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IcyYou
12-10-2008, 09:31
Before I even get started, I'm not making a post whining about the change to attributes, I'm simply stating some serious concerns after hearing about this new mechanic while trying to keep an objective point of view.

I apologize in advance for the giant wall of text, but please take the time to read through and contribute to this thread if the recent news of stat auto-allocation is important to you!

This thread was reiterated from battle.net (same person, different account name) and posted here to help inform the community of the problem so members of multiple communities could form objective points of view on this subject and see both sides of the argument, but more importantly, to help find a middle ground where EVERYONE will be satisfied, including the developers!

http://forums.battle.net/thread.html?topicId=10972021570&sid=3000&pageNo=1

Lets start on a positive note.
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.

It takes away the necessity for level requirements.There were plenty of times when, in D2, you found a decent item that was useful immediately, but you'd be neglecting your Str and, even though you met the level requirements, you couldn't use it. By the time you gained enough levels and earned enough points to use it, the item was already obsolete. That's what they really want to avoid: the player missing out on a bunch of immediately useful items just because they'd been neglecting a stat.
Instead of adding level requirements to items, they'll just require X amount of a certain stat. Because all Barbs will, for example, hit 52 Str by level 20, they'll be able to use it then, whereas Witch Doctors and Wizards will need to wait until 25 or 30 before they have enough Str to use it.

It shifts focus from attributes to skills in character customization.

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

I'm going to be referring to pre-LoD when referring to Diablo2 game play, because essentially with the onset of runewords, and the anni/torch, attributes became obsolete and were generic over ALL character classes. (min str, no mana, all vita, maybe some dex) However, pre-patch and pre-LoD attributes were a key part of character customization as you could build a sorc that focused on energy shield, which meant almost all mana and minimal vitality. (it was OP, but that's not the point) You could also make a melee sorc, where it was viable in early patches as game balance wasn't based on LoD itemization, which meant, for this build, crazy str/dex+vita which doesn't happen anymore. This is something that a lot of people aren't taking into consideration! Attributes became a broken mechanic after the LoD, it was far more useful pre-expansion and has a lot of room to be reiterated and applied to Diablo3 in a new and compelling way! Anyways, back to the analyzing.

- 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.

- 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 unusable due to pre-allocated stat limitations, that is going to be severely detrimental to the game experience.

It seems like a minor thing, maybe, but it has the potential to be a HUGE part of the game.

Other negatives that come to mind include, as stated before, an oversimplified experience taking away from one of the Diablo franchises greatest redeeming qualities.
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.
The last thing that comes to mind is it creates a world of mediocrity within the base of each character. When all characters have a base that is identical to all characters of the same class, it's like running around with a bunch of clones where the only thing separating you from your playmates is the armor you're wearing and the skills you're using.


With all that said, I think, despite my clear bias against the mechanic, there is merit in both aspects. If there wasn't, the development team wouldn't be using it right now.

The key thing is there must be some level of customization for stats as, after reading about the enchant skill for the Wizard, I personally want to make a melee Wizard with Slow time and teleport (striking runes and all that jazz). However the fact that my character might not have enough strength to use equipment that would ultimately make the class viable or representative to the image I want to portray, it becomes very apparent that this mechanic is of major concern for those, like me, that will want to explore obscure and abstract builds.

A compromise would be the best way to go I think. Complete control ultimately ends up with generic cookie cutter formulas for character building (as was evident in Diablo2:LoD) if done poorly and absolutely no control will most likely end up taking away from the versatility of character customization and the overall Diablo experience.
What that compromise is? I don't know, I'm no developer or programmer. I just hope the development finds some sort of middle ground.

Mentioned possible solutions/compromises

Splitting auto allocated points and allocatable points upon level up.

This is the best of the compromises presented so far. In fact, I think it could work even better then Diablo2's stat allocation system that gave players total freedom.
If we want to look at why this mechanic we first have to know the numbers in play;

In Diablo2 you got 5 points per level and leveled up 98 times (Starting at level 1 meant you didn't gain any stats for that level and 99 is the max: 99-1=98 total levels gained) therefore you you gained a total of 490 stat points by leveling up + 5 for each of the Lam Esens Tome quest in Normal/Nightmare/Hell difficulties.

Which means in Diablo2 you got a total of 505 points to distribute as you saw fit.

Now in Diablo3, we know you will be able to level up to 100, so that's one more set of 5 points we can give to the total stat pool in Diablo3's endgame.

So, aside from quests, we currently know there will be 495 points in Diablo3 assuming each level similarly distributes 5 stat points like in Diablo2.

Before I get into how dividing the points effects the stat allocation mechanic for the better, I will reiterate what the development team has stated is their reason for implementing this mechanic.
- They want to regulate stat allocation so that they can organize itemization based on predicted class level restrictions and base stat projections.
(basically what it boils down to.)

So, by splitting up stat points per level, here's what happens:

When you give a player 2 points to allocate per level it accumulates to 198 total points to spend wherever you want end game which is MORE then enough to customize your character and make up for any lack of a stat that may occur as a result of the automatic stat allocation. This leaves the development team 297 points to distribute and give them a very solid base for class predictions and itemization organization. REMEMBER, there will most likely be quests similar to Lam Esens Tome that will give you stats to distribute so I doubt 198 would be a problem. You can probably expect the number to be closer to 220 or 225 roughly.

OR

When you give a player 3 points to allocate per level it turns into 297 points to place as you see fit. Now, this still leaves 198 points for the blizzard staff to place under the guidelines of the auto-allocation system giving them a base to project what minimum there will be within the community regarding stats. However it is not quite as effective as the 2/3 ratio stated above.

This system would actually give the development team even MORE room to create compelling itemization options within the game as, by giving them a base, they can further expand on their knowledge of the possible items by knowing how far to raise or lower requirements based on what limitations already exist within the class bases which would similarly give players more options for creating unique and interesting builds that otherwise wouldn't be possible.

Personally, I would see the implementation of this mechanic (either 2/3 or 3/2 stat points) as a major step in the right direction and a positive iteration on the Diablo2 stat allocation system.


Quest rewards that would give you stat points.
Quests like Lam Esem's tome would be nice; you would need quite a few of these quests, though, to make it worthwhile being able to spend points where you wanted to.

Currently I would imagine this is already implemented however as a singular way to customize characters statistics I do not believe it would be enough. Only because a character with a sever detriment to a particular stat probably won't be able to make up for that disadvantage through quest stats alone, and if it did become a common reward, one could argue that it would give the game a feeling of mediocrity in that too many quests would give this reward if it was to be made viable. I believe 2-3 quests can be expected (not including Normal/Nightmare/Hell, so a total of 6-9 skill quests estimated) roughly given the projected quest prediction (I think they said something like 12 or so quests per act, give or take a few? Can't remember where, I'll have to source it later.)

To simply reiterate the stat allocation system by giving more compelling attribute effects to stat points to give players more incentive to place points in different statistics.

This is something I hope they do regardless of whatever system they settle on.

Personally, I am against the current build and hope they give the player more control over stat allocation in future builds.

Feel free to discuss your concerns here if I forgot to mention anything but this thread is created for searching for a compromise as I believe, given the effect of the art controversy petition and it's utter lack of effect, that is the best thing we can hope for IF we can suggest solutions instead of simply complaining concerning aspects we disagree with.

Also, feel free to offer an objective opinion and discuss currently suggested compromises.

konfeta
12-10-2008, 18:55
God bless you, sir. This is easily the best post I have seen on this issue.

+ to compromise. Remove stat inflation that causes fundamental balance problems, keep stats doing unique/significant enough things to differentiate between characters (a strength Wizard gets to wear plate, a willpower boosting Wizard will have noticeably higher spell damage).

cbr
12-10-2008, 19:05
While I'd like no auto stat alocation a 2/3 or 3/2 point split would be a major improvement to the system presented at Blizzcon.

Also I support giving stats more roles, as to make you want to invest in each depending on what class you are.

Mad Mantis
12-10-2008, 19:47
A very well thought out post. While I'd prefer total control over my stats, I could live with a point split compromise.

Peli
12-10-2008, 20:12
I disagree. I feel as if a hybrid system is the worst of both worlds; it prevents players from "aiming high" and truly building their character how they want, while also making fine tuned game balance very very difficult. Essentially, mages can wear quilted armor, and with a hybrid system, maybe they can focus on strength to wear hard leather. Now the designers have to balance quilted- hard leather for use by casters of a certain level instead of just quilted, and hard leather- light plate for Amazons (or whatever typical ranged class they include, the Wizard has led me to believe that they are done with class innovation with the WD.). So you can step up your armor a little, but still not enough to give you a real defense boost, and the devs have to plan for several kinds of armor instead of just one, maybe 2. I just don't see it as being worth the trouble, unless you allow for actual, logical extreme thinking. With only 3 assignable points per level, and no anni, no hellfire torch, would you ever realistically be able to use a stormshield on your sorc without totally gimping your vit? Would you ever be able to use spirit/ss and hit anything remotely resembling max block? Considering you basically need 2 dex per level to maintain max block with SS, no.

onishin
12-10-2008, 20:17
Guys, don't worry about customization. Remember the first gameplay video? 2 of the items that dropped were called ELIXIR OF VITALITY and ELIXIR OF WILLPOWER. Not to mention the fact that the devs like the idea of D1 books, they must have implemented the same concept, but for attributes instead of skills. That means base attributes will be upped by finding elixirs :)

visom
12-10-2008, 20:56
Well that sure explains a lot, at least we know now that we have some freedom and choice when it comes to choosing stat, and we won't miss out on an item because of stat neglect.

IcyYou
12-10-2008, 22:14
(same guy from the Battle.Net post :wave:)

I hear what you guys are saying, it's a pain to allocate points starting out only to find out you can't do what you want because you pigeon hole yourself with stats in the wrong location late game. However this is only a problem starting out. Referring to the longevity of the game, it is something that people wouldn't think about anymore as generally, people would know after getting used to the system exactly how they were going to build their character before they even created it and started playing it. If they didn't, there was some sort of build online that suited their taste and would be easy to follow.

Now, cookie cutter builds were more a result of synergies and predictable skill allocation. If they balance the skills effectively like they've said they are trying to do by making low level skills viable late game, cookie cutter builds won't be nearly as much of a problem as people will have more leeway with skills to create unique builds.

That being said, if players don't have the ability to explore obscure itemization options the ability to create a variety of unique and useful builds will invariably take a step back and will counteract the benefits of their current goal of creating skill balance and build versatility because players will ultimately be limited in the items they can choose, where potential items that they need to make a build viable will not be available.

So the issue is not in that points are automatically allocated, but in the fact that players do not have an option to choose where any stats go. In some form or another the system needs to make ends meet between the developer and the player.

I disagree. I feel as if a hybrid system is the worst of both worlds; it prevents players from "aiming high" and truly building their character how they want, while also making fine tuned game balance very very difficult. Essentially, mages can wear quilted armor, and with a hybrid system, maybe they can focus on strength to wear hard leather. Now the designers have to balance quilted- hard leather for use by casters of a certain level instead of just quilted, and hard leather- light plate for Amazons (or whatever typical ranged class they include, the Wizard has led me to believe that they are done with class innovation with the WD.). So you can step up your armor a little, but still not enough to give you a real defense boost, and the devs have to plan for several kinds of armor instead of just one, maybe 2. I just don't see it as being worth the trouble, unless you allow for actual, logical extreme thinking. With only 3 assignable points per level, and no anni, no hellfire torch, would you ever realistically be able to use a stormshield on your sorc without totally gimping your vit? Would you ever be able to use spirit/ss and hit anything remotely resembling max block? Considering you basically need 2 dex per level to maintain max block with SS, no.

Sure it prevents players from "aiming high" and truly building the character they want, but it gives them the ability to at least have some say in how their character develops as opposed to absolutely none.

Balancing isn't going to be easy no matter what they do for stat allocation. It's something they worked hard on for Diablo2 and then cut corners and threw it right out the window with Runewords that could be placed on a vast majority of low level and high level items that gave players the ability to allocate stats in a cookie cutter fashion that, previously, wasn't possible.

Don't forget, especially in the case of having the 2/3 ratio in the hybrid system, almost 300 points are automatically allocated, and I'm sure it is Blizzards intention to include the auto allocation mechanic in order to make sure of 2 things; 1. items are easier to design 2. all the stats aren't neglected and invested logically according to the class type (which pigeon holes classes into their stereotype). However, that being said, your dexterity won't be neglected by both your chosen stat points or your automatic allocation. Ultimately you get the same amount of points in stats, it's simply a matter of knowing where the stats are going and adjusting accordingly with your stat placement. So it is viable, but it's not going to be a perfect solution for both parties, but it's one that would be more than acceptable, I believe, once players got their hands on it.

Guys, don't worry about customization. Remember the first gameplay video? 2 of the items that dropped were called ELIXIR OF VITALITY and ELIXIR OF WILLPOWER. Not to mention the fact that the devs like the idea of D1 books, they must have implemented the same concept, but for attributes instead of skills. That means base attributes will be upped by finding elixirs :)

I totally forgot about those. That's a good point and I hope you are right about that.
The only reason I am skeptical about it working that way is how would you balance it? It would basically mean that, because they are randomly dropped items, a player could essentially have unlimited stat points end game, and what's stopping someone from massing them and giving them to a low level character, essentially boosting level 1 stats up to godly proportions? =/

I believe the potions will work more like temporary stat boosts. Remember, there are 2 slots in the UI to use potions and the development team wanted to make them less fundamental to game play. Essentially this would do it.

Sein Schatten
13-10-2008, 14:14
Guys, don't worry about customization. Remember the first gameplay video? 2 of the items that dropped were called ELIXIR OF VITALITY and ELIXIR OF WILLPOWER. Not to mention the fact that the devs like the idea of D1 books, they must have implemented the same concept, but for attributes instead of skills. That means base attributes will be upped by finding elixirs :)

Do you know those are permanent boosts? Maybe they are only temporary.

Kennoth
13-10-2008, 14:21
Sorry, just cant be bothered to read this gigantic text. We'll see how is this gonna work out with stats. Maybe they have a ready solution for which we dont know about yet

Sokar Rostau
13-10-2008, 14:28
I'm not usually a hater, but this is a stupid idea - Innovation the Blizzard Way "We'll take a standard feature of the genre out of the game! Yeah!" Doing this begs the question, what is the point of Stats if they're automatically allocated? Easier just to remove them altogether.

There is an easy solution, and it was implemented in Neverwinter Nights (not long after D2 was released if I remember correctly). NWN has a "Recommended" function where it is possible to get to maximum level without allocating any Stats, Skills, Feats or, in the case of casters, Spells. The game can allocate them automatically. At level up you can either sit there and do it all yourself or you can just hit the Recommended button and be on your way. Best of both worlds - total freedom or totally automatic, it's your choice.

konfeta
13-10-2008, 18:29
Gee, I don't know, maybe because of stuff like this:

Empowered Magic

* Rank 0/15
* Increases the effect of Willpower on your spell damage by 30%.

Conjured Power

* Rank 0/15
* Increased damage done by spells by 1% for every 10 points of vitality.

Or Elixirs?

Or Gear?

Or the interactions between them?

Look at the whole picture. There are benefits to taking out base stat allocation while keeping the concept of stats themselves, and it is possible to have casters with massive strength, etc. if they develop other means for them to acquire it.

Matora
13-10-2008, 19:01
When I told my sis about this change, her face lit up (A hard thing during your TEE) she said that she got the rest of the game really easily but struggled when trying to work out where to put her stats.

I myself (In my ealry Diablo years) used to wonder what the Hell was supposed to go where to get me what I want.

Blizzard is saying they want to get as many peeps playing as they can, including casual players. I thing although it was an element of play that allowed a great variety of customisation (Bwah ha ha ha ha ha!) and allowed for a few variant builds, the systems they are implementing now still allow for vastly different builds, just in different ways.

It also allows those not familiar with the series to just get up and going buy looking at the skills and loot at lower levels and getting picky later on (respecs).

Besides, later in the game after you conquer most of the legions of Hell (and heaven?) you can probably swing most good swords and shields, just probably not the godly stuff.

Easy to play. Hard to master.

cbr
13-10-2008, 19:10
From the article Flux wrote, elixirs don't add permanent stat points, they add for 5 minutes, so they are pretty much useless as far as this topic is concerned.

Apocalypse
13-10-2008, 19:55
this is a great post, i personally still rather complete control but i would be happier with a split than nothing at all. i understand the talk about how it will effect balance but really this solution only serves to make the devs job easier, they can balance the game for someone who wants to ramp up str with a wiz or whatever. i think you should just balance the class the "way it was meant to be played"(lack of a better term) and if someone wants to make a super strong wiz then let them, if it sucks then who cares, if it turns out to be way over powered just patch it up. want a barb with no str for some ungodly reason? go ahead and make it.

point is i always enjoyed making chars different ways, i never followed the standard cookie cutter builds. now i did play some chars that were pretty common on the realms, alot of them infact, but thats from me making a ton of chars and wanting to try almost all skills. i want to be free to do what i want with in the game

i think the best way to go imo is to allow a toggle switch of sorts where the player can pick auto allocation or self

Apocalypse
13-10-2008, 19:57
From the article Flux wrote, elixirs don't add permanent stat points, they add for 5 minutes, so they are pretty much useless as far as this topic is concerned.

will elixirs allow you to equip items that you do not have enough say str for? i wonder that. could i chug a str elixir, get just enough str to equip this new armor that happens to add to str? now when the elirix wears off i can still keep said armor on?

cbr
13-10-2008, 20:28
will elixirs allow you to equip items that you do not have enough say str for? i wonder that. could i chug a str elixir, get just enough str to equip this new armor that happens to add to str? now when the elirix wears off i can still keep said armor on?

I don't think they'll allow the str bug to persist, I don't think you'll be allowed to chug elixir after elixir, I think there will be a cap on how many you can drink at the same time.

Apocalypse
13-10-2008, 20:46
I don't think they'll allow the str bug to persist, I don't think you'll be allowed to chug elixir after elixir, I think there will be a cap on how many you can drink at the same time.

i am positive they will limit how many you can drink at once, but say you are 7 str short and have a 10 str elixir can you equip that item? i hope not but who knows at this point

Robwiks
13-10-2008, 21:27
TL;DR Version anyone?

Mad Mantis
13-10-2008, 21:45
TL;DR Version anyone?

We share. Say you get 5 skill points per level. Blizz can spend three of those points via auto-placement and the player can spend 2.

Robwiks
13-10-2008, 21:57
Thanks Mantis.

Dont like that idea, will just make things annoying. Let players put their points wherever they want, but make all stats worth the points so you feel like you want to put points in them.

Wirt
13-10-2008, 22:13
Hi all,

I feel like bringing a more positive look at it.


Large part of the complaint is about non-mainstream builds being impossible this way, like the melee Wizard. I agree. And that's not the only complaint, I know and mostly agree too.

But the removal of stat allocation enables Blizzard more freedom in (skill) design, because it's not possible one build based on extreme stats will suddenly own and therefore ruin the game. As a result, we now get more skills and, as I look at them, a lot more viable builds based on skill choices. I find builds based on different skill choices a lot more different then builds based on different stats.

Taking all this into account, I say we get a lot more variation and choices then in the previous games, even without stat allocation.

Now, of course I want all those skill choices AND free stat allocation. But what if that means an extra 6 months of balancing the game instead of releasing it, or an endless series of patches to counter über builds?

I have faith. I realized my stat allocation has usually been along the lines a class seems fit, a few experiments aside like the energy shield sorc. So to me it's not a big loss. Others may have been more on the extreme side and may be losing more game experience. But also look at what you get, no only at what you loose.

Wirt.

Ravidge
14-10-2008, 03:08
Here's an idea to keep the discussion going.

But first of all: I'm neither agains nor for the automatic statsystem, I'm in
the "Whatever, both works fine in my opinion" category I'd say.

(all the numbers from this point forward are just made up)
Right now the stats are automatically assigned in a set pattern, like 1 str, 1 dex, 2 vit, 2 willpower per level. And like a lot of people are saying this system does limits customization somewhat.

So I propose an increase in different patterns players can pick from. An example of 4 of these could be called "Brute" - "Balanced Combat" - "Balanced Caster" - "Determinated" (or something).
Say you are a Wizard that wants to use some heavy armor and weaponary. Picking "balanced caster" would probably not autoassign enough points in strength to be even close to that goal. However, choosing "brute" might boost your strength enough to close the last gap with stats from items.

Let's imagine a level nets you 5 statpoints and that a wizard starts with 10 strength (again, these numbers are just examples).

The heavy armor requires lvl 20 and 60 str
Massive axe req lvl 20 and 65 str
Not-so-Massive axe req lvl 20 and 51 str

Picking the b.caster setup could for example give:
str 0.5
dex 1.25
vit 1.5
will 1.75 / per level

and brute:
str 2
dex 1
vit 1.5
will 0.5 /per level

leveling up to level 21 with b.caster would get me from 10 str to 10+(0.5*20)=20 and that is nowhere close to the requirements of the gear stated above, trying the same thing with brute setup would result in 10+(2*20)=50 which is much closer to the 60 that's needed for the armor, just eqiup some +str items.


What this system does it makes for some interaction in how the game will spend your stat points while still keeping it within developer controlled limits. The developers would now have to balance the game for all four of these setups instead of one default, but It sure must be easier to balance this than if the stat system was completly playercontrolled?

It could probably bring some nice strategies in the likes of "level to 25 with b.caster and then switch to determinated until so and so level..."

I don't really know if this would work or if it's even a valid solution to the 'issue', it's just an idea I had. Also this thread got the right feel for discussion but it was not getting much attention so here's some bait.

mwille
14-10-2008, 03:15
My personal preference is total customization, but I doubt that Blizzard will go back to that. So, I'm adding a third alternative to the two already mentioned in this thread (summarized below).


Have a combination of auto & chosen distribution.
Display a recommended distribution that can be overidden.
Create "sub-classes" for each character, still using auto distribution.


The third option would give us (limited) customization within each class & still allow Blizzard to plan for a finite range for the attributes. After a character class is selected, they could list the standard distribution for that class & then allow us to increase/decrease the importance of each of them by a small % (keeping +/- balanced).

For example, the Wizard could start with the following distribution:
Strength: 20%
Dexterity: 15%
Vitality: 25%
Wilpower: 40%
Then give us a chance to shift the percentages among them with a max decrease of 5% (or whatever range Blizzard is willing to allow). This way we could create a stronger wizard by decreasing D/V/W by 5% each making them 10%, 20%, & 35%, respectfully, & boosting strength up to 35%.

Edit: Sorry, this is basically the same thing that Ravidge posted above.

Swordslash
14-10-2008, 05:07
IcyYou, you make a good effort in stating the positives of both sides. But I think I can quickly summarize your post and the heart of the matter, really:

Diablo 3 will not be like Diablo 2. :p

I'm sure some people see that as a potential positive. I don't in this case. Babies and bathwaters, etc.

CTH
14-10-2008, 15:39
recomended stats would be good for the new players, it wont solve blizzards balancing problem though. I guess you could do it like normal diff all skillpoints are auto and on hell and nightmare (when a palyer should know enough about the game to spend stat points) you can put your points as you want. Or have respecs at each difficulty...

Apocalypse
14-10-2008, 15:47
i still think a option to do stats auto or manual is the best solution however the recommended option would be nice also. in the end though bliz will charge you 15 bucks a month if you wanna do you own stats lol

TheDarkSide
14-10-2008, 16:07
I think the whole thing comes down to Blizzard not wanting LOD part 2 in Diablo 3.. Maybe less focus on items and more focus on the skills .. Im not really a fan of the way they want to do it , but I can see what they might be thinking here .. Id much rather be in control of all my points placement so Id be in favor of a split allocation . Also to consider - they may have something like Str build , Dex build , etc and you click which option you want on leve up ..

Apocalypse
14-10-2008, 16:27
i think they might actually be putting more focus on items now, they can just control what class uses what items

mwille
15-10-2008, 02:42
Here's an updated list of options/compromises.


Have a combination of auto & chosen distribution.
Display a recommended distribution that can be overidden.
Create "sub-classes" for each character, still using auto distribution.
Have set stats for normal difficulty, then let the player choose in NM & Hell.
Use runes to customize attributes. - There would be several levels of each type of rune (Str, Dex, Vit, & Willpower). There would be a single slot next to each attribute for a rune. Placing a rune (with a value of x) next to an attribute would transfer x points from that attribute to the one associated with the rune. Of course the number of times the runes could be removed/changed should probably be limited.

Jcakes
15-10-2008, 03:29
I must say I like Ravidge's and Mwille idea (3 in the post above).
I would personally either go with a system of allowing each skill to be changed by ~5% (in terms of favouritism) or having three options for each class(combat/balanced/caster). I actually think I would prefer a system like this to the current (d2) system.

Edit: you guys should probably read this (http://diablo.incgamers.com/blog/comments/bashiok-answers-post-blizzcon-diablo-3-concerns/) article

Lord_Jaroh
15-10-2008, 03:49
Create different reasons for upping Strength over Mana for a Wizard (maybe strength is how quickly the pool regens, and Mana is the damamge, while Vitality leads to how deep the pool is, and Dex enables critical hits with Magic or some such thing) and give a reason for Barbs to spend into Mana. Doing this makes sure the variety builds stay. You gave an option for Wizards to be melee oriented with skills. Now support it by allowing us to choose stats that help it, rather than being gimped by a Wizards own Strength and Vitality that have been auto chosen for us.

IcyYou
15-10-2008, 05:05
Good news!

http://forums.battle.net/thread.html?topicId=10972021570&pageNo=4&sid=3000

Now that he has clarified that items will no longer have stat requirements I believe it is far less concerning.

Auto-stat allocation doesn't give players the ability to customize as flexibly, however, given the positives Bashiok mentions, I really can't say I'm against it. I'm not particularly for it either, but I'm neutral leaning towards agreeing with it now that that misconception has been lain to rest.

And to help alleviate those whom may or may not still be concerned with character customization through stat allocation. Remember, stats alone were rather simple and it was through a cohesion of Stats(requirements/bonuses)/Items(bonuses)/Skills that made up character class customization. Only 1 of those is being taken away and, put simply, being such a straight forward mechanic, I doubt it would take much for Blizzard to add another mechanic that similarly works in cohesion with Items and Skills if they have not already. (Skill runes, anyone?) Even more then just replacing it though, I'm sure Blizzard has plans to expand on character customization through other mechanics not yet announced, so I don't think there is anything more to worry about this issue personally.

I can see how PVP and Hardcore may be a concern, however one can only really speculate on one hypothetical scenario at a time while keeping a coherent message. Once we start speculating on how Hardcore works as well as how stats effect it, all hell breaks loose and no one really hits home with any point. Wait to see how things work out, I think everyone will be happy personally.

Stats have been the only thing that jumped out as a concern for me thus far, and it's no longer an issue (Melee sorceress FTW!!!) so I am, once again (like I ever wasn't =P), very much looking forward to D3!

Akse
15-10-2008, 09:17
Create different reasons for upping Strength over Mana for a Wizard (maybe strength is how quickly the pool regens, and Mana is the damamge, while Vitality leads to how deep the pool is, and Dex enables critical hits with Magic or some such thing) and give a reason for Barbs to spend into Mana. Doing this makes sure the variety builds stay. You gave an option for Wizards to be melee oriented with skills. Now support it by allowing us to choose stats that help it, rather than being gimped by a Wizards own Strength and Vitality that have been auto chosen for us.

Sockets, skills, item choices can enhance our melee cababilities..

classix
15-10-2008, 11:38
Sockets, skills, item choices can enhance our melee cababilities..


i strongly believe akse and finland are noobs

mouseman
15-10-2008, 12:38
I like the idea of auto-stat points. D2 stat-point system was pointless and repetitive, we all know that. They have stated that items don't have stat based requirements so don't worry about that.

Bottom line is that people are getting concerned because they think D3 is D2 (and D2 with auto-stats would suck). It is natural to reflect the new game to the old one - but there is a lot that we don't know. The skill rune mechanic alone is more than sufficient to replace the stat allocation mechanic as a customizing mechanic. And bashiok said there's a lot more to come.

People whined about the graphics. Everyone who played the game at blizzcon liked the atmosphere and the art. The same thing is going to happen with stats, once you see the big picture.

Don't worry too much. They know what they're doing and even if they didn't, you can't change anything. Sorry :)

Akse
15-10-2008, 14:27
i strongly believe akse and finland are noobs

^^ 10charss

stillman
15-10-2008, 15:18
Ravidge's idea is great. The only thing I would change about it is don't let people switch their path part way through. If you chose "brute", you're stuck with it forever. It you took "brute", then switched to "spellcaster" or w/e at lev 50 you'd get some wierd mediocre combo of both which is neither brute nor spellcaster.

But yeah, the idea is outstanding. Maybe add even more, like actually make "glass cannon" one of the options. Of course, "glass cannon" would not be the extreme build we're allowed to make on d2. It would be more like 3 points automatically go into dex each level, 1 goes to str and one goes to vit, plus every 3rd level one of the dex points would get put into willpower. Or, 2 points go into dex each level and 1 point into each of the remaining. You'd be left with a glass cannon build that is not game-breaking like in d2 where you can put every last point into dex.

People's customization would still be limited to 5 or so variations of auto-stating per class, but at least every WD would not have identical base stats at lev 26 which is one of the big fears.

BTW, I don't know what all the fear is about. We're going to be in diapers playing this game 50 years from now. We're going to have SO MANY potential builds to try (from 60+ skills per class), I think everyone will be wishing there was LESS customization!!! That's right, you'll all be eating your words...

Apocalypse
15-10-2008, 16:55
i will be happy to be eating anything 50 years from now........