NASE
20-03-2009, 10:19
Hi,
As we all know, blizzard is very likely going to implement an auto-stats systems. This means that we won't be able to chose our stats like we did in diablo II. blizzard will chose them for us. Yet at the same time, the other ways of customising stats will become more important. Currently, we already know that skills will affect the effect of stats and that equipment will provide additional stats. And that perhaps there will be more systems that have something to do with stats.
I'm wondering how you all stand towards these systems. Do you believe the effects of equipment should be as large as manual stats are in diablo II? Do you prefer an enchantment systems rather then a mod system? Do you want to see charms return as the main way to customise stats? Or do you want to get rid of the passive skills that effect stats?
I want to know what you think.
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A second thing to remember is that there might be an other unknown system that effects stats. what would this system be?
I myself have an idea for a possible system and would like to know if you think it's implementable. Or is it flawed?
My system goes a follows. My systems uses the talisman as a vessel for gems/jewels (or whatever you want to call them). These gems will affect stats directly and will affect stat-like effects such as fhr, fcr, resistance. The idea is to put them into the talisman where they stay until you want to clear the talisman. Clearing the talisman destroys the gems. The idea would to provide up to 100 DII stats for a decent talisman and as much as 200 for a perfect talisman, keeping balance issue manageable (I hope).
The gems will be created by a special system somewhat resembling the horadric cube. The idea is the combine 3 items with certain mods into this device which will then provide you with a gem.
Lets have a look at some examples. Lest say we find 3 items that give us strength. 'cubing' them will result in a gem that offers strength. However, 'cubing' 4 items, 3 with strength and 3 with life will result in a gem that offers both strength and life.
The exact implementation will be part of the final balancing. Yet it's quite logic that if you use better items, you will end up with better gems. Again part of the balancing will be what mods are cubable. Items that offer enchanted damage might offer a little bit of strength - as eventually, strength affects enchanted damage. Items that offer critical strike might offer some dexterity.
What effects do I envision. First, have a clear and useful systems for the crap drops. As we all know, 80% of the drops won't be good to wear. There will be to few good mods combined. with this system, 3 of those useless mods suddenly become interesting. certainly if they have a good combination of str, dex, life or similar mods. 3 crap are items might offer a str, life and dex charms. Suddenly, this gets interesting.
A second things this offers is very elegant respecs. If you want to change the gems in your talisman, this means that you have to start over again. You can't keep the gems. SO if you are just starting out and you find out that strength isn't as effective, you can chance and just lose some crappy gems. However, if you are playing for quite some time and have gathered good gems. That respec will destroy your good gems. Is this still something you want to do? So if you are just experimenting with your build, you can change without to much problem. If you are on the other hand just changing because some guide tells you too after you have played the character for years, you are going to play seriously.
A third advantage is that this system don't use good equipment - unless you want to waste 3 enigma's for a huge strength gem. Equipment and stats don't go into conflict, and I believe this to be the right way to go.
A fourth thing to see is that the elite player can easily distinguish him from the noob. A noob will have to chance talisman configurations more often then the elite, so this elite will end up with a better talisman system then the noob. However, the noob can still be effective as long as he puts in enough effort. It's not noob-unfriendly.
Note that the effective implementation isn't set into stone. You can add the necessity to find an empty gems, you can force people to find more then 3 items etc.
P.S. please don't let this turn into an other auto-stats versus manual-stats thread. lets just forgot there is something like manual stats as I know someone will say something wrong and force others to respond. Just don't.
P.P.S. Feel free to propose other system if you want.
As we all know, blizzard is very likely going to implement an auto-stats systems. This means that we won't be able to chose our stats like we did in diablo II. blizzard will chose them for us. Yet at the same time, the other ways of customising stats will become more important. Currently, we already know that skills will affect the effect of stats and that equipment will provide additional stats. And that perhaps there will be more systems that have something to do with stats.
I'm wondering how you all stand towards these systems. Do you believe the effects of equipment should be as large as manual stats are in diablo II? Do you prefer an enchantment systems rather then a mod system? Do you want to see charms return as the main way to customise stats? Or do you want to get rid of the passive skills that effect stats?
I want to know what you think.
----------------------------------------------------
A second thing to remember is that there might be an other unknown system that effects stats. what would this system be?
I myself have an idea for a possible system and would like to know if you think it's implementable. Or is it flawed?
My system goes a follows. My systems uses the talisman as a vessel for gems/jewels (or whatever you want to call them). These gems will affect stats directly and will affect stat-like effects such as fhr, fcr, resistance. The idea is to put them into the talisman where they stay until you want to clear the talisman. Clearing the talisman destroys the gems. The idea would to provide up to 100 DII stats for a decent talisman and as much as 200 for a perfect talisman, keeping balance issue manageable (I hope).
The gems will be created by a special system somewhat resembling the horadric cube. The idea is the combine 3 items with certain mods into this device which will then provide you with a gem.
Lets have a look at some examples. Lest say we find 3 items that give us strength. 'cubing' them will result in a gem that offers strength. However, 'cubing' 4 items, 3 with strength and 3 with life will result in a gem that offers both strength and life.
The exact implementation will be part of the final balancing. Yet it's quite logic that if you use better items, you will end up with better gems. Again part of the balancing will be what mods are cubable. Items that offer enchanted damage might offer a little bit of strength - as eventually, strength affects enchanted damage. Items that offer critical strike might offer some dexterity.
What effects do I envision. First, have a clear and useful systems for the crap drops. As we all know, 80% of the drops won't be good to wear. There will be to few good mods combined. with this system, 3 of those useless mods suddenly become interesting. certainly if they have a good combination of str, dex, life or similar mods. 3 crap are items might offer a str, life and dex charms. Suddenly, this gets interesting.
A second things this offers is very elegant respecs. If you want to change the gems in your talisman, this means that you have to start over again. You can't keep the gems. SO if you are just starting out and you find out that strength isn't as effective, you can chance and just lose some crappy gems. However, if you are playing for quite some time and have gathered good gems. That respec will destroy your good gems. Is this still something you want to do? So if you are just experimenting with your build, you can change without to much problem. If you are on the other hand just changing because some guide tells you too after you have played the character for years, you are going to play seriously.
A third advantage is that this system don't use good equipment - unless you want to waste 3 enigma's for a huge strength gem. Equipment and stats don't go into conflict, and I believe this to be the right way to go.
A fourth thing to see is that the elite player can easily distinguish him from the noob. A noob will have to chance talisman configurations more often then the elite, so this elite will end up with a better talisman system then the noob. However, the noob can still be effective as long as he puts in enough effort. It's not noob-unfriendly.
Note that the effective implementation isn't set into stone. You can add the necessity to find an empty gems, you can force people to find more then 3 items etc.
P.S. please don't let this turn into an other auto-stats versus manual-stats thread. lets just forgot there is something like manual stats as I know someone will say something wrong and force others to respond. Just don't.
P.P.S. Feel free to propose other system if you want.