarian ancients to fight alongside you. How would that work if it was spammable? Should we make it cost 100% resource to keep you from being able to spam it, and then leave you drained to cleave back enough fury to follow it up with anything? That doesn't sound like something *I* would take. Maybe someone could find a build for it, I don't know.

    And in case you invest in skills with long cooldown periods and discover that they don't fit into your playstyle, respeccing will be viable option in Diablo III, if not a panacea. We've known for some time now that the team is intent on implementing respeccing of some caliber in Diablo III (see ScyberDragon's excellent Diablo III FAQ).

    As we draw ever-nearer to the likely third quarter beta release, it looks like Blizzard is holding true to its promise of revealing major game mechanics to an eager fan crowd.


    Official Blizzard Quote:



    Q: First and foremost, I am not positive if it's been confirmed if we can even respec in Diablo III. I am assuming we can, which leads me to my question

    What is the potential cost for re-specializing your character's talents? Also, is there a limit to how often we can respec? Does the cost for increase for each respec?

    Bashiok: We're going to be ready to share a bit more on this real soon.


    Official Blizzard Quote:




    akumagin: @Diablo Any updates on the Demon Hunter resource system?
    Diablo: @akumagin It's in, it's working, and we'll be ready to share more starting next month.

    Oh, you naughty dog, Bashiok, playing the soon(TM) card. Oh well.

    With a new mechanic announcement on the horizon, tons of great information already in our pockets, beta just out of reach, and Blizzcon 2011 fast approaching, it's truly an exciting time to be a Diablo fan. Stick around for all the latest as our decade-long wait finally comes to a close.

    [dfans]
    Posted in: News & Announcements
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    posted a message on Runeword Helper
    Good points. I'll convert the drop down list to a checkbox list in case a user wants both.

    EDIT-

    Fixed. Do you think the effect on missing runes is enough or should I do something to the rune images?

    (Also added some quick links immediately under "x results found" - if you click one, it'll take you straight to the runeword. Handy for long results.)
    Posted in: Diablo Tools
  • 1

    posted a message on Runeword Helper
    Okay, should be fixed now. Thanks fellas :P LMK if anything else behaves...oddly.
    Posted in: Diablo Tools
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