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    Sunday, November 3, 2019

    Diablo Can we just remove the rose tinted glasses a little bit when talking about D2 itemisation?

    Diablo Can we just remove the rose tinted glasses a little bit when talking about D2 itemisation?


    Can we just remove the rose tinted glasses a little bit when talking about D2 itemisation?

    Posted: 03 Nov 2019 08:23 AM PST

    D2 was a truly incredible game, i don't want to know how many hours i put into that game.

    Itemisation in any ARPG is important, really important, and it's obvious from this sub that a lot of people are thinking about it already and are worried about which direction it's going in.

    I personally don't think itemisation was as bad in D3 as people made out to be. It was definitely made to look worse due to the infinite scaling the game had, as such they didn't really have any option other than just increasing the damage numbers by stupid amounts.

    But i do feel like people aren't remembering itemisation from D2 correctly. Do people not remember that every single hammerdin had the exact same gear? That gear for Javazons and Light sorcs were the same for everyone playing them, until you were rich enough to afford or lucky enough to drop that Griffons for example.

    There were a lot of good things from D2 that they can look to take inspiration from. Like the chance of getting that insane amulet/helmet or possibly ring that would fit into a lot of builds for a lot of different characters. They were mainly down to +skills and stats like FCR, FHR and FRW. They've already said that they want to simplify the stats in D4, so are we expecting to not get anything like that?

    I like that +skills looks like a stat again, i think that was missing in D4 but that was obviously due to the skill system they had decided on (something which i'm glad they're not doing again)

    TL:DR There are some aspects of itemisation from D2 that they should look into for D4, but lets not pretend that D2 itemisation was perfect.

    EDIT: Thanks for the gold stranger! Seems like a lot of people here just hate D3 so much that they're incapable of using anything other than that to have a discussion. Good to know a least a few people are on the same page as me.

    submitted by /u/ChlckenChaser
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    How is no talking about this, Part 1.

    Posted: 03 Nov 2019 11:11 AM PST

    Lighting + Light Radius

    Currently you can see in the demo. Monsters have their own light to them. Even if they are holding a wooden stick. Make us be afraid of what may be lurking in the shadows. Make light sources be a valuable part of the game. Some spaces like an old cave, should have no sources of light in a majority, or perhaps even any of it. Why is it every old cave and or dungeon has torches or candles already lit everywhere?

    Solution:

    Monsters without a light source, should be heard but not seen. Until they come into our light radius, shown by environmental, player actions, or other NPC light sources.

    Lighting inside a dungeon with access to outside environmental light should reflect the weather and time of day. This could even become a dungeon keystone option later which toggles the amount of light found within a dungeon.

    Light radius needs to be a stat again. (A core component of how D1/D2 helped set the mood.)

    Our first few trips into dark places, should require us to use or obtain some sort of light source like a torch, to allow us to explore. This would totally enrich the feeling, and mood of the game.

    Make light matter again.

    Bring back light radius as a stat

    submitted by /u/Zerkkin
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    D4 Appreciation post.

    Posted: 03 Nov 2019 05:30 PM PST

    A lot of people are talking about itemization which is great but no one is sayung what they liked from Blizzcon so Ill start.

    • Visuals look great tone wise. A little cleaning of the textures would made it perfect. Makes POE look like mud.
    • Fighting next to dozens of others against a world Boss is awesome.
    • The skills look more realistic ie no more barb celestial oversized hammer.
    • hundreds of towns and villages?! Awesome.
    • Seemless dungeon transitions and traversal is awesome. Really keeps you immersed.
    • Mounts. Watching a character ride it just looked so realistic.
    • Almost all of the textures look way more realistic.

    Any other things people really liked?

    submitted by /u/AkumaSeijinn
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    Who is David Kim, lead systems designer of Diablo IV? - An insight from a Starcraft player

    Posted: 03 Nov 2019 05:01 AM PST

    Until 2017 David Kim was the lead balance designer for Starcraft II, in which he left the Starcraft team for an unannounced Blizzard project, when he announced:

    Hello everyone,

    Design and balance on StarCraft II has been a combined effort among everyone on the design team and our community for quite a while now. We believe that the ongoing communication and collaboration between the design team, pro players, and community will keep SC2 the best it's ever been as a competitive game.

    I've reached a point in my career where I've decided to branch out to a different project, to explore, learn, and grow as a game designer. This other project will be right here at Blizzard, so I hope working on this next game will be as awesome as my experience working on SC2 and with the community. The rest of the SC2 balance team will continue to make updates, and communication with the community will not be interrupted.

    I want to say thank you to everyone that loves StarCraft. I've spent much of my life dedicated to StarCraft like many of you have, and I feel especially connected to our SC2 community as we've grown together while making StarCraft II the best and most skill-based esport in the world. It has been such an incredible honor working with you and I will miss seeing how the pure passion flows out of so many people in constructive ways, and having design discussions as a game developer with such a dedicated, intelligent community of gamers was so extraordinary. I will always be grateful for this amazing experience that most game designers around the world just don't get to experience at such a deep level.

    Thank you so much everyone and I will continue playing and watching StarCraft II as a fan of the game!

    David Kim endured so much hate from the community, until he and his team really listened to and communicated with the community, which made him one of the most beloved members of the Starcraft scene. Towards the end of Heart of the Swarm and beginning of Legacy of the Void, he and his team began updating the community regularly on their thoughts regarding current tournament results, current ideas about balance, current community feedback on the forums and reddit. You felt that they listen and care. I personally felt super sad when he announced his departure. He still pops up in the Starcraft subreddit. Check the guy's history:

    /u/BlizzDavidKim/

    He just loves the game and the community. What I'm trying to say is to those who don't know dayvie: Make your feedback be heard in a respectful, structured manner, don't hate the guy. This is the key to establish a stable communication channel with the Diablo team.

    Bonus meme: https://www.youtube.com/watch?v=nUhcJrAubIY

    submitted by /u/GosuPleb
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    Rhyker's Diablo 4 Gameplay Demo

    Posted: 03 Nov 2019 12:22 PM PST

    I just found this amulet, my jaw dropped when I identified it..

    Posted: 03 Nov 2019 03:33 PM PST

    Does anyone want the amazon back in Diablo 4?

    Posted: 03 Nov 2019 08:45 AM PST

    Amazon was my favorite d2 class. Nothing beats the fun of shooting spread arrows or homing arrows that do fire/frozen or electric dmg. I don't see many people asking for her return.

    submitted by /u/KieferSutherland
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    Why is everyone so worried D4 will fail, given the fact that it was barely announced?

    Posted: 03 Nov 2019 11:27 AM PST

    All I see is people scrambling to post negative shit like "oh em gee this is not my diablo", "items are shit", "lvl 40 is too low" and so on.

    People, you only have a FRICKIN' AWESOME cinematic, a playable demo that they mentioned is only in the ALPHA stage and there's no release date yet. It might not even come out in 2021.

    Also, holy shit, stop with the nostalgia glasses already. Diablo 2 was and still is a great game. But it was a product of its time and its time has passed. From ALL those types of posts I get only that you want a remastered D2. What's the point? Don't you want advancements? New systems? New story?

    It's exhausting to read so many negative posts on something that is a VERY long way from being released, yet is treated like it will be shipped in this form tomorrow. Imagine being a developer for this game and seeing so much shit thrown at your work for nothing, just because some people still live in 2002 and don't want to let go.

    Excuse my rant, have a good night.

    submitted by /u/Picuic
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    Diablo IV Announce Cinematic | By Three They Come 8k (Upscale with Machine Learning AI)

    Posted: 03 Nov 2019 04:38 PM PST

    Diablo II was in a whole different era of gaming. Diablo IV will be in it's own era.

    Posted: 03 Nov 2019 03:33 PM PST

    When Diablo2 began in the early 2000s, the Internet was far from what it is today. You had no youtube as you know it today, no twitch, no data mining, no theorycrafting like we have today. Sure, people had some clue what's working, what's good, what itemization to go for. But mostly people played what they had fun with, not what was FotM or best for Farming. Soo many things worked even though they sure weren't best - but people still had fun.

    Today we are in a whole different era of gaming. Before a patch even drops people theorycraft, calculate, simulate and decide which build or character should be best. There are tier lists, best in slot lists, Youtube analysis and people making spreadsheets that rival some research papers.

    People tend to forget that when they think about how itemization worked in DiabloII back in the days. You know what you wanted, but nobody fussed if the item dropped and had slightly imperfect stats. You just played, you had fun, you traded for stuff if you found stuff you wouldn't use yourself or just tried if you could do that crazy skeleton Necromancer with 57 pets that just ran around in the cowlevel for days on end. It was an era where fun was often more important than optimization.

    This era is gone. Gaming has evolved. Gaming is often no longer the innocent trial-and-error where you just throw random stuff together and kill stuff your speed. Gaming is all about optimal choices today, optimal builds, optimal farm speeds, optimal class choice for the given activity you wanna play.

    Even in Diablo2 there were optimal builds and optimal itemization, but waaay less people actually cared. You had no way to respec, so after you invested the time to get to the level you could actually play the character, you actually played it - with all the potential flaws it had and all the nonoptimal decisions you maybe took on the way. Today people plan ahead with calculators and simulations to optimize every single part of the experience.

    Now tell me how the developer should create a itemsystem when it's not even the developers fault that the players are always finding the optimal and most effective way to play a build/class. There is no perfect balance and while many many things will work, there is always the one thing that works best. In Diablo2 you had no real measure just how good your build was. It was a system based on feeling the game yourself. You rarely timed how long you need to do a certain loot run, you usually could do most content even if it took you 10sec longer than the fully optimized character. Today you have all kinds of stats, ladders, rankings and measures to see just how good your build is compared to others. In D3 it's the Number of GR Levels you can hit, or your paragon,... in other games you have other means to calculate just how good your build is. In other games builds are ranked by killspeed, dps, farmspeed, etc. - every single detail of a game is analysed and dissected and the information is easily available to anyone. But it leads to waaay less experimenting and waaay less variation in playstyle.

    People get called names and flamed when they play suboptimal builds in a CoOp setting, even if they're having fun with them. Suboptimal is often seen as equal to 'useless' or 'bad' - but that's rarely the case. Nonoptimal is getting shunned by the community and this leads to less build variation and the blame is put on the developers because 'the balancing is shit'. The balancing is usually okay and the problem lies within the current gaming culture, where you're shit if you're hitting 98% and not 100%. Even 90% should be okay if you're having fun with the gameplay.

    There will always be a "broken" build that outplays the rest of em. That simply does more damage, kills faster or is just easier to play - and I wouldn't blame the devs for it. The question is where the fun in the game comes from for YOU. If you're minmax-planning like a Chess Grandmaster and want to be playing the very best class-build-item combo you might not ever have the same fun you attribute to DiabloII of old if Diablo IV would have the same system as DiabloII did.

    In any case it will be extremely hard for Blizzard to match your expectations if you compare Diablo2 with Diablo4. It's simply another time with 20+ Years of gaming experience and various other RPGs with various systems. The world has changed since D2 and D4 needs to cater to a whole new era.

    submitted by /u/1QUrsu
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    The design of Lilith is exceptional, please don't ruin it with corny dialogue

    Posted: 03 Nov 2019 08:55 PM PST

    https://imgur.com/sNAlrke

    Blizz, please don't make her a Bumbling Saturday morning cartoon villain like Azmodan in D3. My hope is that she is distant and intimidating until the very end (baring any major twists). Having her stoop to using some sort evil walkie-talkie to shit talk the player while losing at every turn would undermine her completely. From what we've seen so far of D4, this might be an empty concern... but Blizzard is not exactly known for their subtlety these days, so figured I would voice it anyway.

    submitted by /u/lazylurky
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    I want Unique Items back, not Legendaries.

    Posted: 03 Nov 2019 07:42 AM PST

    When a Unique Item drops you already know if this will be useful because except for minor differences all stats are set in stone and cant be changed.
    Legendaries in D3 have multiple random stats which is just stupid because there is no real recognition value. They are in fact just better rare items.

    submitted by /u/Sc2Yrr
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    Unpopular(?) opinion: I actually like Diablo 3. In fact I just played it yesterday

    Posted: 03 Nov 2019 02:47 PM PST

    So much so that I played it for years on and off for seasonals with my friends. I even enjoy playing as every class in the game. So imagine my shock when I hear the dissatisfaction about D3 in this subreddit when i first joined 3 days ago.

    To be fair, it was my first Diablo game, it became a benchmark of what a Diablo game should be like. Before that, my history with Blizzard games were SC>W3>WOW>SC2> and finally D3. I liked the struggle to survive and get better gear in my first playthrough. But I also like having sets which boosted my power for higher Torment levels. Got a bunch of legendaries I don't want to use yet but have useful powers? Kube it and store it! Awesome system! After many seasons of playthroughs, almost all the legendary powers have been stored. Some players complain that people rush from 1 to 70, but what's wrong with that for seasonals? The slow struggle was great for the first playthrough, but if I keep doing that for every single character then it's going to be a pain in the ass.

    What I did not enjoy as much was parts of the story. Prior to playing D3 I read up on the lore and thought it was pretty grim and cool. But the story pre-ROS reminded me of SC2 Kerrigan's plot, and not in a good way. I enjoyed the story of the Nephalem though, because it seems like a natural progression of humanity after the world stone got destroyed.

    Currently I don't have any complaints about the design of the D3 game that I can think of. But if I see any comments I agree with I'll probably reply to you "Heeeeeeeeey I agree." So that's what I think of so far, from the thoughts of an arrogant (and somewhat casual) nephalem.

    Edit: My best friend plays D2 to this day and doesnt play D3 with me because "its boring" (☹☹☹☹). I dont really want to play D2 because "it feels outdated" (unless they remaster it, then sure, take my money and soul Blizz). Moving forward, the developers have quite a hurdle pleasing different sides as well as attracting new gamers. Im afraid that the developers will be met with a "damned if you do, damned if you dont" situation and will be more focused on pleasing the fanbase instead of actually venture into new and better territory. I dont really care if its nothing like D2 or D3, as long as its a good game with lots of replayability.

    Edit of edit: Thats a looooooong opinion post.

    submitted by /u/captainobviouslynot
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    Why Diablo 2 itemization is great starting point for D4

    Posted: 03 Nov 2019 03:40 AM PST

    I'm really, really sorry for such a long post but I belive to do justice to that topic you need to write wall of text. I'm sorry if there are some logical/gramatical typos because i wrote it in one go. Also I want to mention that I'm not talking about PoE(however I do advise players and dev's to get to know other arpg competitors). I also dont want Diablo 4 to be reskinned PoE and I do want D4 to be great game.
    There is a lot of talk here on reddit about Diablo 4 itemization system. Some people claim that Diablo 2 itemization system is bad. I wholeheartedly disagree with that statement. Diablo 2 item system is flawed, but with some work it might work gloriously. My main comparison point will be Diablo 3(for obvious reasons). I'm not saying that D4 should use Diablo 2 item system copy pasted - they got my blessing if they try to do something completely new. But their starting point should be Diablo 2 item system, not the one presented in Diablo 3.
    I base this wall of text out of my own personal experiences that I gained through many years of playing games in this franchise(I still tend to play both D3 and D2.).
    First of all let me answer most common arguments against usage of D2 system. I feel i 'catched' most of them, but I might be wrong.

    1. "Item drops were too low." - I personally disagree with that(especially after 1.13 patch), but boosting loot drops is not a big problem. With enough magic find/efficiency you were finding a lot of uniques. I belive that p8 drops are on point when it comes to solo experience(and I played quite a lot of 'solo self found' on p8 drops) and I would personally use this as reference point in Diablo 4.
    2. "Diablo 2 runewords were overpowered." - Runeword system itself wasnt overpowered, but some runeword items clearly got skipped in QA testing(if there were any, remember that this game was created 20 years ago). The original rune words batch were on point with balancing in my opinion(http://classic.battle.net/diablo2exp/items/runewords-original.shtml). Runewords that came after that were bad and trully lacked balancing. There is easy way to improve it by simply balancing the gear properly.
    3. "Enigma was must have." - Ignoring the point presented above, enigma creation was caused by imbalanced skill called teleport. Coldownless mobility skill that passed the walls,rifts, edges and any other obstacle was simply too strong in a game where other classes lacked any movement ability. That's why enigma was there - to balance out classes. There won't be similar issue in Diablo 4 I'm sure. And if there will be - balancing the characters themselves is the key.
    4. "Charms were bad." - Yes indeed, Charm system was deeply flawed. If it would be up to me I wouldnt like them to return unless they got seriously changed.
    5. "Most items you dropped were garbage." - Yes, most items that dropped for you were junk that you sell or dont pick at all. That is the common problem in arpg's. There is the same problem with diablo 3 itemization. Important thing to note is that Diablo 2 uniques were constructed to be decent for certain level. You dont expect angelic sabre that can drop almost right from the start to carry you through whole content. Diablo 3 have similar thing, but it got handled by simply upscaling the items to maximum once you reached max level - and even there most items were junk that you will never use. Diablo 2 handled it partially through Horadric Cube formula, that let you upgrade the item to higher type(best example is https://diablo.fandom.com/wiki/Bloodtree_Stump ). Another way Diablo 2 handled it is that some items can be considered as an endgame ones even thought they are low level ones. Examples: https://diablo.fandom.com/wiki/Bloodfist , https://diablo.fandom.com/wiki/Magefist_(Diablo_II)) , https://diablo.fandom.com/wiki/Hotspur, https://diablo.fandom.com/wiki/Goblin_Toe and many others, great examples are ~~40ilvl items like herald zakarum, jalalal mane, areat face etc). Solution to that problem D4 can use might be some kind of drop system that tend to drop items more 'accurate' to your level and character class.
    6. "Diablo 2 uniques don't feel as powerfull as Diablo 3."- Most uniques dont feel as powerfull in Diablo 2 that is true. There is no highly emphasized 'player empowerment' factor here. There are however items that do that job. Dont try to tell me that Chaos rw( https://diablo.fandom.com/wiki/Chaos_Rune_Word ) didnt make you feel powerfull when you could use whirlwind as your assassin. Or wielding beast( https://diablo.fandom.com/wiki/Beast_Rune_Word ) and making a bearsorc. I personally like as it is because those kind of items are build defining and if you create too many of them then build variations start to feel the bland(because those items are obligatory). I'm not opposed to improving that further. Player have to feel good about his character. Another thing is that item not always have to be 'flashy' to feel powerfull. I still remember how good i felt while handling magic 6/40 javelins on my javazon - they are not flashy but they were strong and super rare - that gave me the better feeling than ANY diablo 3 item ever.
    7. "D2 items are glorified statsticks" - Im not sure I understand this argument... Diablo 3 items are statsticks aswell plus the unique affix(and there is or was a lot of those that didnt had any). Please explain it to me.
    8. "Particular items feel like must own items(i.e. Shako, Enigma, hoto etc)." - There are some items that work like that and they deserve the nerfs(again, lack of QA testing). However beside few items like enigma, items are not irreplaceable. For example beloved Shako can be easly swapped for better or worse items(sometimes shako is not even best in slot) - for example: powerfull rare(2sk 20 fcr adds) or magic(3sk 20 fcr) circlet, other unique(Crown of Ages, Griffon) or runeword(lore, delirium - yes i know it got downside but let me talk about it little bit later). Diablo 3 DONT HAVE THAT. Thats beacuse Diablo 3 is balanced around items instead of skills. That creates the issue that if there is a build you have to own exact items and without that items the build WONT work!
    9. "Physical classes were worse than casters." - This is very... broad topic. Caster classes due to them not scaling off weapon are usually better especially early on. However in the endgame 'physical' classes can possibly outclass casters(bowzon is an example). I personally love how it works in theory - casters are stronger early game when they got worse gear, and with time they get more equal(or even worse). That how it's handled in many rpg's and it more or less works. HUGE problem however is the fact that Diablo 2 classes dont have AOE physical abilities! Yes thats right. There is no aoe abilities for that classes. There are few exceptions like multishot bowzon but overall they simply lack aoe clear potential. More balancing around caster/physical classes and actuall AOE skills(or other means of obtaining it like jewels/runes/gems giving AOE attacks) can solve this issue to the big extend, another thing that improve this here is stats like crushing blow that is number one stat against bosses(i dont like that stat, its imbalanced btw). Another important thing to note is that diablo 2 provide caster possibilities for every class - druid got tornado, paladin got hammers, assassin got traps, amazon got javelins and barbarian got warcries(although singbarb deserve a buff). I personally think that this is better way than mage type classes running around with 2handed axes, overall feeling that your mage is generic warrior and strive for weapon damage only.
    10. "Good Rares/Magic/Crafts are extreme rare" - Yes they are, but thats the point! Not every item of this type will be good, most of those item types will be bad. However there is one in a thousand chance that one of those items will be BETTER than any other item in a game. Examples? https://i.imgur.com/0KEINOG.png, https://i.imgur.com/VkzENmH.png, https://i.imgur.com/Y66rl1i.png and many many others. That is the wonderfull thing. Rares that usually are not as strong as top items beside rare scenarios(but there are this kind of scenarios). To the extend Blizzard can even use the same 'item stat rolling' guidelines like they introduced in Reaper of Souls.
    11. "You had to pick up tons of junk for crafting" - I dont mind changing crafting formula. The outcome of the crafting is what is important for me. And I was satisfied what crafting was giving you.
    12. "There is huge amount of unimportant drops that are creating visual clusterf*ck" - I guess its common arpg problem but well.. easy solution is to provide a player with some kind of loot filtering system. Another solution is to not display text but icons(like d3 highlighting system did). Harder solution is fixing the problem but I dont feel it's absolutely necessary if there are filtering possibilities easly accessible.
    13. "Speed breakpoints are archaic." - IAS/FCR/FHR breakpoints are caused by the fact that Diablo 2 was runing in 25 frames per second. Those breakpoints were simply 'reaching' next frame. That is caused because how Diablo 2 worked, not because of itemization. On the another hand FCR/FHR breakpoints were interesting and I felt good about them. That is because you had a choice with it. You could 'try' to reach next breakpoint or go for more damage/survivability/utility instead of it. And that was interesting compared to what is commonly used aka people spam that speed stat.
    14. "I don't want to wear white items" - You never use white items in D2 latageme. The only time you somewhat wear white items is when you use a runeword that is completely different type of item. Thats how it works and thats good imo. I do think that it would be better if runewords would have 'special' item colour to distinct them further from whites. If you meant that you dont want to use 'lower tier' kind of item(like magic, rare, white) then I guess we can agree to disagree - possibility to wear any type of item is much better for me.
    15. "Diablo 3 items got many more variations than fixed Diablo 2 items" - yes, Diablo 3 items are random to the extend, while Diablo 2 uniques are static. That creates more variations of the same item. That is however 'fake' diversity because in reality everyone persue the same stats and noone is going for unique things. Also every item slot have the same stats.

    Overall, most of the points against d2 system can be rather easy to fix/improved. The only ones that stand out and might require some work is 'player empowerment' and caster vs physical debate.

    And now let me talk about some 'advantages' aka good things that D2 system provided.

    1. You can replace most of your items. Beside few build defining and and some overpowered items(op ones should be nerfed) used got creativity to choose what he want to use. The player dont feel forced to use certain item. While I play Diablo 3 I feel that I have to use certain items to take advantage of the build im striving for. I dont have that feeling in Diablo 2. For example I'm lategame light sorc and here are my viable possibilities that i can choose from:
      Helmet - Griffon, Shako, Rare circlet 2sorc skills 20 fcr adds, Magic circlet 3 light skills 20 fcr
      Amulet - Mara's kaleidoscope, Rare amulet 2sorc skills 10 fcr adds, Magic amulet 3 ligh skills 10fcr(or 100 life), Crat amulet 2 sorc skills 20 fcr adds, Tal rasha amulet
      Ring - Stone of Jordan, Bul Kathos Wedding Band, Crafted or rare ring with 10 fcr and adds(strenght,mana,life,res etc), magic ring with 10 fcr and 90 mana
      Belt - Arachnid mesh, Crafted caster belt with strenght/mana/fhr, verdungo, Tal rasha belt
      Gloves - Magefists, Trangoul gloves, Frostburns, Bloodfists(only if u dont need fcr/mana)
      Boots - War Travelers, Waterwalks, Sandstorm Treks, Rare boots with triple res and other stats, hotspurs, silkweaves, crafted caster boots with high mana and res
      Armor - Enigma, Chains of Honor, Skin of the Vipermagi, Ormus Robes(with skill you use) even Tal rasha armor
      Weapon - Hoto, Eschuta's Temper, Rare orb +2sorc skills +3lighting 20 fcr and adds, Magic orb +3 light skills +3lighting 20 fcr, Occulus
      Shield - Spirit Shield, Lidless Wall, Whistan Shield, Stormshield
      All items here beside shield slot dont have clear winner that is significantly better than others. That's huge amount of possibilities. I never experienced even fraction of similar diversity in Diablo3.
    2. Every item type matters. I talked about it enough - even seemingly pointless normal(white) items have its point and indirectly you can wear them(through runewords). That is great thing. Runewords are seemingly most powerfull but usually hard to farm, rares magics and crafts usually are junk but if you are lucky you can get absolutely best item, uniques and sets are solid'ish. Every item type can be used potentially. Salvaging for mat's is not 'being used'.
    3. Items got their own downsides. Yes, that's it. Not every item is providing "positive" attributes. There are items that provide bad ones - and its great! Why? Because the player got enchanced choice! You get an item that is better than average but there are negative stats as tradeoff. Are the positive stats make up the negative one? It's for player to decide. Some examples to explain further:
      Andariel face - give player great dps stats but negates fire resistances - is it worth it? You can negate fire res with res jewel/um rune/ral rune but then you waste socket on nagating the negative effect.
      Occulus - 3 sorc skills, 30 fcr, magic find, vitality, energy and resistances. Add to that it's quite cheap/easy to find item(level around 40 - that is nightmare). No other item for sorc can provide similar amount of utility stats like this one(not even hoto). But oh wait - Occulus got chance to cast teleport on getting hit and that teleport moves you to random place. That can be quite annoying and much more importantly you can die if occulus teleports you into pack of mobs. If you are HC then it might be serious problem. But its for you to decide.
      Delirium - 2 all skills, some vitality and magic find. Sounds not so great right? But it is a runeword. You can build this runeword on class specific item to boost this item further. And instead of +2skills you got +2skills +3tornado druid helmet. Thats huge damage boost for tornado, especially for the price of lem ist io(if ist dropps from hellfire forge then you are basically set). However there is drawback... If you get hit you can turn into a doll that cannot cast any ability and need to return to town and wait. Thats a tradeoff that you need to consider.
    4. There are other downsides to consider beside the ones i listed. All items got requirements and certain rarity(and rarity means item value usually). Every item got level requirement and some items got strenght or dexterity(or both) requirement. Strenght and dexterity requirement forces a player to choose if it's worth it to go out of his 'comfort' stat zone(aka maxing vitality) and waste stats in order to use item - easy example is wizzard spike that cost 75 dexterity that you usually do not invest into(unless u go block). Remember there are limited free respecs so you need to think carefully about the future. Rarity/value of the item is additional downside to the certain items. If item is so hard to find/to buy then is it worth it? A lot of times powerfull items are more rare thus harder to obtain, so maybe player can settle on little bit worse item and focus on other things? Examples? You are sorc and you dropped Ber rune. Should you wait and try to find Jah for Enigma? Or maybe its better to be satsified with Chains of Honor that is also good runeword. You could also sell the Ber rune and buy yourselve decent amount of other equipment thhat would give you immidiete and bigger boost compared to enigma itself.

    There are more points to add, but I wrote huge wall of text already so let me provide you the point why I belive Diablo 2 itemization is great. It's not because it's balanced - its far from it. Diablo 2 itemization is great because it enchances the player creativity and enchancing player creativity results in better product logetivity.
    Less no brainer choices player have with items the better for him. The player can make up his own idea what to wear without being forced into obligatory legendaries for certain builds. Theres good window for theorycrafting for Diablo 2 players. You want max crushing blow frenzy barb? You can create it. You want 200 fcr fireball sorc? Sure go ahead there is a way. You dont like shako(heresy I know)? You can try to find or buy the circlet that can do the job better than shako. I cannot stress how many times i started theorycrafting about something in Diablo 2. I never theorycrafted about Diablo 3.
    Diablo 3 item system does nothing alike. Choosing between red and green arrow is boring. Having the same items as the guy next to you is bland.

    I'm not saying that diablo 2 system is 'the system', its far from it. But what diablo 2 itemization system achieves or rather tries to achieve is what I think is pretty good. Theres so many ways Blizzard can innovate itemization. For example look at D2 mod called Path of Diablo that with one feature - corruptions created something entertaining. Sometimes monsters drop corruption orbs. You can cube it with item without socket(aka no runewords alllowed) and it can give certain bonus to that item, do nothing or destroy the item. Usually the best bonus is sockets(random amount). Such a simple change makes the gameway more interesting.. whats better enigma or viper with 4 sockets? Death cleaver 6sockets or grief? Grandfather 6socket or BotD in warpike?

    Ok thats it, Thanks for listening to my ted talk. Sorry again for such a long text.

    submitted by /u/gsr1993
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    A point by point breakdown on why this infograpic is wrong.

    Posted: 03 Nov 2019 10:00 AM PST

    I have seen this thrown around quite a bit the last few days and honestly I can't stand it anymore. This chart is full of outdated or misleading information to stir up angst in our community where it is not due. You don't have to like d3 or its approach to gear but don't be dishonest when you bash it.

    https://i.imgur.com/gkZ6eF6.png

    I strongly recommend anyone who looked at this and never played d3 or stopped playing shortly after launch to give it another try its an entirely different game than you remember and has its own merits as a fast paced arcade ARPG with its own identity to coexist along with d2 and inform design choices in D4 to make it its own game just like d3 is distinct from d2 or how poe takes inspiration from d2 while also taking its own path. There is no objective best, Diablo is not the only name in the ARPG game now.

    Also, please be kind to each other. It is just a game.

    submitted by /u/Nightsjester
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    Bluddshed streaming almost two hours of Diablo IV gameplay on Twitch

    Posted: 03 Nov 2019 06:17 AM PST

    List of affixes from the Diablo 4 demo

    Posted: 03 Nov 2019 10:36 AM PST

    I have compiled a list of affixes to help further the discussion on what needs to change in terms of itemization for Diablo 4. The affixes have been gathered from various Diablo 4 demo gameplay vods as well as items shown during the Diablo 4 blizzcon panels.

    If you know of any other affixes not currently on the list, please let me know and I'll add them.

    Regular Affixes:

    Defensive:

    • x Max Life.
    • x% Damage Reduction.
    • x% Dodge Chance.
    • x% Damage Reduction from Enemies within Melee Range.
    • x% Damage Reduction from Enemies out of Melee Range.
    • x% Fire Resistance
    • x% Lightning Resistance
    • x% Cold Resistance
    • x% Poison Resistance
    • x% Reduced Damage from Elites, Bosses, and Players
    • x% Reduced Duration of Enemy Control Impairing Effects

    Offensive:

    • x% Attack Speed.
    • x% Critical Strike Chance.
    • x% Critical Strike Damage.
    • x% Increased Duration of Control Impairing effects.
    • x% Damage.
    • x% Physical Damage.
    • x% Damage to Stunned Targets.
    • x% Damage to Immobilized Targets.
    • x% Damage to Vulnerable Targets.
    • x% Damage to Enemies in Melee Range.
    • x% Damage to Enemies out of Melee Range.
    • x% Damage to Slowed Targets
    • x% Increased Damage against Elites
    • x% Fire Damage
    • x% Cold Damage
    • x% Lightning Damage
    • Hit Effect: Up to x% Chance to Slow
    • Hit Effect: Up to x% Chance to Slow on Crit
    • Hit Effect: Up to x% Chance to Stun
    • Hit Effect: Up to x% Chance to Stun on Crit

    Resource Management:

    • x% Cooldown Reduction
    • +x Maximum Mana (Sorcerer Only)
    • +x Maximum Fury (Barbarian Only)
    • x% reduced Fury cost for skills (Barbarian Only)
    • x% reduced Spirit cost for skills (Druid Only)
    • x% reduced Mana cost for skills (Sorcerer Only)

    Other:

    • x% Movement Speed
    • x% increased movement speed for 6 seconds on Elite kill
    • +x rank to (insert skill here)

    Legendary Affixes:

    • Hit Effect: Your attacks have up to x% chance to spawn a hydra that will aid you in combat
    • Lightning strikes a nearby enemy dealing x damage whenever you shapeshift
    • +x to your equipped skills
    • Fireball launches 3 projectiles that deal x% of normal damage
    • Lightning Traps periodically appear around you dealing x damage after 2 seconds to nearby enemies
    • Upheaval ignites the ground burning enemies for an additional x damage of 3 seconds
    • Weapon mastery skills have an additional charge.
    • Cut to the Bone talent activates against enemies that are hit by your shouts instead of stuns
    • Critical strike chance increased by x% against bleeding enemies.
    • Your shouts generate x Fury per second while active.
    • Cast Nova at your Teleport location
    • Teleport moves you to a random location and costs x mana instead of having a cooldown.
    • Teleport grants a barrier that absorbs x% of your maximum life for 15 seconds.
    • Teleport forms a rift in your path that increases your critical strike chance by x% for 5 seconds.

    Edit: Removed my slightly hyperbolic comment since it isn't all that relevant to the main purpose of this post.

    submitted by /u/TheDarkAmbience
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    Please don't fuck up itemization again.. This got me worried as well.

    Posted: 03 Nov 2019 01:43 PM PST

    Level 99 (Diablo IV)

    Posted: 03 Nov 2019 08:30 AM PST

    In Diablo II, it was an absolute beast of an achievement to reach level 99 (in the old days). This was a mythical number that everyone worked towards. Even if you logged in for 15-20 minutes, it was satisfying to know that you accrued some XP to work towards your long-term goal of one day reaching level 99. It also made your character a bit more personally special in my opinion.

    I can't describe in words how excited I am bout Diablo IV, but one thing that is a bit disappointing to me is the level 40 cap that was announced. I truly hope that this changes. Since the ideology of Diablo IV is to go back to its Diablo II roots, perhaps the developers will consider increased the cap to level 99 and making this a very long-term goal to achieve this maximum even through new expansions.

    Just my thoughts. Thanks for reading.

    submitted by /u/2blentendre
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    How about everyone takes a deep breath

    Posted: 03 Nov 2019 09:44 AM PST

    First of all, Diablo 4 is officially announced this is a great time to be a Diablo fan.

    It seems like Blizzard is listening with theme and tone of the game, it looks a lot darker and has a grittier tone than D3 did.

    Before jumping to conclusions, keep in mind by all accounts D3 was an incredibly successful game, especially post RoS expansion. Was it the true successor of D2? Absolutely not, but that doesn't mean it wasn't a good game for what it was.

    I'm seeing a lot of people talk of the greatness of D2, and relishing in how amazing of an experience it was. Also remember that the D2 that is generally referenced for runewords and great itemization was after an expansion, and a rather large patch post release to Lord of Destruction.

    Now is the time to provide constructive criticism if we want the true D2 successor. If you're quick to judge what was seen in this early demo, Blizzard might write off your opinion as not worthy of pursuing since you're not going to buy it anyhow, they are a business after all.

    As for the social commentary Blizzard has gotten themselves into lately, use it as leverage to convince them to just concentrate on making good games again. What they did was stupid and they're paying for it, this is the first blizzcon that I can think of that had active protests outside of the convention center.

    submitted by /u/buffer_flush
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    Diablo IV Blizzcon 2019 Demo w/out streamer commentary

    Posted: 03 Nov 2019 01:42 PM PST

    Album of barbarian skills from the demo. Sorry this isn't a post complaining about something.

    Posted: 03 Nov 2019 12:44 PM PST

    Why aren't image submissions allowed?

    https://imgur.com/a/9Hi8HzV

    submitted by /u/lolfirefox
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    The new Rupture move for the barbarian is Metal af

    Posted: 03 Nov 2019 07:17 PM PST

    I don't think I'll get tired of using this ability in D4

    https://gph.is/g/aKNAQ0o

    submitted by /u/TheLucidJoe
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    "We're trying to honor the legacy of what Diablo 2 was" Candice Thomas (senior encounter designer)

    Posted: 03 Nov 2019 11:31 AM PST

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