Diablo 3 Progress Report
Posted 19 January 2012 by Nizaris
It’s a little earlier than we might have expected, but the big system update is finally here! As promised, no
release date was included in this update, but there’s a lot of nuggets of information that will need some digesting.
Jay Wilson was thorough in his explanation of what has changed, and those changes cover a wide swath of mechanics.
Key changes include:
- The removal of the
Scroll of Identification from the game, being replaced with a cast timer that you can use indefinitely when you receive an unidentified item. - The removal of the
Nephalem Cube and
Cauldron of Jordan – these have been replaced with a Town Portal icon on your hotbar that you can just use indefinitely. - The removal of the
Mystic Artisan (say what??). They will be revisiting the Mystic at a later time as it would take too long to differentiate it. - Common white items will no longer be salvageable.
- Three
attributes have changed names, and their functions are much simplified. - The
blacksmith will now salvage your items. - Character stats are shown in the
inventory window beside the
paper doll, while the full list of stats is shown on the character UI. - A dedicated potion button has been created out of the fifth skill on the hotbar, since we didn’t realize how important it was to use previously – thanks permaximum.
A few things to tack on to these fairly large changes include the removal of
Attack,
Defense, and
Precision. It’s an interesting decision, due to the fact that they had explained how these umbrella-like attributes would be useful for all classes and prevent pigeon-holing your build. While I personally like the change, it does bring into question the idea of the build diversity. Will we still be able to have viable, interesting builds that the previous system allowed?
Another point of interest is the decision to remove the Mystic. While the Mystic only provided limited functions for
gems,
sockets, and
enchantment, they felt that her abilities weren’t differentiated enough from the itemization already in place and they decided to forgo that granulation. This will certainly impact your arsenal as they will no longer receive enchantments. Perhaps we will just see one-shot enchantment scrolls as items? Or perhaps we’ll see enchantments removed entirely?
The last thing that I’d like to touch on is the quick slip-in of their desire to re-evaluate and consider the affixes that affect specific skills. We’re all familiar with
Diablo 2‘s item system and it was one of the things on my wish-list for Diablo 3. So much of D2′s item pool was tied to the augmentation of those specific skills and it was certainly one of the greatest feelings in the item hunt when you find that optimal rare. This fact also implicates the skills system itself, though. Additional big changes to
runestones and
skills are promised, but they are not ready to be revealed yet. Perhaps we’ll see the re-introduction of skills points or something very similar?
So what do you guys think about these big system changes? Are they what you expected? Was this worth the wait?
Site members have also kicked up a massive discussion thread in the forums on today’s news.
Click through to read Jay’s full post.
We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system.
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.
We’re also moving the fifth quick slot button, which is becoming a dedicated potion button. A dedicated potion button is something we went back and forth on throughout development. Recently it became apparent that players need to be aware of their potions for emergency situations. Our combat model doesn’t promote or even allow chugging potions in rapid succession, but they’re certainly useful when you run into a string of bad luck with health globes, or if you just get in over your head. This is one of our newest changes, so the button and mechanics don’t actually function in beta Patch 10, but that’s our intent and you’ll be seeing it supported in future beta updates.
The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, we’re removing the Mystic artisan. As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.
We’re also looking at systems we’ve created and making sure that the rationale that brought us to these designs still makes sense. The Stone of Recall, for instance, has a short cast time and allows you to return to town. Early on we said we wouldn’t have town portals, as they introduced too many combat exploits, but we were able to resolve them. Because we have the Stone of Recall, though, we began to evaluate systems that were originally implemented to deal with the exclusion of town portals.
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.
The Blacksmith artisan will now salvage items. With removal of the Cube we needed some mechanic in town that allowed you to salvage your items, and it just makes sense for the Blacksmith to offer it.
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.
This leads us to the last change I’ll be detailing today:
We’re changing core character attributes to Strength, Dexterity, Intellect, and Vitality, and the benefits each stat provides is being broken down as:
- +Barbarian damage
+Armor
- +Demon Hunter damage
+Monk damage
+Dodge
- +Wizard damage
+Witch Doctor damage
+Health from globes
- +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.
Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, we’re now displaying character stats directly on the inventory UI. Now you can see your stats go up and down as you try on different items. All the same info is available; we’re just streamlining the UI, making it more useful. It might seem insignificant but we’re pleased with the results.
All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.
There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes — specifically with the skill and rune systems. We’re not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.
We want Diablo III to be the best game it can be when it launches. To get there, we’re going to be iterating on designs we’ve had in place for a long time, making changes to systems you’ve spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won’t just live up to our expectations, but will continue to do so a decade after it’s released.








Read through it carefully and all i thought was:
“Huh, is it April 1st already?”
What don’t you like? I’m actually very pleased for once!
the css freekje aka gu fan ?
The whole D3 Blizzard team is filled with a bunch of scumbags that always tout to us (the hardcore fanatics) that they love getting feedback and suggestions, but in all honestly they don’t give a f***. All the aspects of the game thus far are attributed to them and only them, not us. Unfortunately for me Diablo 2 was such a great (thanks a lot Blizzard North) and now I have to put up with these jackass D3 developers who think they know everything. Clearly they don’t, as they never seem to fix anything that was broken, but rather try to fix sh** that worked perfectly in D2.
I’m sick of all the ass kissing that goes on in the Bnet forums, so I’d just like to say screw you Jay Wilson, screw you Bashiok, and screw you Blizzard team!
Now finish the game!
That is all!
“All the aspects of the game thus far are attributed to them and only them, not us.”
Good, they’re the ones getting paid to make this game, not us.
Good comments there….Big Tuna.
Have already quit playing Diablo3 since patch 1.0.4 after reading and testing PTR (1.0.5). Blizzard South are just a bunch of arrogant ass.
Gonna avoid any future games from Blizzard no matter what they say in the press coz Activision Blizzard’s product never live up to its hype.
I fell asleep watching the game play of WoW – Mist of Pandaria. A bunch of linear chores Blizz-turd likes to adopt. They never change. Even D3 is the same. Sorry it’s D2.5.
Anyone that reads this. AVOID DIABLO 3 or ANY PRODUCT FROM BLIZZARD or with a word ACTIVISION on it.
It will be my mission.
*Love it
*Love it
*No opinion
*Love it
*Absolutely Love it
*Absolutely Love it
*Love it
*Love it
I would like a definition of Early ™ since it seems to mean the same as Soon™ now.
Early in Blizzard Time™ means something like in between next year and soon. Thats my opinion.
But this is “next year” … !?
but as we already know,soon is to soon.. so maybe the end of next year is the year of D3 release date announcement
That was a lot of pretty words that said “release date is next week”
This is my favorite line, actually:
“Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.”
Items with flavor on them are awesome.
EUREKA!! They’ve discovered something D2 players have known for 10 years.
All i see is Q2 in your eyes, viva la noche and you will be mine.
I understand they’re trying to create the best Diablo3 it can be, but this dev team seems a bit naive.. every software developer knows that EVERYTHING can ALWAYS be better, specially if you have infinite time and infinite money.. as they seem to have. But instead of this polishing to infinity, they should focus on changing things that need to be fixed, and not those that people may be “okay” with it. overhauling an entire game because you’ve entered beta means that game is far from completion.
Never gonna give Q3 up!
RELEASE DATE NOW!!!!!
DotA style stats… interesting…
I think you mean to say D&D style stats.
No, dota is the roots of all games ever, even aos, which was created beforehand.
Nobody ever acknowledges Aeon of Strife.
Can anyone post this in the forums? I cant go to the battle.net domain while at work.
Thread is already at 4 pages
in the first sentence the word “here” is a link to battle.net, althoguh its not the forums, it is the “announcement/news” page for D3, and if you were able to go there and scroll down you’d see people are actively discussing it
thats what i am saying… anything with the words “battle.net” in the address is going to be filtered by the firewall. we have a no games policy and it is considered a “game”
oh, duh, now I understand what you meant
find the thread named
Jay Wilson’s Article Will Be Going Up Tomorrow
I posted it in there
I JUST JIZZED IN MY PANTS
Wow lots of changes that I wasn’t expecting, but surprisingly embrace
Agree these are amazing changes.
The most important one is the itemization change that Elly didn’t mention.
This is actually what I wrote
but you can see the updates to the article now and I do touch on it.