[Diablo 3] Major Game Changes

gearvOsh US

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Jan 19th, 11:22 : 0/0
From a recent post on the Diablo 3 community site, it looks like some major systems in the game have been changed or removed. Most of these systems have been changed based on feedback from the beta and internal testing. Below is a quick list of all the changes, but be sure to read the full article on why they have changed.

  • Scrolls of Identification removed from game
  • Dedicated potion slot
  • Mystic removed from game
  • Cauldron of Jordan and Nephalem Cube removed from game
  • Blacksmith artisan will now salvage items
  • Common (white) items will no longer be salvageable
  • Core character attributes changed to Strength, Dexterity, Intellect, and Vitality
  • Now displaying character stats directly on the inventory UI
  • Changes to the skill and rune system


Source: Battle.net
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dinobot PM

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Jan 19th, 13:00 : 0/0
Link doesn't work for me. If true, that's a lot of changes...
/O
Omega US

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Jan 19th, 13:30 : 0/0
Anyone else notice that this game is becoming more and more like D2 . Thanks for the post Gear.
Let’s start off small: Scrolls of Identification are no longer in the game. Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don't think it requires a physical item you have to find and keep in your bags to get the same effect. From now on you'll just be able to inherently identify all your items, no need to carry scrolls. Your character in Diablo III is just that badass now.
I really do not like this change. They remove the possible need to go back to town with spending time. Scrolls would be a preferable system to this since it does not hurt the flow of the game at least. Not saying scrolls should stay in D3, but why not just have Cain, or someone(or something) identify items in town like in D2?
So we've decided to remove the Cauldron of Jordan and Nephalem Cube. They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk. It’s a good idea to break up combat so that players have a moment to evaluate their gear and crafting options before venturing back out. In addition, we've decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.
I kind of liked not having to go back to town that much. Oh well, not a big deal, I already keep going to the blacksmith to salvage my gear.
One other important change is that common (white) items will no longer be salvageable. We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology -- a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.
I am actually okay with this. I already liked to sell common items and salvage higher level, only major change to me is that I need to keep an items value in mind when picking it up.

We're changing core character attributes to Strength, Dexterity, Intellect, and Vitality, and the benefits each stat provides is being broken down as:

Strength
+Barbarian damage
+Armor
Dexterity
+Demon Hunter damage
+Monk damage
+Dodge
Intellect
+Wizard damage
+Witch Doctor damage
+Health from globes
Vitality
+Health

We're dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision. Obviously these stat changes are one of the bigger systems changes we're currently working on as they have far reaching requirements to re-itemize and balance the game.

This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.

By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.
YES YES YES, A THOUSAND TMES YES! This was a change that was needed for the game. I kept just getting the same stats for all my classes, and used many of the same items. I still think that there need to be more changes to the system--thinking that a point allocation system might not be a bad idea, but we will see if Blizzard can do the same thing with items--but this is what I like to see.
Since this is blizzard I must wonder. When they said beta by September did they really mean November?
stebo88 PM

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Jan 19th, 14:03 : 0/0
I'm ok with most of these. Really interested at how the new attribute system works, as I hope it will be a lot simpler to understand & manage.

dinobot PM

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Jan 19th, 14:04 : 0/0
"but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified."

So if I had a full inventory of unidentified items I'm gonna have to sit through some sort of cooldown/timer for each item? I'd rather just pay gold to get them identified en mass.
/O
Omega US

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Jan 19th, 15:15 : 0/0
on 19/1/12Quote by dinobot
"but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified."

So if I had a full inventory of unidentified items I'm gonna have to sit through some sort of cooldown/timer for each item? I'd rather just pay gold to get them identified en mass.
I say Cain has to earn his keep(which includes us saving him). Have him tell us what our stuff do.
Since this is blizzard I must wonder. When they said beta by September did they really mean November?
stebo88 PM

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Jan 20th, 19:28 : 0/0
New patch wont be for a few days, according to their twitter account.

Quick update for everyone! We've discovered a few issues with Beta Patch 10 which could affect player login. Instead of releasing the patch as-is and addressing those issues later, we felt it necessary to take some time to resolve them now. As a result, the soonest we'll be able to release Beta Patch 10 is next Monday, January 23.

ShadowHammer US

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Jan 22nd, 14:30 : 0/0
Does anybody know if the abilities of the Mystic artisan have been moved to other NPCs?

I kind of liked the idea of salvaging junky items to be used for crafting later on, but I'm not sure how that actually worked in-game. Omega makes it sound like it wasn't used much, or the mechanic was clunky?

I just hope the item drop/use system doesn't turn out like D2 where 95% of what drops is crap. I would also love to see "stores" offer items that are actually useful even up into high difficulties/levels. I mean, did anyone actually buy weapons/armor from stores in D2 past like level 30?
Arggh, I luv me hammer! Clank! Clang!
Omega US

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Jan 22nd, 15:37 : 0/0
The reason I did not salvage common item, and preferred to salvage magic items is because you did not have to. The only thing you would get was scrape, but you got this and essence from magic items. In the end you would just have too much common scrape you have no use for so gold was more useful(expanding inventory, paying for crafting, gold auction house). Of course you can no longer just pick up everything you see and get something of value out of it, but this might not be a bad idea.

As for drops, I seem to run across a fair amount of magic items, and you no longer have to identify magic items either(only rare and I think higher). And the blacksmith works as a much more consistent gamble mechanic(perhaps a bit larger range for some items would be nice).
Since this is blizzard I must wonder. When they said beta by September did they really mean November?