Sir Xsarus wrote:
Same deal with gear. It was a big deal to elevate gear tiers in D/D2. I had all blue gear within 10-20 minutes of playing D2, most of which buffed my experience gains or... chance to get drops.
Whether you meant D2 or D3, that's blatantly false. you got upgrades all the freaking time in D2, and you certainly aren't going to be full blue in either game after 10-20 minutes, unless you were doing some area that I'm not aware of.
I can't comment on your statement of all stat allocations being viable in D2 because I didn't really play it that much at end game, but I find it very very hard to believe you. I think the way D2 handled stats is probably the worst part of the game tbh. Not in what they allowed you to do maybe, but certainly in the way it forced people to save up stats, and plan ahead way to much. @#%^ing annoying. Also annoying in D2 was how you would save up to get a move in the talent trees, and then save up again, and never use the first move again. Should you upgrade it and just regret the points, or make the game super annoying until you got the points to get the higher level move. Terrible design. Why do you think everyone power leveled. (although they still will, because leveling becomes boring after a few times regardless)
2. you unlock every possible effect but you can't use them all. I think there is very good potential for combining abilities in different fashions that will greatly affect playstyle. Choosing your synergies correctly, including your gear will let you play completely differently, but without locking you in, which I really like. Edited, Apr 20th 2012 10:11pm by Xsarus
Why were you saving stats in D2? I placed all of mine every level and never felt gimp as a result. I can see saving the skill points, for if you see something a little later you really want to invest in. But, generally, there were decent passives to serve as skill point dumps if you didn't want to invest too heavily in an ability. Yes, some of them would be wasted points, which is specifically why I said the way to avoid gimp builds is to avoid gimp abilities. And this didn't even apply to all classes, many of whom had strong early level skills.
Necromancer is a good example. First tier of summoning was Skeleton and Skeleton Mastery. You'd put points in the Skeletons as you wanted them, but otherwise SM would buff all your skeleton summons, even the higher tier ones. If you put 20 points in Skeleton, never once looking further down the tree to see what else you could summon, I don't really have much sympathy. I don't expect people to plan out, point by point, their characters. I think it's extremely
fair to expect them to get a general idea of what's available, so they can move towards it. And ending up with 18/20 in a passive you would have maxed if you hadn't placed too many points in an ability wasn't the end of the world.
If you saved a point, it was almost always because there just wasn't anything worth getting at that level, especially with something pretty about to open up. And if there WAS something worth getting, you were probably going to revisit it later, so NBD if you tossed a point there.
No one power leveled because skill trees were annoying or because stats took planning--that was a joke right? They power leveled because the game has you playing through the same areas 3 times, at least, on every character, and because the really difficult or fun stuff (PVP, Mad Cow Level, super hard Diablo) were all at high levels. The ONLY players who would care that much about losing out slightly on X passive are the ones who were doing hardcore high-level PVP, particularly nightmare. And it's more than reasonable to expect them to be planning ahead.
As for abilities, it's not the changing aspect that I dislike, or even being able to get everything. My issue is that they just hand you everything and let you change it on the go
. You should have to choose your unlocks (with you eventually ending up with everything) from a level-appropriate set of abilities and runes. Then you should commit to your set of abilities and runes, but be able to pay a level-appropriate fee in town to reset them.
Look at it this way--if every player has access to every spell (and with stats being so utterly diminished in variance), then every single <insert class> is equally prepared for every single situation.
Really think about that for a second.
In D2, if you weren't perfectly specced to handle some mob arrangement, that was fine. Your build just wasn't made for that, but probably excelled in other areas. It wasn't gimped, and there was no cookie cutter build (ever).
But now we're talking about a situation where it would absolutely be true that there are a best set of available spells for any encounter. It's no different than if, in WoW, someone wanted to play by spamming their favorite two abilities. In D2's context, they could actually design a build to make that fully viable. In D3's, they are a gimp.