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Attributes

171 bytes removed, 16:51, 8 October 2011
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'''Each point of Vitality gives:'''
*+x [[Life]] (based on [[Classes|class]])
 
==Willpower==
Willpower was formally the fifth attribute, but it has been taken out of was removed from the game at some point in 2011late 2010. The likelihood of it working It likely did not interact well with every different resource system was probably not so good. The stat's the varied class resources in Diablo III, and you can see the official description remains below:
[[Willpower]] governed the amount of [[resource]] a character has.<br>
As of the beta build there remain numerous item modifiers that refer to "will" that may or may not be removed in the final game.
 
 
===Character Window Display===
 
The character sheet in Diablo III is greatly improved and evolved from that which was seen in Diablo I or Diablo II. It's more visual, with color coding and the important numbers a larger size. There is also a pop out side view window that displays virtually every character stat a player could want to track, including things like gold and magic find %, attacks per second, critical hit chance, damage reduction, and much more.
 
==Core Attribute Changes==
Though this seems a settled issue as of late 2010, it was highly-controversial when it was first revealed, back in late 2009. Jay Wilson explained it, as best he could in those days long before charms, the talisman, gems, or traits had been revealed. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]
::'''<blue>Jay Wilson:''' Stat progression as a system is very difficult for a lot of players to understand because you get these 5 points, but you don’t exactly know where to put them or what benefit you’re getting with them. You might make some obvious choices, for example, with Diablo II’s Sorceress, you might put all of your points into energy because that’s the obvious choice, right? Except that for almost every build out there, you’ve just made the wrong choice. Any system where you have to go up onto the Internet to figure out what the right answer is, is not a good customization system. Any system where there’s a “right” answer is not a good system for customization. The truth is, with stat point systems, they are simple math. It’s not hard to figure out what the absolute best choice is so we decided we didn’t want that as a customization system.
::With that being said, we do have another system we’re working on. The specific intent of it is to capture the imagination of what stat point spending was supposed to do, which is, “I want to be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within a skill system. The skill system is about what the player is doing, not higher ideals about what their character is. So, we’re going to work on a system that really satisfies that feeling, but is way easier to understand and also has some true customization to it.</blue>
==Pre-Set Attribute ArgumentAttributes Removed==
Much digital ink has been spilled on this issue, since it was revealed at Blizzcon, in October 2008. (The first word came from an interview by Diii.net, and immediately [http://forums.diii.net/showthread.php?t=699000 resulted in a 30-page forum]thread.) Some portion of that hew and cry was spurred by an initial misunderstanding; reporters assumed items would still have strength, dexterity, and other attribute requirements (they do not), but even with that issue clarified shortly after, the topic of pre-set attributes has remained a contentious one.
::'''Jay Wilson:''' For the most part attribute spending in Diablo II was a great way, when you didn’t know how to play the game, to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like "Put 5 points in Energy and then all the rest of the points in Vitality." [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]
[[Image:Character_sheet_2010.jpg|right|thumb|250px|[[BlizzCon]] 2010 when str/dex/vit/will were last seen.]]
The longest comment came from D3 Community Manager [[Bashiok]] who offered a detailed argument in a forum post in December 2008. [http://www.diii.net/blog/comments/the-next-gen-attributesystem/]
<blue><b>Loss of character customization:</b><br>With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had.
<b>Odd character builds::With </b><br>Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the current skill system, runesgame, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customizationwe will ensure that it doesn't get "tuned out" of the game. .. If there is, bottom line, we’ll add more. We’re Manual attributes were not going what made them possible in Diablo II. The ability to release a game we’re not happy with, make these types of characters relies solely on the complexity and a lack diversity of the the options available to steer your character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize not that they come in the form of a character than Diablo II had"+" button.
Odd character builds:  ::Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get "tuned out" of the game. ...Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a "+" button. <b>Less feeling of level up achievement:</b><br>
::The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.
<b>We've always assigned our own points in Diablo games:</b><br>::The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons.  ==Attributes in the Character Sheet==[[Image:Character_sheet_2010.jpg|right|thumb|250px|Character sheet from [[BlizzCon]] 2010]] The character sheet in Diablo III is similar to that found in Diablo II.While the character sheet shown displays the attributes prior to the attribute change, the interface itself isn't likely to change much before beta or release.  Since the attributes have no secondary effects, the character sheet is likely to look a bit bare, but hopes are high that at the very least the [[LCS| Lying Character Screen]] won't return. It wasn't exactly a popular feature in Diablo II. Kind of similar to Diablo II, as well, are the two panes below the attributes and [[resistance]] icons which list precisely what effect the player is gaining from their attributes and [[item]] [[modifier]]s, pulling data not only from the attributes but also from the items worn, and likely as well, the [[trait]]s selected by the player.</blue>
Though this issue continues to emerge in comments and forum posts, the Diablo 3 team has shown no inclination to undo their changes to this aspect of the game.
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