Well, it's quite easy to imagine that. It would be more or less like playing D2 but without the runewords. Most of the power in your build would actually come from the skills and synergies between them and challenge would still be there (as there would be no easy way to break immunities, skipping content with Enigma or having an insane merc with Infinity/Insight).
Runewords ruined D2 IMO. Now frenzy is not such a great lvl 30 paladin skill since you can get a high level of it on an item and stuff like that. Super easy to get insane ms/ias/fcr along with high armor values and resists etc. The game was pretty much changed into finding runewords and building around them, not using items to empower what you already had.
Damn... Now I have an urge to play D2 without LoD. But it would have to be 480p, wouldn't it?
No you can play D2 classic on D2R with the updated graphics afaik there are always players who prefer it for a bunch of reasons including rares being potentially better than uniques etc.
On October 13 2022 06:51 andrewlt wrote: D2 was also much easier than vanilla D3's inferno, where they made the asinine decision to have MMO raid style progression. The gearing requirements were much higher, unless you play a class like DH that can dodge everything. And even then, you have to play perfectly because some overtuned crap like Belial will just 1-shot you. And you have to save your tumbling move for emergencies because with bad RNG, you can't dodge all the projectiles and stuff being thrown at you without it.
Having rifts as the endgame doesn't help either. It made the game competitive and people would whine if one class can do level 50 rifts and another class can only do level 40 rifts. Once you get higher, almost everything is a one-shot so you have to dodge everything or spam skills that make you temporarily invulnerable or skills that would stop enemies from doing anything. It forced Blizzard to have to attempt to kinda balance D3, which they never had to do with D2 absent very edge cases like vanilla Barb WW and Necro CE.
From what I remember of D2, armor was pretty useless for the squishier chars like sorc and necro. It was all about resists and block rate/speed. Stuff like magefist or frostburn were BiS because almost nothing that spawned on that slot was really useful for a sorc. Int was mostly a newb trap that didn't really do much either. And life/mana steal were incredibly OP on the physical damage builds. Did they ever buff elemental damage? I remember it being weak and you only want it because of a lack of alternatives.
MF was a mistake. Since endgame in any ARPG is an item hunt, you never want to incentivize your player base to equip weaker gear with more MF over stronger gear with less MF. That's a terrible dilemma to give players.
Armor was mainly low prio on ranged chars because the majority of ranged attacks that actually hit you weren't physical and you were often running anyways (if you weren't teleporting). Energy is imo still a good thing to level early on and then get rid off later via reset when you have gear that adds mana. The problem with it is more that there's a ton of it on later gear imo and stuff like insight just replaces it.
I don't have a problem with stats being weaker or stronger, it still creates dilemmas like "do I want 20 all res or 500 armor more on my chest? Do I still want all-res if I'm close to the cap in fire res anyways or is there some item I could swap my fire res boots to?". Similarly I don't mind MF at all, because it really makes you question your build and how much you can get away with until your killspeed and survivability suffer. I think it's a good way to reward players that can get further with less tbh.
I also don't think grifts was what made balance discussions, it's just fairly normal nowadays. They didn't have to balance d2 because at the time nobody really cared about PvE balance.
Don't get me wrong, D2's itemization definitely has it's flaws, among others how strong runewords are in comparison to uniques and sets and that there are some huge outliers that a lot of builds revolve around (insight, infinity, enigma to name a few). Overall I really don't like how item dependent physical chars in comparison to magic/elemental chars are. But it's still miles ahead of pretty much any other ARPG I've played and I've played a lot of them.
I played sorc the most. I still remember magefist, wall of bones (?), and that unique studded leather armor as being close to BiS for almost the entire game. The issue I was talking about is that rares are pretty terrible for ranged chars because affixes like +armor% don't do much of anything for them. For necro/sorc, energy doesn't add to damage so it is terrible compared to what int is in D3. So something like magefist is close to BiS because of the increased casting speed. Nothing that can spawn on rares in that slot can remotely compare. Having physical chars being more item dependent in comparison to magic/elemental chars was common back in those days. It wasn't just a D2 issue. Developers slowly came around that that was a mistake.
I can't comment on builds with runewords. I only played D2 for maybe 4-5 years. I don't think I ever completed a single one except the ultra low level trash ones.
In D2, the endgame is leveling your char to 99 and the item hunt. In D3, the endgame is leveling paragon levels and the item hunt. The issue I have with MF is that it provides a disincentive to actually use the drops you find. It totally dampens the excitement of finding a "better" item just to see that is has less MF than your current one.
I think that people cared about balance in D2, just nowhere near what it is today. Blizzard only had to take care of clear outliers. In D3, they had to balance the chars more closely to each other. And they did it by constantly buffing the weaker sets of the underperforming characters. And that of course resulted in pretty ridiculous levels of power creep every season. Hitting certain set bonuses in D3 just jumped your power by ridiculous levels.
Honestly I found main stats in d3 extremely boring, they all were "have a defensive feature + damage if it's the right one for your class". There was zero and I mean zero decisionmaking attached to stats in d3, you always took main stat and ignored the rest. I like that in d2 they do different things and depending on your build and items you want some more than others. I agree that Ene was not in a good place, but again mainly because Ene was easy to replace with gear and pots. If you didn't get full value out of your pots because your max mana was too low statting ene would still be a fairly significant dps increase.
I always compare MF vs killspeed and safety. Yes, you eventually reach the point where you don't need to anymore, but by then you don't really need MF either. Overall I'd argue MF is under- and not overpowered because in the end runes are all that matters and MF doesn't work on them, can even decrease their drop chance in some cases.
I agree on balance, but I also think that they didn't really nerf outliers in d2. Items like enigma and CTA never got the nerf they clearly deserved and the Hammerdin was buffed by Blizz initially and afaik never touched afterwards.
On October 14 2022 06:35 andrewlt wrote: I think that people cared about balance in D2, just nowhere near what it is today. Blizzard only had to take care of clear outliers. In D3, they had to balance the chars more closely to each other. And they did it by constantly buffing the weaker sets of the underperforming characters. And that of course resulted in pretty ridiculous levels of power creep every season. Hitting certain set bonuses in D3 just jumped your power by ridiculous levels.
Yeah, the power spikes in D3 were really surprising. I still remember to this day, going through the campaign for the first time and everything seems OK. There's a bit of challenge, it's kinda fun and all. Then I get some nice rare drop and all of a sudden it changes from having to struggle a bit to one-shotting everything. Later on when you complete your set it's also a huge power spike. It was kinda sad to see some main bosses getting one-shot even before they appeared on the screen on torment difficulties.
I'm not really a fan of gear being the main driving force behind builds. I find games more interesting where the main strengths of your build come from skill choices etc. and then you use gear to supplement and elevate that. Not the other way around.
Feels bad when you need some very rare and specific items for your build to work. I'd rather have a working build regardless of gear and then having the journey of refining it through finding better gear and seeing how far I can take it. This way instead of huge power spikes you get small incremental upgrades, which for me give a better sense of progression based on the work I'm putting in instead of having random jumps that feel (and mostly are) more based on luck than anything else.
I remember how disappointed I was in D3 with my sorc set. Where I had this meteors randomly falling down the skies even beyond my screen, doing like 250 billion AOE dmg. Was cool for 5 seconds but got boring really fast when I realized I could just walk around doing nothing and everything died. Very anticlimactic.
Pretty much agree with all that and with the part about small incremental upgrades. Small upgrades ensure that the difficulty is stable and still exists (you don't get OP), your items have potential long useable time (don't get obsolete fast), have more trade value, and the range of places that your character will have good gameplay at in the game world is likely much larger which gives the player choice of where to go and what to do with good gameplay and risk/reward at all stages of the game.
It notably opens up the playstyles so that for example players who like to rush forward can still do so and benefit from it, but players who would rather build up and hang out where they are also benefit from that in another way (because what they can get still have significant value for later), which in the end gives you choice of how to play at any time. That effect could be negated by something as simple as character levels giving you much more power per level so that even if you want to farm lower places, it's better to just rush the XP then come back and one shot everything to get it so small upgrades in the skill systems are probably better, depending on the rest of the systems.. (could deny loot from monsters if they are a lower level etc). Although here the game also has HC mode so you run the risk to die before you can come back to the lower place ofc, still better to avoid having low risk / high reward stuff I think.
I have to say that I absolutely loathe small incremental upgrades the way a lot of MMOs and loot shooters do. ARPGs are a lot about the item hunt for me and if I don't notice my upgrades because they are so small I quickly loose interest. Imo a lot of games nowadays could use stronger discrepancies, if I find a good unique I want it to change my experience and then keep carrying it for a bit because it's my current BiS. That's how I get attached.
It's one of the reasons I don't get why people want rares to be better than uniques. D3 vanilla worked that way and it never felt like my upgrades did anything or had any personality. It's fine in the case that there's a very unlikely rare, but I hate the way in a lot of ARPGs uniques feel like any other drop.
To clarify: I don't like completely build defining items and that's something d2 has way too many of. But I do think that very rare named items should be BiS or near BiS and that uniques should generally be a bit above their level in power. If I run around with a named cleaver of mayhem I want that cleaver to cleave better than the random handaxe the smith sells for a few coins, even if I found the cleaver of mayhem two levels ago.
I think the point for rares being better than uniques is that they can sometimes be better but rarely, so that you don't necessarily ever really have a BiS item and you can't necessarily predict what your BiS items are going to be (well that's already the case with uniques kinda cause you don't know what you're gonna get, but it just further increases the possibilities and choices). Tbh in LoD there is still room for that and crafted items even but that's also about not yet having your absolute BiS gear I suppose. (except for really rare rares being best for pvp in some cases i heard)
[honestly I'm not even a fan of the concept of "BiS", I suppose ideally even for your specific character build you may have a bunch of different items you might wanna use depending on the situation or what your character is doing or for that period of time etc. Which is also kind of the case with alternate weapons but yeah some OP items may end up being simply "BiS" I suppose, best to make them non-OP. Of course there's at least 2 meanings to OP there, one is the item is OP compared to other items and one is that OP items make the game too easy]
If I'd give an example with wow for small upgrades, since the upgrades can also be kinda rare or pricy, you end up keeping your items for quite a while because it's not necessarily worth spending the gold on a small upgrade for many levels. It also helps with keeping the balance in check for pvp in the context of wpvp, which includes pve so it's important nobody is that much stronger vs the mobs than the others.
That said in a ARPG I agree it's quite interesting that some of the upgrades can be more significant and impact gameplay quite a bit more. There's really pros and cons to that too eh. D4 being a open world ARPG..
I personally like the approach of build defining and/or powerful uniques but with the possibility of rares (rare) being better depending on your build. It's hard to achieve that though. In D2, some rares are better than a certain unique or runeword but they are so rare that you basically never get them. Some uniques or runewords are always BiS. This is imho boring because it takes away choice. PoE tries the same approach. Some uniques are extremely powerful and BiS for certain builds, either making a build viable or are just powerful in general. Some slots are very competitive though and it really depends if you want a unique or a rare. Rares are also not as simple as in D3 or D2 even. They have many unique and powerful modifiers by now. I don't think in either D2 or PoE the system is perfect. But I like the idea for arpgs because it makes itemsation and late game item hunt/upgrading potentially a lot more interesting, It's just hard to get the balance right and not overshoot on either rares or uniques. I also liked the general idea of sets in D2. Solid for the level range and/or a certain build but far from perfect. I think quite a few sets ended up too weak for the role they were supposed to take but again, the idea was good imho. It's beginner friendly while still leaving a lot of room to grow.
On October 16 2022 17:44 Miragee wrote: I also liked the general idea of sets in D2. Solid for the level range and/or a certain build but far from perfect. I think quite a few sets ended up too weak for the role they were supposed to take but again, the idea was good imho. It's beginner friendly while still leaving a lot of room to grow.
I also really like how sets in D2 are such that at times you might very well choose to use just 2 or a few of a set's items (despite having them all) for some partial bonuses while replacing other slots with uniques / a runeword or something else.
On October 16 2022 07:14 Archeon wrote: I have to say that I absolutely loathe small incremental upgrades the way a lot of MMOs and loot shooters do. ARPGs are a lot about the item hunt for me and if I don't notice my upgrades because they are so small I quickly loose interest. Imo a lot of games nowadays could use stronger discrepancies, if I find a good unique I want it to change my experience and then keep carrying it for a bit because it's my current BiS. That's how I get attached.
Well, you can really have both. Take Grim Dawn for example. Perhaps the next item won't make a big difference but definitely gaining this breakpoint level for some key skill or finding another shrine to be able to finish the constellation you wanted can provide power spikes. And I think that's a healthier way of doing things, major power spikes coming from your character leveling up, not from the gear you find. This way you're pushing onwards to get those levels, find those shrines and stuff like that rather than farming the same boss over and over again in hopes of dropping this one item your build doesn't really work without.
This way you still have a sense of progression and one that isn't entirely based on luck, you know exactly what you need and when you'll get it, it's just a matter of putting in the effort to get there (gain levels, find shrines etc.).
On October 13 2022 06:51 andrewlt wrote: D2 was also much easier than vanilla D3's inferno, where they made the asinine decision to have MMO raid style progression. The gearing requirements were much higher, unless you play a class like DH that can dodge everything. And even then, you have to play perfectly because some overtuned crap like Belial will just 1-shot you. And you have to save your tumbling move for emergencies because with bad RNG, you can't dodge all the projectiles and stuff being thrown at you without it.
Having rifts as the endgame doesn't help either. It made the game competitive and people would whine if one class can do level 50 rifts and another class can only do level 40 rifts. Once you get higher, almost everything is a one-shot so you have to dodge everything or spam skills that make you temporarily invulnerable or skills that would stop enemies from doing anything. It forced Blizzard to have to attempt to kinda balance D3, which they never had to do with D2 absent very edge cases like vanilla Barb WW and Necro CE.
From what I remember of D2, armor was pretty useless for the squishier chars like sorc and necro. It was all about resists and block rate/speed. Stuff like magefist or frostburn were BiS because almost nothing that spawned on that slot was really useful for a sorc. Int was mostly a newb trap that didn't really do much either. And life/mana steal were incredibly OP on the physical damage builds. Did they ever buff elemental damage? I remember it being weak and you only want it because of a lack of alternatives.
MF was a mistake. Since endgame in any ARPG is an item hunt, you never want to incentivize your player base to equip weaker gear with more MF over stronger gear with less MF. That's a terrible dilemma to give players.
Armor was mainly low prio on ranged chars because the majority of ranged attacks that actually hit you weren't physical and you were often running anyways (if you weren't teleporting). Energy is imo still a good thing to level early on and then get rid off later via reset when you have gear that adds mana. The problem with it is more that there's a ton of it on later gear imo and stuff like insight just replaces it.
I don't have a problem with stats being weaker or stronger, it still creates dilemmas like "do I want 20 all res or 500 armor more on my chest? Do I still want all-res if I'm close to the cap in fire res anyways or is there some item I could swap my fire res boots to?". Similarly I don't mind MF at all, because it really makes you question your build and how much you can get away with until your killspeed and survivability suffer. I think it's a good way to reward players that can get further with less tbh.
I also don't think grifts was what made balance discussions, it's just fairly normal nowadays. They didn't have to balance d2 because at the time nobody really cared about PvE balance.
Don't get me wrong, D2's itemization definitely has it's flaws, among others how strong runewords are in comparison to uniques and sets and that there are some huge outliers that a lot of builds revolve around (insight, infinity, enigma to name a few). Overall I really don't like how item dependent physical chars in comparison to magic/elemental chars are. But it's still miles ahead of pretty much any other ARPG I've played and I've played a lot of them.
I played sorc the most. I still remember magefist, wall of bones (?), and that unique studded leather armor as being close to BiS for almost the entire game. The issue I was talking about is that rares are pretty terrible for ranged chars because affixes like +armor% don't do much of anything for them. For necro/sorc, energy doesn't add to damage so it is terrible compared to what int is in D3. So something like magefist is close to BiS because of the increased casting speed. Nothing that can spawn on rares in that slot can remotely compare. Having physical chars being more item dependent in comparison to magic/elemental chars was common back in those days. It wasn't just a D2 issue. Developers slowly came around that that was a mistake.
I can't comment on builds with runewords. I only played D2 for maybe 4-5 years. I don't think I ever completed a single one except the ultra low level trash ones.
In D2, the endgame is leveling your char to 99 and the item hunt. In D3, the endgame is leveling paragon levels and the item hunt. The issue I have with MF is that it provides a disincentive to actually use the drops you find. It totally dampens the excitement of finding a "better" item just to see that is has less MF than your current one.
I think that people cared about balance in D2, just nowhere near what it is today. Blizzard only had to take care of clear outliers. In D3, they had to balance the chars more closely to each other. And they did it by constantly buffing the weaker sets of the underperforming characters. And that of course resulted in pretty ridiculous levels of power creep every season. Hitting certain set bonuses in D3 just jumped your power by ridiculous levels.
Honestly I found main stats in d3 extremely boring, they all were "have a defensive feature + damage if it's the right one for your class". There was zero and I mean zero decisionmaking attached to stats in d3, you always took main stat and ignored the rest. I like that in d2 they do different things and depending on your build and items you want some more than others. I agree that Ene was not in a good place, but again mainly because Ene was easy to replace with gear and pots. If you didn't get full value out of your pots because your max mana was too low statting ene would still be a fairly significant dps increase.
I always compare MF vs killspeed and safety. Yes, you eventually reach the point where you don't need to anymore, but by then you don't really need MF either. Overall I'd argue MF is under- and not overpowered because in the end runes are all that matters and MF doesn't work on them, can even decrease their drop chance in some cases.
I agree on balance, but I also think that they didn't really nerf outliers in d2. Items like enigma and CTA never got the nerf they clearly deserved and the Hammerdin was buffed by Blizz initially and afaik never touched afterwards.
I took a different tack with main stats in D3. AFAIK, they were on every single item and were tied to the item's level with a little RNG. With smart loot, most of the items you find are going to have your main stat. So I looked at the other stats since main stat is always there. And if I'm farming the same areas, the main stat on my items drops are on a narrow enough band that it's the other stats that I mostly compare. Of course, all of this ended with RoS since the xpac is all about sets and uniques.
I never did get any of those rare runewords. Don't even know when their drop rates were buffed. I kinda stopped playing D2 after WoW was released in late 2004.
On October 18 2022 00:04 andrewlt wrote: I never did get any of those rare runewords. Don't even know when their drop rates were buffed. I kinda stopped playing D2 after WoW was released in late 2004.
just fyi:
Note: 1.08 was the release of LoD. The first buff came a long time after you stopped playing, in 2008.
On October 20 2022 18:55 KobraKay wrote: Ok so it seems the beta has started or at least it is now possible to start DL the game.
Anyone also in already?
Edit: it has started indeed. Strange to see no talk about it here xD
Some games have NDAs that even forbid the testers to mention they're testers. I would assume Blizz is keeping the lid shut on this one so it might be similar.
On October 18 2022 00:04 andrewlt wrote: I never did get any of those rare runewords. Don't even know when their drop rates were buffed. I kinda stopped playing D2 after WoW was released in late 2004.
just fyi:
Note: 1.08 was the release of LoD. The first buff came a long time after you stopped playing, in 2008.
I played D2 in 2011-2012, and the drop rates for high runes still required an absolutely obnoxious amound of grinding to get them. I think "MAL" was the highest one I found myself, waaay down the list.
As baalruns, bots and dupes were so prominent, I still got my hands on some nice runewords, which were mainly gifts from players leaving the game.
An interesting insight into some turbulent times and problems with production pipeline within Blizzard.
I mean, it's interesting to hear and I certainly believe some of it. E.g. I believe Jay Wilson when he says he was completely against an f2p Diablo. Still, his whole approach to the RMAH until he admitted the fiasco was at best naive and with a corporate blindfold. I also disagree with a lot of the takes of Micheal and Matt. I like listening to them from time to time. But over time I realised their takes are quite reactionary, even when they pretend to do the opposite. They often disregard things they have said before, have a completely different take on the same issue. This is not a problem in and off itself but the fact that they basically never address their change of mind and the amount of times it happens leads me to believe they are often cleverly maneuvering the waters that is their audience. Anyhow, what I disagree the most with - and that is somewhat up to taste of course - is the notion that those Blizzard games are still good games. Diablo 3, HotS, Overwatch are super average games. They are not innovative (never Blizzard's strength), they are bland, the stolen ideas are not better implemented compared to their competition (previously Blizzard's strong point) and systems are deliberatly designed to be worse to feed a certain monetisation model. Especially for the last point, you can't really say the game is good but it's a bad product. How do you seperate the two if the game is literally impacted by it? It feels to me like they are looking back to 2012 and think it was still quite good then. It wasn't. The decline started prior. SC2 was not as good as it could have been. They destroyed BW (very actively) for it as well. WoW was already on the decline as well. Of course it is worse now but the D3 release was the final nail in the coffin for me personally and looking back it was the correct decision. When I listen to the commentary, I can't help but feel like in 5 years time with another number of scandles, these two guys will look back favourably to 2022.