Tuesday, May 22, 2012

: Thoughts on Diablo III post-launch.

Warning: You might not want to read this post if you don't want to diminish your enjoyment of the game.

I've been playing the game for about a week now, and I've come across several issues that I want to talk about. Before I start I just want to say that I do enjoy the game, a lot. While the rest of this post might suggest otherwise, I don't dislike it, and I think it's real fun to play. But there are several things that consistently reduces my enjoyment of the game.

Simplicity

The absolute first thing that I have an issue with, is the class development system. I mentioned this in my "Thoughts on..."-post, and my fears have been realized. The leveling up of my character, while always giving me new stuff to play around with, really isn't fun. There's absolutely no choice in what skills or runes you get. You can choose what you use, but eventually you'll get everything, and in a very specific order. There's no feeling of customization, it's too linear. I'll admit, the skill trees of Diablo II, Titan Quest, Torchlight, etc, are far from perfect. But I feel that this is a big step in the wrong direction. And I really don't understand why they removed the ability to assign stats ourselves. That's just ridiculous.

Class-specific gear

There's lots of class-specific gear in this game, at least a couple of type for each class, but the problem is that they don't feel special enough. They don't give enough benefit compared to the other types of gear, particularly because the benefits they might give takes up one random enchantment slot. If you get a white class-specific item, there's absolutely no benefits to it at all. In Diablo II, the benefits of class-specific gear was built into the item itself, before any enchantments. I don't understand why they couldn't do it this way in Diablo III as well. 

Randomization

I am very disappointed with the random maps system. It's only really used properly in dungeons and underground ares, it seems. All the above ground areas are the same shape every time. Sure, there's some randomness to what events and bonus dungeons you come across within each area... But there's no real element of discovery to it, as it was in Diablo II. After your second run of the game, you can essentially just walk directly from one above ground area to the next without much thought. And that's not what I want, at least. 

Gems

First of all; There's too few of them. What happened to Sapphires and Diamonds? And what about Skulls? I guess they limited it to only four because there are only four different stats, or something. But I can easily think of more bonuses for the other gems, particularly if you re-introduce the elemental-damage part of the gems. I mean, the only really viable option for gemming a weapon right now is a Ruby, the other bonuses seem pointless to me.

Second; Sockets take up an enchantment slot? I don't understand that. That was one of the great things about gems and sockets in Diablo II; Any item could have sockets, even unique items that normally didn't, and could be enhanced further by adding stuff to those sockets! I mean... What? Why? What's the reason behind this? It's one more element of customization gone from the game, essentially.

Monk Combat

This is just a minor annoyance, but why doesn't the Monk use the weapons he has equipped? I created a Monk wanting to go for the bo-staff as my chosen weapon, hoping to see some epic staff-combat (as the bo-staff is my absolute favourite weapon), but he still punches everything. He walks around with the staff in his hand, but as soon as he attacks it's on his back and he's using his fists, no matter what skill I use. I'm guessing this is a result of them removing normal attacks from the game, another thing I cant quite understand. The only times you're able to use your weapon normally is on level 1, before you get your first Secondary skill, as the right mouse button is then set as a regular Attack, and when you run out of your resource and try to use a secondary skill. 

Battle.net

I will admit that there are a few benefits to always being connected to Battle.net, particularly the ability to join and leave games on the fly, without having to exit and set up a server, or, if you are the server, wait until everyone has left before you can leave without being lynched. But, with my current connection, if I try to do anything that uses just a little bit of bandwidth, things start to get laggy as hell. I refreshed my Tumblr dashboard on my other computer, a few gifs started loading, and the game just stopped completely. And then there's server down-time, and lack of a connection... This is not a fucking MMO. I want to be able to play this game whenever I want to. Having the Battle.net connection as an option would be fine, but not a requirement!

2 comments:

  1. I disagree with you quite vehemently on the class development system. I think this is the best system I've seen so far.

    One of my major pet peeves with Diablo II was that you could essentially screw up your character whenever you levelled as there was no way to "respec". I don't want to spend time looking at guides, trying to figure out how to optimize my skills and my stats. The system they have now actually makes it possible to choose whatever best fits your play style. I wouldn't have it any other way.

    If you screwed up your character somehow in D2 you actually had to level a new character. I mean, who actually wants to do that just for putting a few skill and stat points in the wrong places? This system makes it impossible to fail as far as class development goes and makes it a lot easier to focus on combat skills.

    To be honest I'm eager to see what will happen with this in Torchlight 2. To be honest I'm hoping for a hybrid of D3's system and what they had in Torchlight 1. Being able to level skills is fine but you should to be able to respec without huge costs, and I don't want to have to worry about stats at all. Too many times I've come across a nice item that I meet the level requirements for but still can't use because I put too few points into some stat while levelling. It just shouldn't work that way, in my opinion.

    As for the rest of your grievances, you make good points. Speaking of gems, rubies certainly seem to be the "best" option for weapons and that doesn't really make sense. All the gems should be viable alternatives. I have to admit though, being able to boost your crit damage is quite cool. Shit can get crazy if you itemize correctly.

    And of course, this Battle.net "always online" DRM thing pisses me off. If Blizzard continues down this path, which I'm sure they will, I might be skipping their games in the future. I don't approve of this business method, and I've boycotted companies before for not agreeing with how they do things.

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    1. I'm not saying I want to go back to the Diablo II system, far from it actually. I completely agree with you that the Diablo II system is very much flawed. But, while this system is very functional, it's also very boring. I want more choice in what skills I get when, not be fed my skills in a certain order. I want an actual skill tree of some sort, so I can pick and choose what I want, not have everything all the time. What we have in Diablo III just doesn't feel like character development in any way. It just feels... Boring.

      And yes, I agree with the stat requirement on equipment. It seems that Torchlight II has solved this in a very nice way, by having items have both level and stat requirements, but only one of them will have to be met. So an item requiring level 30 and 70 strength can be worn by anyone over level 30 -or- with 70 or more strength.

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