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I made characters, played with them, and had fun with them long before I even knew what that "Battle.net" button was or that guides existed for the game. During that period stats were always secondary, an annoying limitation telling me what I could use and when.
I stand by my point. Stats were an illusion of choice. I didn't feel "creative" when I saw an item my character wanted to use and started pumping points to equip it.
Thanks for showing me that you know exactly how Diablo 3 will play (or what characters I used in D2) and how lacking in "customization" its characters will be. Would you mind me hiring you as a psychic?Thanks for showing us you only played post 1.10 hammerdins, there are many many other possibilities people played for fun. Completely removing them because they are unable to balance items is a cheap way to go around it and as it stands now, I won't be wasting money on the game.
That was pretty epic how you squeezed so many baseless assumptions into one post.
Personally for me, it was skill combinations and not attributes that diversified my characters. All I see this doing is pushing stat allocation onto items, therefore you choose what stats you want by what items you wear (which, of course will be restricted to what you can trade/find). If you want that best in slot ancient armour for your wizard, you may have to sacrifice those killer boots for something which boost your stats sufficiently (as well as being awesome ^^=); not forgetting also -% reduced requirements. The only real requirement is that the stats used to restrict gear access must be relevant for your character. It makes no sense to force a Witch doctor to stack some strength on his items if it didn't do something else meaningful for him, for example, allowing his pets inherit his stats.
The benefits seem pretty clear with auto-stat allocation. Take for example Duriel, for hardcore characters that don't boost Vita early expect to be flattened by the slug. Even that has a limiting aspect in the fact that you then won't have the strength or dex to have the most current/protective gear available. Forcing players to do a bit of overleveling in most cases, to be certain to avoid death. I'd expect encounters to be much more evenly balanced than this. As I mentioned before item choices get an extra layer of meaning too.
I can see why this would worry players from a d2 perspective, but as stated already in this thread, we can't make presumptions based on d2's item system yet. Until we get a better idea of how Blizzard intends to balance item availability, which we've had no information on yet.
So instead of going the other way and making the stats a much more interesting piece of gameplay, they decide to just axe them. Seriously, why even bother putting them in? Since I can't decide myself how I want to distribute the stats why should I be concerned about how high they are?
This is the first really moronic move I've seen from the D3 team. In their zeal for keeping things "fast paced" they are forgetting that character customization is one of the few things that keeps people interested in the game. Not the mindless slaughter of monsters. More customization is better. Don't try to "streamline" is, make it something more interesting.
Witch Doctor = top half of a Flayer Shaman = cracked-out, grass-wearing, jungle hobo = bobbing clown who vomits leaves a.k.a. Bobo the clowning village idiot. And people thought Necromancers had an image problem.
Dont like it, what if people want melee casters? of all the positive changes to the game, this one sucks.![]()
What is this "customization" you speak of? In D2 even though you can put your attributes in whatever you want, no serious player actually does that. It's always str/dex for items, little to no energy, and rest on vitality. Either way it'll boil down to all classes having the same stat build.
Isn't D2 already item focused? A level 50 with godly items will have a decent chance of beating a level 99 with crap to decent items, that's already too much item based to me.
Well isn't the point of being a caster/summoner is to have low defense but greatly make up for it with their supportive skills and powerful spells? If you have a caster that can wear the same armor, you'll basically have a caster that can tank pretty well which eliminates the point of being a ranged attacker and requires absolutely no unique strategies to use.
Btw why would you want a melee WD/wizard? Too much time to kill?
D3 is still about customization, you can choose character genders, use runes to provide added effects to spells, have gems to change a weapon's abilities.
Because there could be items with +stats? Quests that gives +assignable stats? Elixirs? Etc.?So instead of going the other way and making the stats a much more interesting piece of gameplay, they decide to just axe them. Seriously, why even bother putting them in? Since I can't decide myself how I want to distribute the stats why should I be concerned about how high they are?
Also, why the flying <expletive> do people scream "OMG NO MORE CUSTOMIZATION EVERY CHAR WILL BE THE SAME WTF BLIZZARD" because they changed, not removed, but changed one aspect of how you can do customization?
I don't really care either way but if the removal of player stat allocation makes for better balance and an overall better gameplay experience (could effect monster design as well) then so be it. There seems to be plenty of character customization already with the skill trees and the runes. I can't say I like the idea of Wizards wearing the same armor as barbs anyways.
QFT. It still may turn out to be an awesome game, but from what we know now, this is idiotic.
Because you're wrong. Blizzard removed, not changed, but removed one aspect of how we can do customization. We can't customize our base stats anymore. The game does it for us automatically. That's called removal, not change.
Also: can you explain to me what problem removing base stat customization fixes? because I still don't get it..
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