Bashiok Answers Post-Blizzcon Diablo 3 Concerns

Posted 14th Oct 2008 10:53 PM by Medievaldragon

Bashiok is back from BlizzCon and composed after the closing afterparty at the hotel, and he is kicking with various answers and clarifications concerning the panels and gameplay articles circulating around the net. (source). He made a long reply to one of the dozens of threads full of players asking questions (complaining) about the removal of player-assigned attribute points in D3, citing some quotes from the first post to break the news (here) and correcting an error Flux made in assuming there would still be attribute requirements to equip items. Bashiok’s post is quite lengthy, so click through to read the whole thing.

The below was all in Bashiok’s post: the quoted bits inside the blue are user posts he was commenting on.

Blizzard Quote:
Bashiok: First off thanks for writing this, it’s awesome to see some indepth analysis offered in a reasonable tone. I’m sure there have been others on this same topic, but yours happened to catch my eye.

Jay Wilson, according to the interview, stated that this helps development on items as they will be able to predict the attributes of characters at certain levels and it puts more emphasis on items giving stat points for your attribute customization.

Bashiok: First let me state that the interview article has an error in that “You still get attributes, and they will still be required for equipment use” is incorrect. I’ve already let the Diii.net guys know. There are no attribute requirements for items, that would essentially limit items to specific classes which we don’t intend to do outside of actual class specific items, like the Wizard’s off-hand orb for instance.

I can’t think of anything else that could be considered positive, so lets go to the theoretical negatives.

Bashiok: You missed probably the biggest positive, and if you watch the video interview (from which the Diii.net article was written) he goes in to it a bit. (http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/)

To quote Jay “For the most part attribute spending in Diablo II was a great way - when you didn’t know how to play the game - to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like “Put 5 points in Energy and then all the rest of the points in Vitality.”

To expand on it a bit more when you don’t know what you’re doing you’re essentially lost, and you sort of spend points how you think you might want to. When you finally have an idea of how a character should be built, stat distribution generally comes in the form of “this is exactly what you need for x build” and there’s little variation. At that point it’s pretty easy to remove that system and instead offload the potential build ‘requirements’ to something more interesting and something that’s actually more engaging and fun.

The first problem that comes to mind is, character customization is exactly what made Diablo3’s predecessors successful, and that’s what is being hurt by the implementation of this mechanic as it takes away control from the player, essentially, dictating how they will develop their character. It was that aspect that had players coming back again and again over the years just to make a new build or try out something new and attributes were a BIG part of that.

Bashiok: Definitely agree. I’m going to give you a bit of a cop-out answer, but we have quite a few game systems we haven’t even talked about. Those aside, I would argue that the rune system - something we have announced - adds quite a bit of customization, and in a more interesting way than attribute distribution.

The other aspect that quickly becomes apparent is the limitations of itemization for characters to use. What I mean is, because characters have pre-planned stats that when you reach the highest level, there will be item types that your character might not be able to use.

Hypothetical example; I think we can be fairly certain that the Wizard isn’t going to be a strength based character by any means. If this is the case, late game, can we hope to be able to use upper tier heavy armor? If there is an item that might significantly benefit a build but is unachievable due to pre-allocated stat limitations, that is going to be severely detrimental to the game experience.

Bashiok: So as I already said the information in the article is incorrect, so happy happy joy joy this shouldn’t be an issue at all.

It seems like a minor thing, maybe, but it’s the little things that can break a great game.

Bashiok: I don’t think it’s minor at all, character builds and customization is a HUGE thing, and it’s important you be concerned with it. It’s important that we be concerned with it, and customization and differentiating one person from another is a pretty big deal. Being able to try different things with the same class is a pretty big deal.

At this point someone brings up that respecs are going to ruin wanting to replay the same classes over and over again, and you’d be right, if we weren’t already thinking about it and potential solutions.

By shifting itemization focus slightly from more unique and compelling stats like +skills, crushing blow, open wounds, resists, faster cast rate, etc, it puts too much emphasis on stats, as they were already important in itemization before pre-allocated stats.

Bashiok: Hrm, I’ll have to talk to the designers about this but I think you might taking a little bit too much Diablo II experience and overlaying it on Diablo III. Itemization and stat distribution and their relative balance of attributes to unique stats (as you put it) is a bit of a stretch at the moment. I’ll see what they have to say though.

Hopefully I’ve clarified something at this point, the error in the article seemed to be a decent piece of many people’s ire over the situation so I hope that helped. Now, just to read the rest of the thread… and the hundreds of others that have built up.




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Comments

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redrach
Posted 15, Oct 2008 12:56 AM
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“There are no attribute requirements for items”
Oh wow. D3 seems to be simplifying a lot of things I assumed were “core aspects” of Diablo.

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SoulSpectrum
Posted 15, Oct 2008 01:18 AM
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Awesome! That was my biggest grip about WoW, was the fact that only certain classes could use only certain types of armors/weapons. When they announced stat distribution I was somewhat dissapoined. Now, with this, it’ll be cool. Your characters overall stats in in health/mana regen, chance to hit, ect is going to be taken care of so that you’ll be able to focus more on gameplay. Now we can equip whatever we want…. but how is this going to work? different level requirments for classes? if any

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Kunzaito
Posted 15, Oct 2008 02:04 AM
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That clears a *lot* of stuff up, that one little correction!

I can definitely see better how this will work now; I was ok with it before, more or less “wait and see” neutral, but I feel a little more positive with this news.

Imagine it this way: say you have found that big melee armor, and you get the fancy notion of putting it on your sorc. You meet the level req so that’s not a problem. Without the attribute req’s, you don’t have to unbalance your character by pumping their weakest stat to crazy levels just to wear one item. Now you place your skills to emphasize close-quarters combat, and voila! Melee sorc.

I think this might actually make it easier to create oddball builds, in a strange way. If blizzard designs the gear correctly, so that there isn’t one item that it’s clear every character should wear if they can *cough*Enigma*cough* you can choose the items that will aid the type of character you want to make more easily.

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Sylvanite
Posted 15, Oct 2008 02:14 AM
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Totally agree with Kunzaito.

With stats as requirements out the window, it really, really opens the door for many more builds.  I think what Blizzard is trying to do is increase the playability for people new to the game, but at the same time actually increase the levels of customization.  I have played Diablo 2 for a looooong time and I can honestly say that pumping my stats never made me really feel a sense of ownership on the character…it was all about the skills and items.

As for re-specs, a system like having a re-spec as a quest reward, one per difficulty would work for me.  That limits it to three per character, which is enough to correct mistakes or make funky endgame builds that are only possible once you get to endgame, without allowing endless remaking.  It will still drive you to make multiples of the same character class.

Overall, my only complaint is that it makes leveling up just that much less fun…now if they award more than one skill point per level or find another way to give you somethign besides one skill point to use per level, then they can offset this.  But everyone wants to be able to make a few choices and click some buttons when they level up.

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Anathema
Posted 15, Oct 2008 03:11 AM
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I just re-read this, and I have to say That I’m confused about exactly what Bashiok is trying to debate. He sort of reminds me of John McCain- He denies one statement, restates it in different words, and insists that his statement is correct. Honestly, suddenly Diablo 3 isn’t sounding like the hot game we’re all hoping for. Character customization is the holy grail of this series.

Bashiok makes a statement about cookie cutter builds- but exactly what was blizzard intending when they released the 1.10 patch, and vastly increased the difficulty of the game- where only the most powerful builds could be successful (barring very creative, determined players)? Furthermore, exactly what are we to do with trash skills like poison dagger, sacrifice, etc?

“Bashiok: Hrm, I’ll have to talk to the designers about this but I think you might taking a little bit too much Diablo II experience and overlaying it on Diablo III.”

Something about sequels being similar to their predecessor games.. If Blizzard wants to make a whole new game, they need a whole new name. No crap we’re expecting D3 to be like D2.

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konfeta
Posted 15, Oct 2008 03:35 AM
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“No crap we’re expecting D3 to be like D2.”

Diablo 2 was incredibly different from Diablo 1 on several fundamental levels. In some ways, it was an even bigger jump from D1 to D2 than D2 to D3.

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teh_Thrasher
Posted 15, Oct 2008 03:41 AM
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this article was a little confusing to read.. but i think i got the gist.
im a little tired of all the comparison of d2 to d3…  its not just some expansion for d2, its a whole new game with new features and a new take on the series. the no need to allocate stats is nice so there is no silly messups for stats. but the items requiring no stats is a bit silly… itll just make people get gear for their low levels and transfer it over to them with their higher level…

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demolishman
Posted 15, Oct 2008 04:00 AM
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I can’t access Battle.net since yesterday… The thing keeps waiting for an answer from the servers… The title sometimes loads but thats all I will ever see from the forums.

One time I was able to see one page for a post, but as soon as I clicked on the forum index I was gone to the void….

Anyone else?

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BrotherRatcliff
Posted 15, Oct 2008 08:42 AM
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I still don’t see why Blizz can’t give us both options. Give player-controlled stats but have an “autostat” button available for those who want it. That solves “probably the biggest” positive but still keeps character customization to the max for us that want it. Also no stat requirements for items seems kind of misguided. The only reason that makes sense is if stats are automatic (which I disagree with). I heard one guy suggest a “soft” requirement where you could use an item at less efficiency for less str/dex and wouldn’t get full power from the item till you had a certain par value. That seems like a very good idea to me.

These changes seem targeted at the casual Diablo player to me. They keep people from making mistakes with their builds, and require less knowledge or thought to make a powerful chr. This effectively closes the power gap between the casual player and the experienced/dedicated player by limiting the ways in which a player can improve themselves. While you may get more casual players this way who want to be as good as everybody even if they don’t take the time to learn about the game, you will loose the more hardcore/dedicated players. If somebody works hard at building the perfect chr they SHOULD be better than somebody who didn’t. If you spend all the time to work on your build and somebody who didn’t is almost as good you’ll go find another game where your hard work is rewarded.

Let me add another prospective to this. I live with a guy who is a very casual Diablo player, I don’t know if he’s ever even seen the 5th act. This guy has tried every bad build in the book, and is constantly re-making and doing acts 1 and 2 over and over again. I mentioned some of these changes for d3 to him (while he was doing a1 again with a fire arrow zon, with a bunch of energy) and his reaction was not pleasant. He said “that sounds stupid” to auto stats and no item stat requirements. These things would have made the game easier for him no doubt, and more able to compete with somebody like me who researches builds and plans stat points right from the start with end-game gear.

Obviously not all gamers are like that, but that’s why you make more than 1 game. Diablo has always appealed to people who liked a game with a bit of “sting” in it, and that’s why you have a huge population of people who will buy d3 no matter what. The problem is if d3 is too simple or “idiot proof” many of us will have moved on by the time blizzard wants to release d4, and that built in audience will be gone.

I love many of the things that Blizz is doing with d3, I think the runes idea is great, many of the new skills are super cool, the environmental interaction is amazing, using more primary skills at one time, the new drop system; the list goes on and on. This changing of stats though is a fundamental thing, and it seems fairly arbitrary to me. I have yet to hear a reason for this that can’t be handled just as well in some other way that keeps the maximum player customization.

Granted there are things we don’t yet know that may change my opinion on this, but even if they add 10 new ways to customize the chr I still think 11 ways including stats would be better.

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Kunzaito
Posted 15, Oct 2008 09:03 AM
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@BrotherRatcliff: Allowing the “either/or” on auto-stats breaks the very reason they did it in the first place - to allow the item designers more stability in that area for them to create and balance gear around. I think this’ll all blow over, like the artwork, once we’ve seen the true depth of features they’ll have for character customization.

And I would argue that stat tweaking gave any real advantage to a knowledgable player in D2 (remember, D1 had fixed max stats for each character class). Maybe over complete neophytes, or maybe over a very casual player for a short time, but anyone can look up a build and cookie-cut their stat points into it, and after you learn one or two basic principles, there’s no real strategy to stat placing - granted, this could be fixed, but it’s not really a very strong argument against removal since D2 implemented it poorly and was still a massively popular game, even with the math nerds. :D

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