Thoughts on Diablo III?

So both D3 and Gods & Kings in May. Pretty awesome.
 
Diablo 3 beta is getting a major patch as we are speaking, implementing the new skill system. Jay Wilson explains the new skill system here.

Spoiler :
Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we’ve been hard at work on the rune and skill systems, and today we’d like to share details on the changes you’ll see in Beta patch 13. We’re confident that these changes will make Diablo III a better game, and to help illustrate why, I'll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.

I'll start with the skill system. Our high-level goal with this system has always been to give players a great degree of power to customize their characters. We believe we accomplished that early on by abolishing skill trees and moving toward an open-ended system where skills, rune variants, and passives are chosen at-will by the player in a flexible customization system.

That goal and the system have been great successes, but the amount of customization we have available doesn’t mean anything if it’s not useful in combat situations. Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of “easy to learn, difficult to master.” What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success: the wholesale slaughter of the demonic invasion. With that combat-depth goal in mind, we’ve been internally categorizing the skills since the inception of the system. Many of you could probably identify what these categories were if we asked, and some players have even mapped out what they are fairly accurately.

For every class we essentially created three common types of abilities, and then a handful of class-specific ability types. All classes have skills that fit into categories we call Primary Attack, Secondary Attack, and Defensive. Primary Attack skills are frequently used abilities that typically generate resources. Secondary Attacks are more powerful attacks that are limited in use through resource cost or cooldown. Defensive abilities are used to escape or control the flow of combat. Beyond that, classes have unique categories, like armor spells for the wizard or mantras for the monk. We used this methodology to help us design the classes and their skills, but we weren’t exposing this to the player despite the fact that these categories would give the player, like they did our own team, a better understanding of how the classes work.

One of our other goals is to ensure our game controls and interfaces are easy to use so that players spend their time trying to master game mechanics rather than fighting an interface. Giving players complete freedom to choose “anything” with no direction as to how our systems are intended to work was a failure in our design. There was also a detached relationship between the bottom-bar UI and the skill system. We have six skill slots, and six spots to put skills, but the two interfaces didn't really interact, and stocking abilities in your interface felt awkward.

To fix these issues, we focused on two core changes: (1) exposing the skill design intent by categorizing the skills and (2) linking skill selection directly to the bottom-bar UI to make assigning skills a clearer process. When viewing the skill screen, you’ll be presented with your six skill selection slots; each of these correspond directly to your bottom bar, and each will provide a specific list of skills from which to choose. By providing a clear-cut guide on how to best maximize your build potential, we hope to cover that “easy to learn” half of the mantra.

You may already be fuming because you’re a “difficult to master” type of person, but before you run to the forums, we have you covered. In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it. We hope the new, more guided interface will give you an in-game heads up as to the intent of each skill -- and maybe even be the way you play through the game in Normal -- but if you eventually have a build that simply can’t be accomplished the way we’ve laid things out, you’re free to pop on Elective Mode and take the skills you want.

While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we’ve been working to make some rather intense changes to the runestone system. Before we get too far, it’s probably best to clarify our terms: First, they’re now called skill runes, and they’re called skill runes because they’re no longer a physical item, but built directly into the skill system. Let’s back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues.

Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem.

Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we’re confident hits all of the desired mechanics and solves all of the related issues – and that’s what I’m going to talk about today and what you’ll see in Beta patch 13.

With the new skill rune system, you’ll be unlocking new skills as you level up just like you always have… but in addition you’ll also be unlocking skill runes. Now, when you open the skill window, you’ll choose which skills you want in which slots, the skill rune variants you’d like, and your passives. All of this is done directly through the UI, and all of the options from the skill, skill rune, and passive systems are unlocked through character leveling progression, leading to a cleaner overall integration of these systems. Just as we set different skills to unlock at specific levels, skill rune choices unlock at different levels as well.

Another thing we strive for in our games is “concentrated coolness,” and while rune quality levels made sense when we were attempting to itemize them throughout the game, they make far less sense as runes are unlocked through the UI. We didn’t want to get back into a situation where you’re clicking a button to pump points into skills. It’s far more concentrated (and cool) when your rune choices have a single and powerful benefit to your skill choice. The new skill rune system does not have ranks, and we’ve instead made each around the equivalent to what the rank 4 or 5 rune was previously. One click, you make your rune choice, and you get an explosive benefit to that skill. That feels a lot cooler.

Runes have been by far the biggest design hurdle we’ve had in the game, and as you know we’ve been continually iterating on them. We fully expect that some of you will be disappointed that runes won’t be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we’re launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.


Before I wrap up, I did want to cover that one of the added benefits of the new system is that you’ll be unlocking something every level all the way up to the level cap (60). Now, with each level you’ll unlock at least one new skill or rune, and in most cases you’ll be unlocking three or four. The most immediately exciting part of that system is that skill runes begin unlocking at level 6, which means that players in the beta test will finally be able to play around with some rune variants.


Phew. Well, there you have it -- the new skill and rune systems! We strongly believe that these changes are going to make for a better Diablo III, and we’re looking forward to you trying it out in patch 13, which should be live any minute now (if it isn’t already). As always, we’d love to hear your feedback on your experiences with these changes. To help center the conversation on these changes to a single location, we’re going to lock comments on this blog and encourage you to post in a thread we’re specifically making to discuss this: Skill and Rune Changes Discussion.

Thanks for reading.

Jay Wilson is Game Director for Diablo III and won first place in the team’s chili cook-off competition. Recipe available upon request.


At first sight, I'm not liking it. To me, it sounds like another aspect of character customization has gone out the window with this. The itemized rune system made you want to commit to a kind of build and hunt for runes that related to the skills you had decided to work with. Now though, everybody can swap skills AND runes at any time.

I used to use the old rune system as a way to convince people that unique character builds with some level of commitment into them would still exist in Diablo 3. Now I feel I even lost that argument. Is gear all that will differentiate characters? And will it? When every barbarian is using the same armor at the same level like in WoW?

I guess I'll see in the beta, at least we can actually try runes this time. Maybe there's something I'm not seeing. They will have to do something either with gear or I don't know what.

Yeah, not a fan. I think this is pretty much the last nail in the coffin for me in terms of my interest in this game. There now appears to be no customization between characters of the same class. If me and a friend of mine both make a Barbarian, we have functionally the same exact character all the way from 1-60. There are a limited number of skills you can have active at any time, but since it seems you can change these around at any time and at no cost this is not a compelling level of customization. Very interested in how exactly Blizzard thinks this game is going to "continue delivering a great experience for the next 10 years!" considering that once you have a character of a certain class at max level you have no reason to ever make a new character of that same class. I feel quite confident predicting that this game will not have even close to the 10+ year staying power that Diablo 2 had.
 
I think they are integrating a system where you accumulate magic find bonuses or XP gain bonus the longer you stay with the same skill setup. I mean they are looking at ways to limit the number of times someone will swap skills... But still.

In a way though, even in a game like WoW, you could change your skills by paying a bit. I remember playing a Defense warrior (specialized in defense tree), and while I could have switched any time, I didn't. I think they've since made it much simpler to switch between skill setups though.

I find it hard at this point to predict if this game will have the staying power of previous games. Even if it's just 3 years, I'll probably play it more than most other games I buy these days.
 
Did anyone else try the beta out on the free weekend? I gave it a run-through with the Monk and the Barbarian. I actually tried out the wizard too, but quit only a few levels in.

In all, I have to say that I'm very excited for the game now. I was skeptical of a number of changes, but it all seems to have worked out for the best! I really like the new skill/rune setup. Instead of just using a few skills, I ended up using all of my available skills almost constantly. I also enjoyed the switch from having mana for all characters to having a variety of different spellcasting resources. For example, the barbarian's 'rage' drains over time, instead of recharging. This use-it-or-lose-it method really helped me get into a barbarian mindset for play, using special abilities constantly and charging into combat in order to accrue more rage.

I only got a taste of the crafting and economy, but again, it seems to be much improved. One of my favourite changes is the fact that gold actually has value. While I'm always skeptical of MMO-like systems, I really enjoyed the, albeit much limited, crafting available in the beta. I never really played the really high level stuff in D2, but I think that the crafting system will help alleviate the tedium of constant Baal/Meph/Blood runs that I remember doing. I probably won't get involved in the real-money auction house myself, but I have no objections to it. It just legitimizes an already-existing system and will probably reduce the number of scammed players.

I'm not crazy about the always-online restrictions. However, I think that it is necessary if they are going to introduce a real-money economy that they limit cheating/hacking in every way.

TL/DR: would bang, will buy.
 
I've been in the beta for a few months now. Have played it many times with all character classes. But I'm pretty much done. Only so much fun to be had with finding "Sturdy leather boots".

I'm still disappointed that they removed the old skill rune systems where runes were drops. Now, the only customisation you have is with the items you will get. Hopefully, the items will be specialized enough to force you to eventually kind of make a choice of what skills you will be using most often.
 
I've been in the beta for a few months now. Have played it many times with all character classes. But I'm pretty much done. Only so much fun to be had with finding "Sturdy leather boots".

I'm still disappointed that they removed the old skill rune systems where runes were drops. Now, the only customisation you have is with the items you will get. Hopefully, the items will be specialized enough to force you to eventually kind of make a choice of what skills you will be using most often.

How did the old rune system affect skills? It's been a long time since I played, but I recall runes only being able to be set into socketed items with rune words acting kind of like extra magic properties.
 
The runes gave the same benefits as they do now... Except instead of having them just given to you at some level, you had to find the rune stones to "socket" in your skill. Or you could trade for them I guess. And there were also various levels of rune stones. So you could get a rune stone that added ice damage to a certain skill, but then it was only a lvl 1 rune stone, eventually you`d want to upgrade that stone to something better (or stronger ice). I don't know, it added a dimension to the character and some level of skill commitment ("I really like this set of 5 skills, I gotta find rune stones for them!), which is now gone since runes just unlock at some predefined level, which is pretty boring I find.
 
Runes should be more like D2. Use em and they are stuck.

Well, that's really my problem with the game. There's no sense that any choice I make matters long term because every single decision you have to make about your character aside from it's name can be easily changed later. The reason I don't see this game having the staying power of D2 is because once I have a max level character of all 5 classes I will be done leveling. There's no reason to ever make, say, a second monk, because I can rearrange my first monk's runes and skills at will to match the new build I had in mind. What kept me coming back to D2 time and time again was thinking "Man, I just thought of a fun paladin build, I'm gonna start a new paladin to try it out!" With that gone the replay value of this game will be seriously compromised.
 
Well, that's really my problem with the game. There's no sense that any choice I make matters long term because every single decision you have to make about your character aside from it's name can be easily changed later. The reason I don't see this game having the staying power of D2 is because once I have a max level character of all 5 classes I will be done leveling. There's no reason to ever make, say, a second monk, because I can rearrange my first monk's runes and skills at will to match the new build I had in mind. What kept me coming back to D2 time and time again was thinking "Man, I just thought of a fun paladin build, I'm gonna start a new paladin to try it out!" With that gone the replay value of this game will be seriously compromised.

That was partly my thought... But I liked the compromise of runes being not stuck on the skill permanently. As in, it was hard to get good runes for the skills you chose to use most, and THAT was the commitment, once you had a good set of high level runes for a particular set of skills, you had committed. That was enough for me. But now eh, I don't know.

I hear what you're saying. But I think they're trying to make something different. I can't really judge from just playing the beta if what they're doing is worthy of Diablo. It will be somewhere between Diablo and World of Warcraft, for better and worse. Most likely, the type of gear you will be getting will be for better use of a specific set of skills. "Starting new characters" is not really in their design philosophy this time, as evidenced by the character limitations. I liked rolling new characters too. I think they want to keep building the end-game, so that end-game becomes the beginning of the road. Can't even play the last difficulty level without being max level. In the end, I roll new games even in games where it's not necessary.
 
End game being the beginning of the road is exactly why I ultimately got bored of and quit WoW. I know what they're trying to do and I understand why they'd want to do it but WoW already exists, what I wanted was Diablo, not a hybrid of both. They've messed around too much with the winning formula IMO. I might still get the game because between the 5 classes there is probably enough content to get my $60 worth out of the game, but I won't be playing this game for years the way I did D2.
 
End game being the beginning of the road is exactly why I ultimately got bored of and quit WoW. I know what they're trying to do and I understand why they'd want to do it but WoW already exists, what I wanted was Diablo, not a hybrid of both. They've messed around too much with the winning formula IMO. I might still get the game because between the 5 classes there is probably enough content to get my $60 worth out of the game, but I won't be playing this game for years the way I did D2.

It's also why I stopped playing WoW. Although in WoW you COULD change your build, and you can still do it. I never did, because in my head I was a specific build, so eh.

Still, I find it premature to be convinced I won't get hooked on something else about D3 that I might like. Might be a different winning formula. I still have D2 if I wanna play that. In any case, as you say, even with messing around and scratching the surface, I'll probably log 5-10 times more hours than most AAA titles that come out these days.
 

Not impressed with this interview. PC gamers aren't afraid of console development because we're worried the PC is dieing. We're afraid of console development because whenever a company starts developing for both platforms simultaneously, the PC always gets the shaft. We end up with games with terrible controls, horrendous UIs, and capabilities limited by the processing power of an Xbox 360. In short, once a company starts dabbling with consoles, it's only a matter of time before the PC starts getting crappy ports instead of being the primary development platform.
 
Man, even in Diablo III, Blizzard managed to make the game too easy.
At least here they have accepted the feedback and increased it a bit, too bad it never happened in WoW... :-/
 
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