Some Items to have "NAMEME"
over 80 (updated) items now have a new line of "(NAMEME)" next to the item name. Though they already have names, could be a way to customize? not sure! A few examples:
- Crafted Hell Set 001_104 - NAMEME Asheara's Bindings
- Crafted Hell Set 002_104 -NAMEME Guardian's Regalia
- Crafted Inferno Set 001_104 - NAMEME Demon's Carapace
- Inferno Set 001_104 - NAMEME Bul-Kathos's Children
- Inferno Set 002_104 - NAMEME Danetta's Oath
FYI: All those entries are in the Comment field. They have absolutely no meaning in-game. They were likely put there when they copy/pasted the old set and set item names for reference when they were coming up with new ones (since the new sets don't interact with the old versions, they needed to change the names so that people weren't completely confused).
For reference, here are the raw string tables:
Set Names: http://www.d3lexicon.com/data-string-list/item-sets
Item Names: http://www.d3lexicon.com/data-string-list/items
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What they do have left to do is lots of bug fixing and hopefully a bit more work on the UI. The new skill/rune UI can be made to do most things you'd want, but it can be pretty darn clunky. A drag-and-drop UI would be much more intuitive and user friendly. There's also a few fixes/improvements that need to be made to the AH UI (filtering by stats basically doesn't work, and I don't think they've even added the Str/Dex/Int stats to the filter list yet).
Finally, I think they are still working on itemizing the Legendary and Set items. The data files that define those items were taken out of the beta back in Nov and have yet to reappear. Its possible they may be adding a few more affixes after the skill/rune changes as well. Its possible they are basically done with these and just haven't added them back yet, but I'm 99% sure they need to be in the client come release.
So, I'd say we should be hearing about a release date Soontm ;-)
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* Limited Gold Cap: With a dedicated gold find setup you could go from zero to capped very quickly which meant you couldn't farm very long before you had to do something with that gold.
* Gambling Limits: Ideally you wanted to have a couple specific items to maximize your gambling costs and you needed to be a certain level to get the best affixes (in the 90-95 range if you wanted to craft with the items and/or have a shot at +2 skills and other top affixes). Once your character got to this point, there were usually better ways to spend your time besides farming gold to gamble, so few people bothered.
* Hard to Trade: Most trading in D2 was for specific items (uniques, runewords, etc). It was much harder to get rid of a decent (but not amazing) item you had gambled. If there had been an AH you could have thrown the decent stuff up there and sold it a lot more easily.
If you added an AH and increased the gold cap but changed nothing else in D2 I'll bet that people would have actually used it for trading. If nothing else, it would be a nice way for new players to "trade their way up" to the more valuable currencies like runes.
My guess is that you'll be able to level your artisans and pay your repair bills without having to worry about farming gold. You should get enough just from what you get from killing things.
If you really want to invest in crafting a bunch of items or if you want to save up to buy something nice on the AH then farming gold should be a viable way to get those things done.
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You need to be level 60 to experience the whole game no matter how the rune system works :-P
Unlocking one rune at a time is a better system anyway. The way skill swapping works its going to be important to know how all the different skill/rune combos work. Its much less daunting to only have one or two new things to try out each level instead of getting all the new rune effect in one batch. The skill system rewards you for knowing which skills to put on your hotkeys in which situations, so if you aren't learning about all your options you won't be playing to your full potential. Even if you've spent hours looking at all the skills and rune effects in a skill calculator, you can't really evaluate them until you try them out first-hand, so this isn't just a benefit to noobs.
And that they do the same thing, and are used in the same way... In fact, the only difference is how you gain access to the rune effect now.
Except the runes in D3 are nothing like the runes in D2. The D2 runes were consumable items that were essentially gone once you used them for a runeword or a cube recipe. Getting new runes was always exciting because there was always something more you could do with them. The D3 runes were recyclable so once you got what you needed any future drops would be useless to you. You might try to sell the, but everyone else is in the same boat as you, so who would want to buy them besides a vendor?
The only real solution this that problem would be to destroy runes when you change them. This would prop up demand, but would make it considerably more costly to swap skill effects. They clearly want changing skills to be easy, so that solution is no go.
Really the only issue with the new system is rough edges of the UI when in advanced mode. Other than that, it definitely feels like a big improvement over the old system when playing the beta and seems like this should be the case all the way to level 60.
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I haven't been doing as much swapping as the OP, but I find myself switching things up every time I level now. I also find myself re-evaluating my current skill setup when I get to the Skeleton King and doing some swapping if I think there might be a better setup for him (because why not--its not slowing me down at all to swap skills now). With the full version of the game I can see skill swapping being used even more. In beta you are pretty limited with what skills are available, but when you've unlocked all the base skills and a bunch of the runes you'll have tons of options to pick exactly what you want for any given situation.
Because of how the quests work in D3, there are plenty of predictable events, rooms, and bosses with random layouts and monsters in between. For the random trash killing I'll probably settle on a "default" skill setup but have some other skills that I swap to for certain quest-related encounters. I definitely see playing as less about picking a "build" and sticking to it and more about knowing how all 100+ skill/rune combos work so you can pull out the right tool when you need it. Optimizing like this might not be required, but I definitely see it being advantageous (and maybe even required for Inferno). Perhaps this will end up being a good mechanism to make the game easy to learn but difficult to master.
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That was the original rune system. The problem with that one was that they couldn't easily show what the rune would do in a tooltip if it could be used in any skill (even just showing the effects for the 6 currently selected skills would be a huge tooltip).
Their 2nd version that they talked about around Blizzcon was to drop "Unattuned" runes in ranks 1-7 (so, there were 7 possible runes that could drop). Once you put one of these runes in a skill, it would randomly pick a rune color and lock to that skill. This solved the tooltip problem (while keeping the number of dropped runes quite manageable) but this meant that storing attuned runes was a nightmare. 20+ skills per class * 5 classes * 5 runes per skill * 7 ranks per run = 3500+ different runes to have to deal with.
But it was even worse than that. At one point they were also talking about giving the runes a random stat (like other items) to make them even more unique and interesting. Not only would you have to find a rank 7 rune, but you'd want to get one of the right color with a good affix. But under a system like this you might want to have more than one rune of a specific skill-color combination if they had different affixes (to switch between depending on your specific build or whatever).
TL;DR: The system was just totally unmanageable. They could have gone back to not having runes locked to skills to solve the inventory problem, but they would still have the tooltip problem. This new system solves both issues as well as gives people a reason to be excited about each level from 30-60 as well.
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The mpq files are available if you know where to look. (For those that know what they are doing, the new build number is 8610).
Yeah, I wouldn't assume anything beyond them using a different sort of organization for spells. The 3 common categories may mean that all spells are in 2 different categories or something...not sure yet.
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SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
SkillPane.stl
"Skill Runes begin unlocking at level {s1}"
(Looks like the rumor about rune effects unlocking as you level may be correct).
Powers.stl
Skill names and descriptions appear relatively unchanged. (minor tweaks here and there)
* Several CC spells seems to have had their damage component removed (like Frost Nova and Ground Stomp)
SkillKit\*.skl
* Passive skills look largely unchanged
* Active skill data has increased per skill -- it looks like 5 additional levels per skills (probably the level each rune effect is unlocked), For example (not sure which offset is which rune yet)
Bash: 13, 26, 20, 6, 35
Cleave: 38, 48, 29, 17, 8
Affixes.stl
* New affixes: DamageVsElite, DamReductionVsElite, ReducedLevelReq, Bleed, bunch of WeaponHitxxx (blind, freeze, fear, immobilize, knockback, slow, stun), more Sockets mods, and Indestructible.
Items.stl
* Crafted set names: Cain's Honor, Captain Crimson's Attire, Aughild's Treasured, Asheara's Bindings, Guardian's Regalia, Demon's Carapace, Sage's Wisdom, and Hallowed Armaments.
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I really like this idea. It could be made into a pseudo-skill tree where you get to pick which rune you want to "level up" each time, but will eventually be able to level them all up to the max.
The main downside I see to a system like this is that it would be complete by the time you hit 60 if the "rune points" come from leveling up. Perhaps a better option would be to have items drop that you click to gain "rune points". Low level versions could give you just a few points and high level version could give lots (you could give all the effects 20 ranks instead of 7 or whatever to keep demand high while limiting drops of the items).
Its always amazing how many people reply to threads without even reading the first post.
Designers are always really happy with their latest creation...right up until the time when they think up an even better design.
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Yeah, but I think that depends more on your specific gear setup. Early on you'll probably just have to take what you can get in terms of resistances which means you're likely to have a bit of everything making that passive less valuable. Later on when you could potentially pick and choose in order to stack a single element it seems like you could also just pick and choose to stack +resist all (in fact, right now you can get a max of +80 resists all on an item vs +60 resist to a single element).
I can see that passive being situationally useful based on specific gear setups, but right now it doesn't seem like it will automatically be a good deal.
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FYI: The 3 second mantra bonus goes away when you switch to a different mantra.
Yep, 150 spirit---doesn't increase with level (250 with the passive).
On topic:
Here's the build I'm currently planning to use when I hit Inferno for the first time: http://us.battle.net/d3/en/calculator/monk#edcbVX!aYX!ccacZb
Dash into a pack of enemies and get the Crippling Wave debuff up. Finish with Deadly Reach once every 7 seconds for the bonus armor and spam Mantra of Evasion every 3 seconds and Breath of Heaven as fast as spirit generation allows (should be able to keep the rune buff up most of the time).
Passives give damage reduction, healing, and more damage reduction.
On packs that aren't as tough, switch to Mantra of Retribution spam for 140% damage returned to speed up the killing.
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I don't know if I should laugh or cry when I read stuff like this: "I'm gonna try to force my opinion on you, but you better not try to force yours on me!"
On Topic: I really don't see D3 having anywhere near the longevity that D2 had. This isn't automatically a bad thing, though. That leaked Blizzard roadmap from a while back had 2 expansions slated at 18 month intervals after the initial release date. This should at least keep the game interesting for 4 or 5 years which isn't too bad. I don't expect D3 to enjoy the same sort of 10+ year run that D2 had, but D2 was such a phenomenal game for its time that Blizzard would be hard pressed to match that success no matter what they put into D3. At the end of the day, it looks to be a fun game that will last as long as it last and then Blizzard will get us to buy whatever their next big thing is.
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I like the idea of having a tome or something that can teach you the different rune effects instead--kinda like how glyphs work now in WoW. They could still have a cost to switch them out if they wanted, but once you learn it you know it forever and don't have to worry about the inventory space issue.
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Actually, there will be 5 builds in D3: Barbarian, Demon Hunter, Monk, Witch Doctor, and Wizard. Anyone who plays one of these "builds" will have access to all the same skills as everyone else who plays that "build". The fact that you can only have 6 of those skills keybound at one time is kinda like how you could only use 2 skills at a time in D2 (though, D2 let you use hotkeys to swap skills but D3 requires you to open up the skill UI).
And to me it sounds like "Well, I don't want to have to choose which skills to use, so please just give me access to all of them. Somebody might make better choices than me and if I had to live with my sub-optimal choices for more than 30 seconds I might cry." (Not trying to be mean, just trying to give you guys an idea of how your statements are coming across to people with the opposite viewpoint).
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The argument that "you can just choose not to switch skills with the current system so STFU" just doesn't work. If the game is balanced around being able to use the best set of skills for each situation, then people who don't skill swap will be nerfing themselves. Its not about wanting to make the game harder (if skill swapping was more limited the game would just be balanced around that). Its about wanting skill choices to actually matter.
I'm sure I'll enjoy the game no matter what system they end up using, but if given the choice I'd rather have my skill choices be more meaningful. If I can just swap them all the time then I feel like I'm pretty much just like everyone else of that class since I can use everything whenever I want. Click on the door to enter a boss fight, swap skills to the cookie-cutter build for that fight, cooldowns are done by the time the door opens/RP finishes/and I walk across the room to the boss. It just doesn't seem like it will be as interesting as if there was more incentive to pick 6+3 and stick with it throughout a play session.