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(Thanks Zatic for the thread.)
Got a simple question?
• What is the best weapon for a Wizard?
• What are the system requirements, and why does every website have different ones?
• How times do I have to kill the Skeleton King before [X] drops?
Ask in this thread when you have a simple question that can be answered by a simple answer. Please always check if you can find an answer on Google or by using the Search function first. Most simple questions have already been answered elsewhere.
What not to ask in this thread:
• When is D3 release date?
• Is there really a pony level?
• What is the best class? • Why is Blizzard selling power on RMAH? (Blizzard isn't selling it, and it is no different from a regular auction house, but much safer than buying gold from third parties)
Anyone doing anything in this thread but asking or answering simple questions will get their asses kicked. (let me know via PM if you think I should change anything in the OP)
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After watching a couple of streams I noticed that when you lvl you have no customising options available at all? Is this true or am I missing something? Because the way I see it Call of Duty is more of a rpg than diablo 3 atm..
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What is the maximum level you can become in the beta? And as a follow-up, what is the highest level skill you can have? Originally I thought level 10 was the maximum but I just saw a movie of a Wizard using Disintegrate which means he was level 13.
EDIT: For the people playing it: Blizzard said one of the things they really wanted to do was to keep the people in the action. Did they succeed? I mean, on an average playthrough (When you have the Stone of Jordan and the cube-thingie enabled), how many times do you go to town? Just for Quests or more often (Buying potions, buying items, something else?)
On September 12 2011 01:38 Roflhaxx wrote: After watching a couple of streams I noticed that when you lvl you have no customising options available at all? Is this true or am I missing something? Because the way I see it Call of Duty is more of a rpg than diablo 3 atm.. If you are talking about stat points, they removed those. There have been a lot of interviews about that on numerous websites. Some people think it makes sense, others don't. Skills still get unlocked at level up, customization will mainly be done through skill-runes and items.
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On September 12 2011 01:38 Roflhaxx wrote: After watching a couple of streams I noticed that when you lvl you have no customising options available at all? Is this true or am I missing something? Because the way I see it Call of Duty is more of a rpg than diablo 3 atm..
Read this post:
+ Show Spoiler +On September 09 2011 08:23 Dox wrote:On the subject of removing Skill Points, Bashiok made this fantastic post a while ago when it was first announced. I'm totally cool with it. + Show Spoiler [Bashiok on Skill Points] +I realize there’s a lot of information spread around, I’m hoping to bring some of it to a single post and hopefully get our point across and reassure you that the changes we’re making are for the betterment of character customization options, and ultimately your long-term enjoyment of the game.
So, why did we get rid of skill points? (Note: this is a supplementary min/max explanation. There are lots of other reasons which have been touched on in the past such as how players approach our game, supporting the idea of builds, observing how players behaved in internal testing, etc. This is just further explanation that I think will resonate with some of you.)
In Diablo III, we really want to improve the combat depth. Part of having combat depth involves having skills that are useful in different situations. In Diablo II players often used a single skill to deal with almost all situations: Blessed Hammer, Frozen Orb and Bone Spirit to name a few. Players invest 20 points into a single skill and use it as much as possible. The only reason a player would swap away from their primary spam skill is due to monster resistances/immunities. If a monster was immune to your primary spam skill, you’d either skip the encounter completely or fall back on a second skill. Neither of these answers provides the player with much combat depth.
To support combat depth, skills need to have different roles. Here is a very simple example: •Magic Missile deals 15 damage to a single enemy
•Arcane Orb deals area of effect damage for 10 damage each
With these two skills we’re beginning to develop some combat depth for the player. Use Magic Missile when you’re facing one enemy, use Arcane Orb when you’re facing multiple enemies. But you may also want to use Magic Missile if one enemy is a “high priority target” in a group, and you want it to die quickly. In this simplified example players can still defeat a horde of enemies by casting Magic Missile multiple times, or they could defeat a single large enemy by casting Arcane Orb multiple times, but that wouldn’t be as efficient as a player who uses the right skill for the right situation.
Ok so that basic layout of combat depth out of the way!
With skill point spending your skills get better as you invest points into them. The problem is that this destroys combat depth. If after pumping a bunch of points into Magic Missile it now deals 70 damage to a single enemy, assuming my enemies have any reasonable health, then Magic Missile becomes a better choice than Arcane Orb even in group situations. If after pumping a bunch of points into Arcane Orb it now deals 45 damage, then it deals more damage than Magic Missile to single targets. Now rather than using the right skill for the right situation, I’m using the skill I’ve put all my points into. Skill point spending has eroded away combat depth.
Why did we go from 7 skill choices to 6? (Note: again, this is a supplementary explanation. We’ve gone over some of the other reasons elsewhere, but this is specifically targeted at those of you here who feel strongly that 7 means there would be more build diversity than 6)
Diablo III emphasizes build customization. We feel that 6 skill choices actually creates more build diversity than 7.
Why? Well for any given set of options, the greatest number of combinations exists when the number of choices you can make is close to half the number of options you have. Some of you may remember a high school math problem like this: There are 12 differently colored marbles in a bag. How many different color combinations can you get by choosing X marbles? Well as it turns out the solution for various values of X are:
•1 marble: 12 different color combinations
•2 marbles: 66
•3 marbles: 220
•4 marbles: 495
•5 marbles: 792
•6 marbles: 924
•7 marbles: 792
•8 marbles: 495
•9 marbles: 220
•10 marbles: 66
•11 marbles: 12
•12 marbles: 1 (there’s only 1 way to choose 12 marbles from the 12 in the bag)
The greatest number of possible combinations happens when you are choosing 6 from a possible 12.
You may be asking what 12 has to do with anything as classes all have over 20 skills available to them...
This is true in theory, but in practice players tend to (and really should) pick up skills to fill different roles so they can be effective. Categories such as single target, area of effect, auto-targeting, debuff, defensive, group buff, escape, crowd control, 2-minute ubers, pet skills, etc. etc. Players generally take at most two (and often one) skill to fill any particular role. For example, the Wizard has Ice Armor, Storm Armor and Energy Armor, but I don’t think anyone is going to take all three (though maybe somebody will take that as a challenge and prove me wrong), most players will choose one Wizard Armor spell (note that this can change dramatically with some rune effects). If we look at each class, depending on how you count, you get anywhere from 8-12 different types of skills. So we err on the high side in our category estimate (12) and that means 6 is a pretty good number to maximize build variety.
It's important to note that we’re not just talking about you and your friend having Wizards with slightly different skills, we’re talking about you and your friend having 6 skills that are different in functionally significant ways.
Closing remark! When we pull math out like this I’m sure somebody will point out that if our only objective was to maximize build combinations we’d have allowed people to also choose 6, 7 or 8 passives rather than just 3. So I’ll counter by saying maximizing build combinations is not our only objective. We also want our system to have aesthetic flavor, to be simple to understand, and to have the passives in particular feel impactful. We have many different goals that we take into account when making any design decision. In the case of active skills, we felt the increase in variety was one of many good reasons to go from 7 to 6.
So how many skill combinations are there now?
Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations. That’s not taking into account skill types for ‘ideal’ builds, but that’s always been a big part of the fun of experimenting (and longevity for Diablo II) - finding a build that shouldn’t work, and making it. And on a completely unrelated note - can we please try to limit the number of posts spamming / whining, "I want a beta key, I wish I had a beta key, I hope I get a beta key?" Kind of frustrating having to scroll through dozens of them before finding a post with any value.
Also, a wide selection of passive skills and the ability to fundamentally alter skills using runes will allow for further customization.
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this is maybe a stupid question but if there are more difficulties and I play on the hardest one and my friends on the nub level can I play with them ? Also can I play the hardest difficulty from the start or do i have to finish the game 1st ?
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Vancouver14381 Posts
On September 12 2011 02:54 NIIINO wrote: this is maybe a stupid question but if there are more difficulties and I play on the hardest one and my friends on the nub level can I play with them ? Also can I play the hardest difficulty from the start or do i have to finish the game 1st ?
You have to beat hell difficulty to unlock inferno since all monsters there are >lvl60
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On September 12 2011 02:54 NIIINO wrote: this is maybe a stupid question but if there are more difficulties and I play on the hardest one and my friends on the nub level can I play with them ? Also can I play the hardest difficulty from the start or do i have to finish the game 1st ?
/facepalm
Somebody has no idea about diablo.
Yes you can team up with your friends, even if you are at max lvl, and they are fresh characters, but you'll have to join on normal difficulty and that won't be fun at all for you.
And no, you can't start on the hardest difficulty, would be utterly retarded, since you won't be able to defeat a single mob. And you'll most likely die in 1 hit.
Sorry for my rudeness, but I recommend you to play some diablo 2, you'll understand a lot more about the difficulty system used, plus if you haven't played diablo 2, you have missed A LOT.
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On September 12 2011 02:54 NIIINO wrote: this is maybe a stupid question but if there are more difficulties and I play on the hardest one and my friends on the nub level can I play with them ? Also can I play the hardest difficulty from the start or do i have to finish the game 1st ?
Everyone starts as level 1 on normal difficulty. You CANNOT change that. When you kill the final boss (probably Diablo) you unlock nightmare difficulty where monsters are approx same lvl as Diablo on normal diff but yeah, go play some Diablo 2. Then you will know first hand how it works.
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When a player joins your game are they automatically added to your party? Can you hostile other players in your game?
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On September 12 2011 03:35 beeDuck wrote: When a player joins your game are they automatically added to your party? Can you hostile other players in your game?
In D3 there is no more party system, since the hostility option has been removed. (There will be dueling and PvP in special games for that purpose, but it's not going to be an option in regular, PvM games.) The D3 Team found that it was pointless to have a additional party system menu with invitations and joining required, so they simply removed that option. All players in the same PvM game in D3 are in the same party, by default.
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more "hostile switch" or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. http://www.diablowiki.net
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On September 12 2011 03:35 beeDuck wrote: When a player joins your game are they automatically added to your party? Can you hostile other players in your game?
From what I've seen in beta, you cannot hostile someone. The versus mode (Arena PvP) is for that.
I believe everybody in a game is automatically in the same party. No point of joining a game where you don't play with the people that are in.
Basically, no more PK and no more joining random games and go solo to have better xp/drops.
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It seems like you don't get to distribute stat-points yourself when you level up and as far as I understand, there are no skill points either. Do you get to choose anything at all when you level up?
Are skill runes and items the only way to spec your character?
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Did Blizzard ever address the difficulty level at the latest stage? I really hope it's not like hell in d2 where only 1 class can solo it. *hammerdin* *Wink wink*
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On September 12 2011 04:19 LaSt)ChAnCe wrote:Show nested quote +On September 12 2011 03:35 beeDuck wrote: When a player joins your game are they automatically added to your party? Can you hostile other players in your game? if it's anything like diablo 2, they are not immediately added to your group Show nested quote +Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more "hostile switch" or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. i cannot find a concrete answer on the first one yet, still looking
I don't think it will be anything like Diablo 2. Since you can't go hostile and the players limit has been lowered to an amount, having separate parties makes no sense. I don't remember a specific post by Blizzard about it, but they have been saying coop games are supposed to be coop games, so I see no utility in having a party system.
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On September 12 2011 04:29 SKC wrote:Show nested quote +On September 12 2011 04:19 LaSt)ChAnCe wrote:On September 12 2011 03:35 beeDuck wrote: When a player joins your game are they automatically added to your party? Can you hostile other players in your game? if it's anything like diablo 2, they are not immediately added to your group Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more "hostile switch" or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. i cannot find a concrete answer on the first one yet, still looking I don't think it will be anything like Diablo 2. Since you can't go hostile and the players limit has been lowered to an amount, having separate parties makes no sense. I don't remember a specific post by Blizzard about it, but they have been saying coop games are supposed to be coop games, so I see no utility in having a party system. that was a placeholder while i researched, see the edits!
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On September 12 2011 04:29 Xplitcit wrote: Did Blizzard ever address the difficulty level at the latest stage? I really hope it's not like hell in d2 where only 1 class can solo it. *hammerdin* *Wink wink*
Obviously every class will still be able to solo Hell, and probally Inferno. They never wanted both games to be strictly multyplayer games, if you like playing by yourself you should still be able to. Inferno will also have a flat difficulty level, where every monster has the same level and should be harder than Hell.
And it's not like only one class could solo Hell in D2. Not even close. Some needed more itens than others, but every single one could do it. Ussually with multiple specs.
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On the streams I've watched, I don't think I have ever seen a Wizard or Witch Doctor run out of mana. Are the other classes similarly easy on their ressources, or do some require more conservative play? In other words, do some characters need to use their skills sparingly and normally use the standard attack due to spirit/fury/hatred/discipline constraints?
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@Scorch::
For Wizard and Witch Doctor, you don't really run out of resources unless you're spamming the spells or using expensive spells. Right now, most of the spells cost relatively low mana/arcanepower compared to some of the later spells that can cost a large portion of your resource pool at higher levels. Once you have access to these more expensive but more powerful spells, and +%cast speed as well, I think there will be a lot more emphasis on resource management.
Regarding Monk/Barbarian, you'll never use normal attacks (as far as I know) because you will just use a Fury/Spirit building attack in it's place. I think there's 8 of these for both the Barb and Monk and each one is different so there's a lot of variation there. The Spirit/Fury consuming skills do seem to consume a lot more of the resource though.
For Demon Hunter, discipline skills seem to be much more utility based and it feels like it regenerates much slower than hatred. Hatred almost seems like rogue energy from WoW though, it regenerates pretty fast but you consume it fast as well. I ended up going from spells to auto attacks pretty often on demon hunter as it regenerated enough to cast the ability one second, and the next it would be autoattacking while it regenerated again.
Short Answer: Just from level 1 to 10, it feels like there's a growing emphasis on resource management. I definitely ran out of resources for each character and ended up auto-attacking or waiting for it to regen on Leoric fight. I think it's just an early level feeling that you have unlimited resource because of the relative easiness of the early game.
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currently, it's supposedly blizzard F/F for invites to beta, but there are reports of people who say they have 0 connection getting invites.. anyone know what's up with that?
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Are there going to drop more items if you do a dungeon in a group?
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