The Devil Is in the Details of Action RPGs – Part Four: Dabbling in Diablo 3


Role-playing survival game is willing to take risks

(Note: This examination of Diablo 3 is based on the beta; since there is no NDA I’m free to spill my guts on it. However as with all betas, this is not my final word on Diablo 3, and the positives and negatives posted here may not be in the final version. I will be spoiling elements from the beta, so for those who want a completely clean slate going into Diablo 3, you’ve been warned.)

Irony can be pretty ironic sometimes. This multi-part post all started from me wanting to play Diablo 3, and right before part 2 was posted, I got into the beta. From my time spent with the beta, I’ve maxed out every class and tried to get as many achievements as I could.

Let’s start with the classes; the only 2 that are returning from D2 are the Sorceress and Barbarian. Joining them are the Demon Hunter, Monk and Witch Doctor. The first of several changes to the formula is how skills are used. Instead of everyone using the same mana bar, each class has a different source of power for skills. The barbarian for example gains fury from giving and receiving damage, which fuels their skills. While the Monk gains spirit by using specific attacks and can attack more rapidly.

If you’ve been following Diablo 3, then you should know about the changes to how skills works, but I’m going to repeat it here for everyone. Skills are still unlocked via leveling, but unlike Diablo 2, you now have a limit on how many can be active at one time. As you level up, you’ll eventually increase the amount allowing you more options in combat. However, you’ll never reach a point where you can use everything at once.

What I like about the skill system is that every skill from I saw is built around scaling to the player’s DPS. As I talked about in part 2 that was one of the big issues with Diablo 2’s systems: how some skills were useless due to flat damage. Now, with everything built around scaling, there is more variety and options for the player. At this point in the beta, you can switch your skills at anytime, but there is a 30 second cool down before you can use them.

Passives are also available and add more utility to your character. Like active skills, you can only have a few equipped at anytime with that # increasing as you level up. A big change that was just added to the beta was with the removal of rune stones. Previously, it was revealed that the player could find rune stones while exploring that could be attached to skills, modifying them. The stones would also play a major role in the auction house system of being able to buy and sell them.

In a recent designer blog post, the designers posted that the amount of work needed to create a system on par with loot generation would be too much for too little gain. Along with the tedium of managing so many runes, this led to their decision to change it. Instead, rune stones have been replaced by skill stones which are specific to each skill and unlock at specific levels. Each stone provides a unique modifier to the specified skill.

At this point, I’m not a fan of the current implementation. The reason is that the designers already had a linear path of progression with the way skills and passives unlock. The change to skill runes appears to be a way for them to pad out the leveling content up to level 60. In part 2, someone commented on an upcoming game: Path of Exile, which had skills in the form of socket-able drops from enemies. I was really looking forward to seeing Blizzard’s version of the same theme with the rune stones.

Also seeing as how this is the first iteration of the new system, Blizzard redesigned the UI for selecting and managing skills. While the system is far easier to understand for newcomers, it is very convoluted and clunky for expert players. Skills are now separated into different categories and screens and lack the focus of having everything on a single page. However, since the game is in beta, I’m pretty sure that they will redesign it before the end of beta.

While I like the idea of scaling skills to DPS, one thing that I am concerned about in this regard has to do with the weapons themselves. With exception to the Demon Hunter and their crossbows, everyone can equip a variety of weapons and still use their skills. What that means is that a Sorceress can equip an axe or a club that can give her skills more damage than a wand starting out. We’ll have to wait and see how this plays out over the course of the game.

Going back to the classes themselves, my current favorite is the Witch Doctor as I was a fan of the Necromancer from Diablo 2. My least favorite would have to be the Demon Hunter. They seem to be the slowest to deal major damage and their mana bar which is actually 2 in 1, didn’t get a chance to shine in the demo. When comparing the Barbarian to the Monk, the Barbarian is about pure damage potential. While the Monk has some utility built in with group buffs and area of effect attacks.

Another area that is different from Diablo 2 to 3 is with the world itself. In Diablo 2, the world was largely randomized with set areas for story or quest related challenge. In Diablo 3 it is reversed (at least from the start): the over world map is linear with the chance of finding randomized dungeons as you explore. At this point with how short the beta is, I’m neutral regarding this choice.

One thing I liked that happened near the end of the beta was the chance of a random quest showing up. One of them was a last stand situation where you have to survive against waves of enemies. I hope that there are more quests like this as the game goes on. As for the rest of the beta, it’s pretty much a straight path to the game’s first boss.

Returning from Diablo 2 is being able to recruit a NPC as a follower. Each follower now has their own skill tree and will team up with you when there are no other players in your game. Looking at the game site, there are several followers you can choose from in the main game.

The last new feature in the beta is the crafting system which acts as a positive money sink. You can use gold to upgrade the blacksmith which in turn will unlock new crafting recipes. To craft a new piece of equipment, you’ll have to get raw materials. The blacksmith can breakdown any magical or rarer item to give you said materials. After that it’s just a matter of spending more gold and you’ll get an item. Each item that the blacksmith can craft has several base stats, and a few random properties. That reduces the chance of getting the exact same gear twice.

My real concern above all else has to do with the loot table. As it stands in the beta, the loot table is nowhere near the same level of variety seen in Diablo 2. Currently in the beta, the only two rarities of items are magical and rare. The problem is that rares only have a chance of dropping after fighting the boss or crafting. This is a big difference from Diablo 2 where items could drop at anytime. Now of course I have to remind everyone that this is the beta, and I’m crossing my fingers that this should be fixed by the release date.

Overall I enjoyed myself playing the beta, unfortunately for now; it’s too linear to make a judgment about Diablo 3. That does it for part 4, once again I’m taking submissions for future topics and if you have any ideas feel free to post. Our next part is a submission and is going to talk about level design in ARPGs.

Josh Bycer