Diablo III Wizard Orb And Unannounced Weapon Enchantment

Posted 5th Mar 2009 01:06 AM by Medievaldragon

Bashiok teased players with one of the Diablo III features that have not been announced yet: How to upgrade base weapons damage to make them more powerful? The answer is not former Diablo II runes. Say whoa? We will probably have to wait until Blizzcon 2009 this August to find out or one of the BlizzCasts? Additionally, we learn something about the Wizard.

Blizzard Quote:

Wizard



Bashiok: The sort of plate-like gauntlets shown on her are part of the armor set look she was wearing. I think the “focus” you’re talking about is actually an orb, which is a wizard-specific off hand item. You’ve got the idea right though, a lot of the wizard spell animations incorporate the orb into a sort of focusing element while casting. The electrocute and disintegrate videos show it pretty well.

Unannounced Weapon Enhancement



Bashiok: I think it’s important not to mistake the word used for a system (in this case rune) for what the systems are actually accomplishing.

In Diablo II runes were used to augment weapons and essentially add more stats to them, runes in certain combinations would create runewords which were in essence more powerful than the sum of each individual rune. But remove the word rune, and you’re looking at a system that simply upgrades items.

Similarly, runes in Diablo III, take away the word rune and we’re looking at a system where skills and abilities can be altered to behave differently, simply increased in effectiveness, or some combination thereof.

Essentially what your question comes down to then is, where is the system in Diablo III that allows us to make base weapons more powerful? And that’s a question that will have to be answered at a later time.




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Mackan
Posted 05, Mar 2009 04:03 AM
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I hope they are careful when designing the runes if they truly see it as a customization option for the player (as they advertise). If it is too much of “simply increase the skill in effectiveness”, then where is the customization? Many players will then use the same runes and have the same play styles. Hopefully they will introduce rare and unique runes as well.

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stillman
Posted 05, Mar 2009 12:40 PM
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I would have prefered a bunch more passive skills. Simply take the rune effects and turn them into passives. Is there really a need for skill runes?

I still kind of like it though; it’s an original idea, something new.

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sicilian
Posted 05, Mar 2009 05:06 PM
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I think the skill runes add a random effect that passives don’t.  You can enhance your skills mostly through adding points into passives, and also through random drops to add an extra dimension.

I wouldn’t mind seeing more passives AND skill runes though wink

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happyfamine
Posted 05, Mar 2009 07:40 PM
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i hope the unannounced weapon enhancement is an expanded crafting system. for me the runewords got boring because they weren’t random, everyone had/wanted the same stuff, and you knew what the best possible items were. it would be much more interesting for the best items in the game to potentially come from crafting recipes with random results. everyone would have different stuff (assuming no dupes) and you would always have a reason to keep searching for recipe ingredients. would lead to an interesting economy too, with ingredients having relatively set values and individual items having all different sorts of values based on fits to builds.

i’m excited for the skill rune system. i think it will lead to a lot of variation, experimentation and replayability.

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redrach
Posted 06, Mar 2009 06:04 PM
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The problem with runewords isn’t the lack of randomness, it’s the lack of variety. They were the best items you could get, so why bother with anything else? Instead of adding a billion random options, they could add a billion VIABLE items which can be crafted in some sure way.
That way you can make whatever item you want, and still be different from everyone else.
I just don’t like the idea of random crafting. It requires you to spend way too much time outside of the game, and is a horrible waste of time.
I wouldn’t mind it if there were different ingredients you could collect by killing monsters and doing quests that could be used to create items with very little randomness. As long as there are many different ingredients and many ways to put them together, you’ll still have lots of variety.

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