I would have to add onto the questions about a playable demo being released.
I know it will be too far in advance to give us a time period, but could you perhaps let us know when an announcement about a demo would be coming? (Eg. In october we plan to announce the demo)
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Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryJust saw that there was a "minor lethality rune"Posted in: News
I think runes will work in the same way as gems, and there will possibly be runeword or rune-gem word comibinations, but they won't be so biased towards the high-skill players.
Instead of the 30 something runes there were, now we have ones like lethality, vitality, power, and varying levels of this; minor, moderate, mega (or something)
Lethality might be the equivalent of bleeding/open wounds in D2
Vitality might be life steal in a weapon, +vitality in a helmet etc.
Power Power Lethality might be something, but depending on the strengths of the runes used, will depend on the effectiveness of the runeword.
Also just saw the final boss in the demo dropped an Amulet. Maybe medallions are what charms have become -
Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryWill people stop worrying about something so insignificant like the inventory, and on the better parts of the demo?Posted in: News
Early skills that don't go up to 20. I Can't express how happy I am with this.
Why would any barbarian have level 20 leap, when he can have level 20 leap attack. Or a sorceress with fire bolt instead of fire blast (except for the synergies)
This will make the game a lot more linear in the early stage, which is needed imo, with customisation later on, once you have had time to experience the game.
Runes seem pretty basic, which is good (way too much emphasis on the crazy runewords after the patch), but star gems may replace them, in a simpler way. - To post a comment, please login or register a new account.
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Anyone know what that could be? Perhaps a +1 Skill kind of thing?
Maybe equipment that the character wears will actually be for doing damage, and the runes will be for +skills. That way (comparing to D2) some char's won't have simply + skills things on them for the sake of having poor combat gear
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I do quite like that system. Say you could pay to make whatever item (let's say just basic, non-magical) get properties. Now, the number of properties would obviously be capped, costing more each time.
Let's say with the parameters you could get potentially one of the best items in the game, assuming you "upgrade" a good item, just like some rare's can potentially be better than elite uniques in D2.
Who wouldn't use it? Gives a potentially great reward, would be kind of like gambling, except hopefully more effective. If you have already used say, 3 upgrades on it which are average, do you go for the 4th, costing a lot, in the hope that it will make your weapon great, or do you start again with a new item?
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I wouldn't mind if, when you picked it up, it had a list of however many unidentified properties, and then it kind of automatically identifies it for you, but only after it's been in your possession for a while.
Say, every 30 seconds (or whenever), 1 unidentified modifier gets revealed, so it will encourage you to hold onto potentially good things for longer, because the last modifier could be a really good one.
Suppose this would only really work for the D3 equivalent of rares, where no-one really knows what's going to come up on them
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It gave such a bias to sorceress's though, and would continue to give bias to any character that relies on their weapons and armour (i.e. barbarian)
Could always save quit anyway
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First 3 were insta-kills so don't see how they can work
But 5,6,7 (:offtopic:, on my playlist 5,6,7,8 by Steps is playing) seem like rune modifications for the current wizard spell. Lethality rune might reflect projectiles, and maybe even spells. Power rune could stop enemies from walking in, or give the field some kind of hitpoints so that it can be broken.
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Eg. Barbarian completes quest, Whirlwind now has 21 skill points, and you now have an extra point in it
Wizard completes quest, Chain Lightening (or Electrocute) now has 16 points and you now have an extra point in it
Can encourage people to experiment the rune system with different skill, whilst not wasting any "skill points" per se.
These quests would then be discovered, and people could make builds from the beginning based on what skills get the extra points (despite the game being more tactically and gameplay focused than just numbers)
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They will have something probably similar to D2, where if more people are in the game, monsters have more hitpoints.
They have said that item drops will be individual, but health globe drops may be team-only, and still be the same as if playing single player
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The only real reason why there were 'most uber' builds, was because each skill point could be put up to 20, and there were only a couple of skills per character actually worth using.
With the more skill-centric system, and runes having a big effect on gameplay, it will no longer be a mathematical determination on who wins, or luck of if you choose the right place to frozen orb, but how well you know the build you have made, and how to best use the skills (and rune mod's) to your advantage
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With any luck, someone will create a program where you can see what effects each item will have on characters stats, but given it's going to be more a strategy game in terms of moving around and attacking the right enemies, as opposed to a 1 click attack, such a site seems pretty pointless