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This is actually a piece of design that a lot of games that have random content use. I play a roguelike called Stone Soup Crawl and "vaults" -- which are similar to the special areas in D3 -- are randomly dispersed in the following way (as an example):
33% common
33% uncommon
33% rare
This allows players that have been playing the game a long time to still have the chance to see new things, and get that feeling of exploration. If the distribution was flat then it would be much more likely that an experienced player would have seen all of the content in a much shorter period of time.
Also, those looking for a free turn based RPG should check out Crawl.
I completely agree. I really dislike this new skill system. I miss the old system with my skill and attribute points. That's what really allowed the smarter players to accel at the game. I know I am going to play diablo 3 anyways because at the end of the day it is all about the loot but I know for sure that I will not be playing diablo 3 as consistently or as long as I played D2
The attribute system was basically just a means to an end. Attributes allowed you to use the items that defined your build much more than the attributes themselves ever did. If you take items out of the equation, then attributes were almost worthless, unless we're talking about Vitality. To make things worse, if you didn't know the requirements of all items before you started your character it was guaranteed that you will screw up.
The skill system wasn't so bad, but it was much more restricting than the current one. Smart choices are the end result of a trial and error process, which was painful in D2's skill system. You had to start new characters constantly to further refine your build, since there was no respec, but you still had to try out skills to see whether they're worth your precious skill points.
D3 eliminated the need for attribute point spending by removing stat requirements from items, which has the positive effect that you won't have to respec or start a new character to reallocate your attributes if a good item drops for you which you didn't know about beforehand.
As for the skill system, smart players will still do better with the new system, since the huge amount of affixes on your items should still influence your skill choices. The game helps you in making these decisions, but a deep understanding of game mechanics will still be required if you want to play a build optimally. The game wasn't dumbed down, but it won't require you anymore to spend endless amounts of time with new characters if you want to experiment and improve.
Last edited by HardRock; 23-04-2012 at 16:46.
Ahaha aha hahah ahahaha ha aha aha HA AHAH AHAHAH HA HAHAHAHA GHAAAA HAHAGHAGHAHAHHAAAAAA!!!
But seriously though, how is that even a proper impression of the game, you just made some random newbtube comments at best.
And here i was expecting a HUGE raveharu post detailing how and why everything is so amazingly great about this game, what a profound sadness.
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