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Gameplay Panel Blizzcon 2010

3,425 bytes added, 16:57, 23 October 2010
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[[Image:Traits.png|left|thumb|150px|Introducing Traits]]Essentially they are passive skills. They are a way you can customise and modify and essentially role play with your character and diversify your character builds. You can them as you level up, every other level, you don't get a point in every level but it's every odd numbered level you get a Trait Point. The goal of these is to alter your core attributes and aspects of your character. If you have a Barbarian and you want to be stronger there is a Trait for that. If you have a Wizard and you want to focus a lot more on elemental skills you have a Trait for that. A lot of it is also to take the opportunity to add flavour to the game world so every Trait has, in addition to just instructions on what it does it has a little excerpt of some flavour text that tells you about the world and it also was designed as a skill that tells you something about your character and your class.<br><br>
[[Image:Trait inner rage.png|right|thumb|150px|Barb's Inner Rage]]Here's a Trait example for the Barbarian called Inner Rage. This highlights something really important about Traits, they are not universal to all classes. Every class gets Traits that are unique to them, there are some that carry over that make sense but for the most part they are very unique to the each class.<br><br> Here's a Trait example for the Barbarian called Inner Rage. This highlights something really important about Traits, they are not universal to all classes. Every class gets Traits that are unique to them, there are some that carry over that make sense but for the most part they are very unique to the each class. We want to sell the idea that the Barbarian, is not only an angry dude, you probably have figured that out already but he actually gets power through his rage. [[Image:Prismatic cloak.png|right|thumb|150px|Wizard's Prismatic Cloak]]For the Wizard, a lot of the Traits take on a more mystical bent, we want to make sure we sell the idea that even when the Wizard's not casting magic missiles or summoning up tornados that there's something just inherently magic about her. Here we have a Trait called Prismatic Cloak that essentially makes all of her armour spells more powerful and it's the idea that she's just focused on this one ability such that's she's amped them up and, again, we put some player text that sells the idea of if you choose to be this kind of Wizard this is who you are. Well, why did we decide to do this system. There's a bunch of reasons. The main one is character customisation and those of you who know and love the original Diablo and Diablo 2 know that character customisation is a huge part of the game and if you're new to Diablo that's what it's all about so that was a big focus for us. We used to have a system in Diablo 2 where you could spend attribute points on all your core attributes and this system was much loved as a customisation tool but in actuality when we looked at it most of the builds took the exact same points in the exact same areas even across the classes and so we didn't feel like it was a good customisation system. Traits is really to specifically address the removal of attribute point spending. [[Image:Traits points.png|right|thumb|150px|Trait Points]]As I mentioned before, you want a really strong Barbarian, somebody who hits really hard and is really tough. There's Traits for that. You can take Legendary Might which increases your strength, you can take Iron Skin which gives you more actual armour but let's say you want a Berserker Barbarian, you care more about attack rate, hitting the enemy before they can hit you back well there are Traits that can increase your attack rate, increase the power of debuffs on enemies. More variety equals more builds. Every class has now roughly 30 Traits and those Traits you can spend 1 to 5 points in them, that adds up to roughly right now 90 points per character. When you consider you can only get about 29 or 30 Trait Points it's a lot of customisation. Even if we look at this and decide it's too many Traits we'll just reduce the point spending in it because we want to keep the customisation really high. One of the last reasons we really wanted to do this was it was always a bad decision to make in the previous skill trees where you knew that a passive skill like "if I take this it gives me more armour", that's a good skill and mathematically it makes sense but maths kind of sucks. If Diablo is the active skill then this guy's passive. I want to spend points in Whirlwind, I don't want to spend points in more armour so by separating the passive skills from the move active active skills which now completely take up the skill system we get a much better decision point.