PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
A little old now (obviously), but I ran across this for the first time and it pretty much hits the nail on the head re the expansion:
http://www.rockpapershotgun.com/2014/03/28/wot-i-think-diablo-3-reaper-of-souls/
I'm now a good part of the way through Act V with my Crusader (up to a point with the unfortunately WoW-esque sight of a boss angel with a rocket launcher). Act V has very pretty maps that will be good for adventure mode, but the Act itself feels a bit lazy and more like an add-on to Act I than anything - moreso than any other act, the majority of monsters are reskins of Act I undead (which I like thematically, particularly as there are a few necromacer-type monsters about) and few offer any new abilities or types of attack. The Act even has few unique destroyable item graphics: mostly a mix of barrels, vases and crates taken from previous Acts, as well as the same styles of chest and rack (very trusting place, Westmarch - you can find weapon racks on every street corner, and chests lying about).
It's larger than the truncated Act IV, though having met the first big boss and I suspect being close to halfway through as a result, I suspect it's smaller than the others - the maps are large but there don't seem to be many of them. On my first runthrough I can't comment on the level of randomness, but there are a great many events and most of these appear to be scripted since they tie into minor story points, add bonus objectives to main quests, or add peripheral characters who turn up in town once rescued. So far there are no secondary full dungeons like the Khazra Den, or apparently random caves.
The follower quests are a nice touch, but even by Diablo standards the voice acting for the new characters is terrible and the sketchy story filled with 'kill them just because' characters (remember Zoltun Kule, the guy you got a random instruction to kill after finishing the quest he was part of for no terribly obvious story reason? Well, here you get stereotype peasant revolutionaries who decide that, just because you disagreed with their philosophy, it's a smart idea to attack the most powerful hero in the realm. Or thieves populating an empty dungeon for no terribly good reason other than to sneer at you and then die).
The Mystic's a nice if rather odd touch (and again with terrible voice acting, and not much better script. Didn't play the female Monk? Never mind, you can enjoy an excruciating fake Russian accent anyway, without ever needing to load Company of Heroes 2!) and provides the only really novel thing D3 can claim to have done with its loot (since Shen's just a talking Horadric Cube and you could buy random-property magic items since Diablo I), however with 'loot 2.0' I've yet to find much need to have my items' properties tweaked substantially and the crafting material requirements can be onerous - usually I either get the piece I want or one with too few properties than can be switched for anything more useful. I suspect she's good to obtain and then play with starting/low level characters in Adventure Mode more than anything else.
So, no experience with adventure mode yet but the rest of the additions are all welcome but as an aggregate not worth anywhere very close to the asking price of the expansion. Incidentally, those 10 extra levels are in practice only 8 aside from the experience requirement - at least for the Crusader, but since all classes presumably have the same number of skill unlocks the same will apply there: seems no one told Blizzard that a total of one new skill, five new runes for it, and two new passives do not add up to 10. In the Crusader's case, this means no new goodies at levels 66 and 68.
EDIT: It seems that Westmarch Heights at least is randomised, as are the events - the bonus objective monsters will just show up on the streets if the right events don't trigger. I've also found a full Plague Tunnels dungeon with its own monster types.
One annoying apparent bug, however: if you log out after dying to Uzrael, unlike other bosses you don't start again with a portal to the immediately adjacent room, and unlike most bosses there's no adjacent waypoint - you have to go through the whole Westmarch Heights level again (also all the conversations reset to the point before you got to the Heights, leaving lots of annoying silver stars floating around at camp).
http://www.rockpapershotgun.com/2014/03/28/wot-i-think-diablo-3-reaper-of-souls/
I'm now a good part of the way through Act V with my Crusader (up to a point with the unfortunately WoW-esque sight of a boss angel with a rocket launcher). Act V has very pretty maps that will be good for adventure mode, but the Act itself feels a bit lazy and more like an add-on to Act I than anything - moreso than any other act, the majority of monsters are reskins of Act I undead (which I like thematically, particularly as there are a few necromacer-type monsters about) and few offer any new abilities or types of attack. The Act even has few unique destroyable item graphics: mostly a mix of barrels, vases and crates taken from previous Acts, as well as the same styles of chest and rack (very trusting place, Westmarch - you can find weapon racks on every street corner, and chests lying about).
It's larger than the truncated Act IV, though having met the first big boss and I suspect being close to halfway through as a result, I suspect it's smaller than the others - the maps are large but there don't seem to be many of them. On my first runthrough I can't comment on the level of randomness, but there are a great many events and most of these appear to be scripted since they tie into minor story points, add bonus objectives to main quests, or add peripheral characters who turn up in town once rescued. So far there are no secondary full dungeons like the Khazra Den, or apparently random caves.
The follower quests are a nice touch, but even by Diablo standards the voice acting for the new characters is terrible and the sketchy story filled with 'kill them just because' characters (remember Zoltun Kule, the guy you got a random instruction to kill after finishing the quest he was part of for no terribly obvious story reason? Well, here you get stereotype peasant revolutionaries who decide that, just because you disagreed with their philosophy, it's a smart idea to attack the most powerful hero in the realm. Or thieves populating an empty dungeon for no terribly good reason other than to sneer at you and then die).
The Mystic's a nice if rather odd touch (and again with terrible voice acting, and not much better script. Didn't play the female Monk? Never mind, you can enjoy an excruciating fake Russian accent anyway, without ever needing to load Company of Heroes 2!) and provides the only really novel thing D3 can claim to have done with its loot (since Shen's just a talking Horadric Cube and you could buy random-property magic items since Diablo I), however with 'loot 2.0' I've yet to find much need to have my items' properties tweaked substantially and the crafting material requirements can be onerous - usually I either get the piece I want or one with too few properties than can be switched for anything more useful. I suspect she's good to obtain and then play with starting/low level characters in Adventure Mode more than anything else.
So, no experience with adventure mode yet but the rest of the additions are all welcome but as an aggregate not worth anywhere very close to the asking price of the expansion. Incidentally, those 10 extra levels are in practice only 8 aside from the experience requirement - at least for the Crusader, but since all classes presumably have the same number of skill unlocks the same will apply there: seems no one told Blizzard that a total of one new skill, five new runes for it, and two new passives do not add up to 10. In the Crusader's case, this means no new goodies at levels 66 and 68.
EDIT: It seems that Westmarch Heights at least is randomised, as are the events - the bonus objective monsters will just show up on the streets if the right events don't trigger. I've also found a full Plague Tunnels dungeon with its own monster types.
One annoying apparent bug, however: if you log out after dying to Uzrael, unlike other bosses you don't start again with a portal to the immediately adjacent room, and unlike most bosses there's no adjacent waypoint - you have to go through the whole Westmarch Heights level again (also all the conversations reset to the point before you got to the Heights, leaving lots of annoying silver stars floating around at camp).