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I just played the beta a bit.. it's still the older version as far as I can tell. I still see spots for the cauldron and whatnot.
Patch isnt out yet.
Not sure how you could have not noticed that when you launched the game..and it didn't patch..
Because people were talking like the patch was out. And my version did the initial "looking for updates" crap it does before the launcher loads and I went to go grab some food so I didn't see if it patched or not.
*Scrolls of Identity are gone, just right click the unidentified item and after a short cast time your character will figure out what it is for free.
Just caught this post. Err, a cast time? That just sounds like a pointless annoyance. Why isn't it instant? Why isn't identifying items trivial? It's not at all an interesting part of the experience. It's just extra meaningless clicking and waiting.
It's not instant for the same reason disenchanting an item isn't instant in WoW. If you didn't mean to, you have a second to move your character and cancel the action. Unidentified rares/uniques/whatever have their own value. If you roll the item and it's shit, it could be worth less.
- I used to pick up white items to salvage them. Now I won't pick them up at all.
- I used to care about which stats I wanted (strength, precision, defense, vitality), and now I only need to pick the stat that boosts MY class' damage.
- Mystic provided a level of *control* over the stats you got on your items when you didn't want to waste a jewel or the jewel didn't give you what you want. Now it's gone.
Seriously, these changes have made me reconsider getting the game entirely.
edit - that, and the fact that I got banned from the diablo 3 forums for trolling a troll.
edit 2 - I'd rather see a game where every drop is useful in some way (salvageable, valuable to a vendor, equipable, recipe, consumable, etc.) and have the overall drop rate on items lowered than have worthless items drop to make worthwhile drops seem more precious by comparison.
I don't understand your complaint about stats. You say that previously, you cared about the stats you wanted. Taking them one at a time: vitality still exists and does the same thing, so that's still there. Defense is just renamed to armor, while physical resistance is providing what armor provided before the change. It's not a primary stat anymore, but I don't see how that matters. You'll still look for it on gear if you want it, and you can get it from multiple sources (i.e. armor value/bonus on items or strength bonus). Plus there's also dexterity translating to dodge, so it's worth something as a stat, even if it's not your class's damage stat. Precision still exists in the form of chance to crit (and with the numbers we had before these changes, it was a shit stat anyway -- but that can always be tweaked). And attack is now just split into different stats for different classes. Every choice you could make about stats and gear is still in the game. Only now you have to "pick the stat that boosts MY class damage" rather than the stat that boosts every class's damage no matter what.
I don't understand your complaint about stats. You say that previously, you cared about the stats you wanted. Taking them one at a time: vitality still exists and does the same thing, so that's still there. Defense is just renamed to armor, while physical resistance is providing what armor provided before the change. It's not a primary stat anymore, but I don't see how that matters. You'll still look for it on gear if you want it, and you can get it from multiple sources (i.e. armor value/bonus on items or strength bonus). Plus there's also dexterity translating to dodge, so it's worth something as a stat, even if it's not your class's damage stat. Precision still exists in the form of chance to crit (and with the numbers we had before these changes, it was a shit stat anyway -- but that can always be tweaked). And attack is now just split into different stats for different classes. Every choice you could make about stats and gear is still in the game. Only now you have to "pick the stat that boosts MY class damage" rather than the stat that boosts every class's damage no matter what.
Agreed. It may well open up gear selection to a wider variety based on both class and build, rather than just a few 'uber' items.
If you'd hoped to roll the dice (a couple million times) and walk away with that one item that literally EVERYONE wanted and make a gajillion dollars, well, I guess this sucks.
But if I'm not mistaken, this will broaden the number of "awesome" pieces of gear by having them per class (and/or build), rather than one (/a limited number of) 'best' suit(s) for everyone, meaning that while each individual item might be in less demand (which sellers might dislike), it will hopefully mean there'll be more items available at a lower price apiece, better for buyers.
Which might in turn make the gold AH (the GAH? O.o ) even more attractive, as there could well be more items worth selling to a portion of the game's population, but not so highly sought after that they'd be worth using the 'free RMAH listings' that we'll be getting per (week/month?).
Also, doesn't this potentially further solve (as if it needed it) the "omg wizard with giant Fuck You 2-hander = DEATH INCARNATE", assuming those weapons affixes are weighted in any fashion towards the melee classes who'd be using them otherwise?
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
I think there could still be some uber items. The value of +All Attributes has gone up, so something with like +All Attr/+All Resist/+Crit could have universal appeal.
Thankfully, it sounds like there may be a less of these uber items, and more options overall.
In the end I don't see it mattering that much. Color coding lets you easily filter them out with a quick scan.
Except when useful items share the same color. That's the part that really bothers me.
Yeah. No reason runes shouldn't have had a different color from other items from the start. Red rune mod ftw.
I disagree with Blizzard's logic for explicitly creating a class of totally useless shit but I guess thats how d2 was. I think it's still a step back, since I found salvaging so much fun, but if our worst case scenario is "Diablo 3 is too much like Diablo 2" then the game will still be incredibly fun, life-ruiningly addicting, and a critical and commercial success.
I am hoping there's some way to enchant/socket enhance white items somehow. Maybe the Mystic in the expansion.
valiance on
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Idx86Long days and pleasant nights.Registered Userregular
Man, I just started a new guy (after my old one was wiped) this morning. If another patch is coming, does that mean my Witch Doctor is getting nuked again?
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
*Scrolls of Identity are gone, just right click the unidentified item and after a short cast time your character will figure out what it is for free.
Just caught this post. Err, a cast time? That just sounds like a pointless annoyance. Why isn't it instant? Why isn't identifying items trivial? It's not at all an interesting part of the experience. It's just extra meaningless clicking and waiting.
Probably so you can't use it to run from a sticky situation.
wat
What does identifying items have to do with running from a sticky situation?
*Scrolls of Identity are gone, just right click the unidentified item and after a short cast time your character will figure out what it is for free.
Just caught this post. Err, a cast time? That just sounds like a pointless annoyance. Why isn't it instant? Why isn't identifying items trivial? It's not at all an interesting part of the experience. It's just extra meaningless clicking and waiting.
It's not instant for the same reason disenchanting an item isn't instant in WoW. If you didn't mean to, you have a second to move your character and cancel the action. Unidentified rares/uniques/whatever have their own value. If you roll the item and it's shit, it could be worth less.
This is ridiculous. First of all, the comparison doesn't even make sense. Disenchanting permanently destroys an item. Identification is something you'll want to do with pretty much every item. I will be surprised if there is much of a market for people buying unidentified items (hell, can you even put unidentified stuff on the AH in the first place?). Putting an unskippable cast time on an action as a safeguard to the 1% of the time you might want to cancel that action while it's an annoyance the other 99% is absolutely the wrong way to go about it (sort of like when Blizzard put an unskippable confirmation dialog for buyout AND bidding on the AH).
Furthermore, comparing to WoW doesn't make any sense anyway. WoW has cast times on pretty much every profession activity. In WoW it's supposed to be a flavor/RP thing, and WoW is just a very slow game in general compared to D3 (waypoints vs. flying your ass around; fast, twitchy combat vs. stand and cast rotations; kill stuff, rush to the next group to kill more vs. kill stuff, sit and drink to get mana back, wait 30 seconds for a patrol, mark targets for CC). Superfluous cast times have no place in a fast-paced game like D3.
Finally, the old system didn't have a cast time, and it worked just fine (other than the pointless consumable aspect of it, which was all that needed to be removed).
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BethrynUnhappiness is MandatoryRegistered Userregular
edited January 2012
The reason they've kept the cast time is this tired old psychological hook they keep trying to peddle, which is that it 'feels better' if you have a few seconds where you're not sure what super awesome item you've got here.
Sometimes it just feels like any time someone tries to iterate ARPG design, they get halfway through it and then some older lead designer from across the hall with a bunch of clout comes in and shouts "THAT'S NOT WHAT WE LEARNT IN MY DAY" and undoes it all, ignoring the fact that the expectations and psychology of players has generally changed a lot since they made that last product.
Identifying items has no purpose in ARPGs. Even this purely psychological purpose they claim is pure nonsense.
Titan Quest had no identifies. I felt exactly the same about examining loot drops, still got exactly the same level of excitement when I saw a rare item drop. Still had to pick it up and read the stats to know what it would do, which provides that moment of anticipation, the "unwrapping the present" thing they've talked about. There is absolutely zero need to add even a single mouse click to that process.
Or maybe, after extensive testing over the course of hundreds of thousands of man hours, they determined that most people do like "unwrapping" items, and all these anecdotal stories are worthless!
Nope, it was the old fart down the hall shouting edicts at the entire design team. Because that's how games with 5 year development cycles and budgets in the hundreds of millions are made.
Do you guys realize you could potentially be whinging over something like a .3 second cast time? I seriously doubt you're gonna be "channeling" for seconds per item.
Or maybe, after extensive testing over the course of hundreds of thousands of man hours, they determined that most people do like "unwrapping" items, and all these anecdotal stories are worthless!
Considering it took them 11 years to figure out that ID scrolls are a pointless encumbrance, I'm not sure my automatic faith in their first attempt at anything is warranted.
forty on
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BethrynUnhappiness is MandatoryRegistered Userregular
Because that's how games with 5 year development cycles and budgets in the hundreds of millions are made.
You ever read the explanations for what happened in the development of Tabula Rasa and WAR?
These were big studios, with lots of money invested, and long development cycles... who had the entire design team trying to rail against one old dinosaur whose word was god.
This is not unusual. Not saying it has happened here, but it damn sure feels like it.
Click to identify is pointless unless there turns out to be a high value in un-ided gear due to the gamble that it might still turn out to be super awesome. A sealed Magic The Gathering booster is often worth much more than its opened contents.
I don't know about Tabula Rasa, but I was in the WAR beta and that game's main downfall was being rushed out half baked. Mythic and Richard Garriot's failed company are not exactly an apples to apples comparison with Blizzard, which has one of the most sterling reputations in the entire industry, and more than one and zero previous shipped titles respectively.
Considering it took them 11 years to figure out that ID scrolls are a pointless encumbrance, I'm not sure my automatic faith in their first attempt at anything is warranted.
Maybe Blizzard putting out chart-topping cash cows one after another for 15 years might warrant automatic faith. No, I'm sure they just accidentally bumbled back-asswards into one genre-defining franchise after another is what happened. It took them 11 years to remove ID scrolls after all.
Scosglen on
0
BethrynUnhappiness is MandatoryRegistered Userregular
Maybe Blizzard putting out chart-topping cash cows one after another for 15 years might warrant automatic faith. No, I'm sure they just accidentally bumbled back-asswards into one genre-defining franchise after another is what happened. It took them 11 years to remove ID scrolls after all.
Chart-topping cash cows does not mean best choices for mechanics. WoW has always been top of the MMO market since its release, but if you pay attention to the arena scene, you can see that their mechanics and balance have not always been on-target.
I liked salvaging stuff instead of having a bunch of useless shit lying around. I don't think I'll be any more excited to find a good item than I previously was. I will hope there's a key that shows only useful items, and if so, I will then never even look at the useless ones.
The attribute changes sound good though. I didn't like the near-absolute overlap in gear desirability between classes.
I'm not saying Blizzard can do no wrong, but I think steering the discussion towards "Yeah but Blizzard is incompetent" is just kind of ridiculous. We're talking about a game here where it's a foregone conclusion that it will sell over 3-5 million copies.
And obviously WoW's historic troubles with PvP balance have not prevented the game from becoming an 800 pound gorilla, so you could still reasonably argue that their design priorities were in the right place.
*Scrolls of Identity are gone, just right click the unidentified item and after a short cast time your character will figure out what it is for free.
Just caught this post. Err, a cast time? That just sounds like a pointless annoyance. Why isn't it instant? Why isn't identifying items trivial? It's not at all an interesting part of the experience. It's just extra meaningless clicking and waiting.
Probably so you can't use it to run from a sticky situation.
wat
What does identifying items have to do with running from a sticky situation?
Sorry, misread. Thought you were talking about the town portal, not identify.
I'm not saying Blizzard can do no wrong, but I think steering the discussion towards "Yeah but Blizzard is incompetent" is just kind of ridiculous.
Not sure who's doing that.
I say that putting a cast time on identification is pointless, and what you say boils down to "it's good since Blizzard has a bunch of money and time spent on this game."
When I was saying years ago that ID scrolls should be removed and people like you disagreed, were they right since it happened to be the setup at the time and "Blizzard had a bunch of money and time spent on the game"? Maybe I should have had blind faith then, even though it would have been misplaced?
*Scrolls of Identity are gone, just right click the unidentified item and after a short cast time your character will figure out what it is for free.
Just caught this post. Err, a cast time? That just sounds like a pointless annoyance. Why isn't it instant? Why isn't identifying items trivial? It's not at all an interesting part of the experience. It's just extra meaningless clicking and waiting.
Probably so you can't use it to run from a sticky situation.
wat
What does identifying items have to do with running from a sticky situation?
Sorry, misread. Thought you were talking about the town portal, not identify.
Nah, the cast time on TP makes sense, although I'm not sure if I fully agree with it being 10 seconds. I don't know if that's something that tons of playtesting bore out as the ideal number, but I kind of suspect they just went with an arbitrary "let's make it the same as a WoW hearth" thing.
I liked salvaging stuff instead of having a bunch of useless shit lying around. I don't think I'll be any more excited to find a good item than I previously was.
I raved about the game to my friends after playing the beta, and one of the things I kept going on about was how awesome it was to have every item drop be useful via the crafting system. It felt really rewarding for some reason. Not a deal breaker, and I'm sure I'll get over it very quickly, but I'm a little disappointed about this change.
I'm not saying Blizzard can do no wrong, but I think steering the discussion towards "Yeah but Blizzard is incompetent" is just kind of ridiculous. We're talking about a game here where it's a foregone conclusion that it will sell over 3-5 million copies.
And obviously WoW's historic troubles with PvP balance have not prevented the game from becoming an 800 pound gorilla, so you could still reasonably argue that their design priorities were in the right place.
Curiously enough, all of that can be true and Blizzard can still be quite capable of making truly astonishing mistakes on their first. (see also: damn near every time they try to rebalance druids after major changes). They're quite good at what they do, unfortunately one of the things they do is make the occasional mistake (as people are prone to. I know I'm shocked). I don't doubt that they've made a lot of missteps with Diablo 3's development and that more than a handful of them will make it into the released version. I also don't doubt that they will release a game that does fantastically.
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Wow, those changes. There is almost no way this game is coming out by the end of March. I'm now thinking July, which is good for me because I take the bar at the end of that month so when the game is released I won't be too far behind.
I'm assuming identifying is still only for rares and up, so having a quick "identify time" is not going to be major time sink in the game. Not nearly as much as expecting you to salvage every item that drops.
And I do like the "ooh, ooh, what is it?" moment when you pick up a yellow or gold item. The design choice here strikes me as quite good. They've pinpointed what made identifying fun and got rid of the rest of the system that wasn't required to support it. They probably originally thought that buying and using scrolls was an interesting mechanic but then realized that it was just overhead, since people would just fill up their identify tomes with cheap ID scrolls (without even caring about the cost) and reflexively click on the tome before doing the identification.
Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
Yeah, that's my biggest problem with the change. I played the beta, went "This is super awesome and something I've always wanted to see in Diablo, because I hate worthless white items" and had my enthusiasm for the game raised quite a bit. Now that they've changed it, I'm less enthused.
Yeah. Three months of beta leading to a patch that reworks everything and now has to be tested just as vigorously, on top of a rune system that no one has tested externally yet.
I am guessing that your enthusiasm for salvaging white items might wane after doing so constantly for 50 hours.
Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited January 2012
This patch really shouldn't shock anyone...and these kind of extensive changes don't necessarily mean Blizzard won't release Soonish (tm). Blizzard is semi-known for making huge beta changes right before a release (see: WoW Paladins). Remember, if we are getting this build now, it's been the internal build for possibly months, at the very least weeks.
Not saying it won't be summer, but it could also be March or April. We won't know until Blizzard tells us specifically. They have such an all over the place track record on this stuff it's almost impossible to prognosticate.
Or maybe, after extensive testing over the course of hundreds of thousands of man hours, they determined that most people do like "unwrapping" items, and all these anecdotal stories are worthless!
Maybe. Or maybe, some of us expressed our opinions, and for some reason you took such personal offense to them that you're furiously making things up to try to squash them. I'd respect your post a lot more if you just plainly expressed your counter-opinion.
Do you guys realize you could potentially be whinging over something like a .3 second cast time? I seriously doubt you're gonna be "channeling" for seconds per item.
Multiply by a gajillion items!
Of course it'll be only a minor annoyance regardless of how it turns out. This is the appropriate time, when the game is still in development, to talk about all aspects of the mechanics that may or may not reach the end product, major or minor. Chill!
Also, doesn't this potentially further solve (as if it needed it) the "omg wizard with giant Fuck You 2-hander = DEATH INCARNATE", assuming those weapons affixes are weighted in any fashion towards the melee classes who'd be using them otherwise?
This was something I was kind-of-sort-of concerned with in the previous system. It just seemed weird to me. But with the new system I my sperg'ness has been satiated.
I don't really care about the cube going away but it was kind of jarring to read when the Mystic was thrown out. I keep checking the website to see when they'll remove her. Now that there are just two artisans I can't help but feel one is missing.
Also I know functionally calling the "go back to town button" the Town Portal makes sense but it seems weird again, like the wizard-axe thing. I know it's just a video game but I like a little lore thrown into the mechanics. I can reconcile in my puny-brain having a magic stone that creates portals, but just having a button that creates a portal in front of your character seems too meta.
Overall though I think the changes are positive. I am happy to continue ignoring white items. Picking it all up just to grind it every few minutes didn't sound fun to me. Not that it can't be for someone else.
"I'd happily trade your life for knowledge of my powers."
-Louis C.K.
Look, all I'm saying is that I am a fan of statistics. I'm very sorry if some people find the idea that their personal opinion is worthless to be an affront, but "It worked for me in Titan Quest" is just not compelling. I am not trying to be the Blizzard Defense Force guy, but there is only one party here that actually has the big picture data on what people do and don't like, and if they are making these changes it is only sensible to assume they have a reason. The reason may not be terribly compelling to some of you, but here's another touchy idea; Blizzard is mostly developing this game for the type of people who do not actually have strong opinions about design, and would likely consider this whole discussion a farce.
Scosglen on
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
Posts
Patch isnt out yet.
Not sure how you could have not noticed that when you launched the game..and it didn't patch..
Because people were talking like the patch was out. And my version did the initial "looking for updates" crap it does before the launcher loads and I went to go grab some food so I didn't see if it patched or not.
This actually translates to getting trolled. Responding to trolls at all is a net negative.
Plus remember they're using the background updater for a lot of stuff now.
I don't understand your complaint about stats. You say that previously, you cared about the stats you wanted. Taking them one at a time: vitality still exists and does the same thing, so that's still there. Defense is just renamed to armor, while physical resistance is providing what armor provided before the change. It's not a primary stat anymore, but I don't see how that matters. You'll still look for it on gear if you want it, and you can get it from multiple sources (i.e. armor value/bonus on items or strength bonus). Plus there's also dexterity translating to dodge, so it's worth something as a stat, even if it's not your class's damage stat. Precision still exists in the form of chance to crit (and with the numbers we had before these changes, it was a shit stat anyway -- but that can always be tweaked). And attack is now just split into different stats for different classes. Every choice you could make about stats and gear is still in the game. Only now you have to "pick the stat that boosts MY class damage" rather than the stat that boosts every class's damage no matter what.
Agreed. It may well open up gear selection to a wider variety based on both class and build, rather than just a few 'uber' items.
If you'd hoped to roll the dice (a couple million times) and walk away with that one item that literally EVERYONE wanted and make a gajillion dollars, well, I guess this sucks.
But if I'm not mistaken, this will broaden the number of "awesome" pieces of gear by having them per class (and/or build), rather than one (/a limited number of) 'best' suit(s) for everyone, meaning that while each individual item might be in less demand (which sellers might dislike), it will hopefully mean there'll be more items available at a lower price apiece, better for buyers.
Which might in turn make the gold AH (the GAH? O.o ) even more attractive, as there could well be more items worth selling to a portion of the game's population, but not so highly sought after that they'd be worth using the 'free RMAH listings' that we'll be getting per (week/month?).
Also, doesn't this potentially further solve (as if it needed it) the "omg wizard with giant Fuck You 2-hander = DEATH INCARNATE", assuming those weapons affixes are weighted in any fashion towards the melee classes who'd be using them otherwise?
Thankfully, it sounds like there may be a less of these uber items, and more options overall.
Yeah. No reason runes shouldn't have had a different color from other items from the start. Red rune mod ftw.
I disagree with Blizzard's logic for explicitly creating a class of totally useless shit but I guess thats how d2 was. I think it's still a step back, since I found salvaging so much fun, but if our worst case scenario is "Diablo 3 is too much like Diablo 2" then the game will still be incredibly fun, life-ruiningly addicting, and a critical and commercial success.
I am hoping there's some way to enchant/socket enhance white items somehow. Maybe the Mystic in the expansion.
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
What does identifying items have to do with running from a sticky situation?
Furthermore, comparing to WoW doesn't make any sense anyway. WoW has cast times on pretty much every profession activity. In WoW it's supposed to be a flavor/RP thing, and WoW is just a very slow game in general compared to D3 (waypoints vs. flying your ass around; fast, twitchy combat vs. stand and cast rotations; kill stuff, rush to the next group to kill more vs. kill stuff, sit and drink to get mana back, wait 30 seconds for a patrol, mark targets for CC). Superfluous cast times have no place in a fast-paced game like D3.
Finally, the old system didn't have a cast time, and it worked just fine (other than the pointless consumable aspect of it, which was all that needed to be removed).
Sometimes it just feels like any time someone tries to iterate ARPG design, they get halfway through it and then some older lead designer from across the hall with a bunch of clout comes in and shouts "THAT'S NOT WHAT WE LEARNT IN MY DAY" and undoes it all, ignoring the fact that the expectations and psychology of players has generally changed a lot since they made that last product.
Titan Quest had no identifies. I felt exactly the same about examining loot drops, still got exactly the same level of excitement when I saw a rare item drop. Still had to pick it up and read the stats to know what it would do, which provides that moment of anticipation, the "unwrapping the present" thing they've talked about. There is absolutely zero need to add even a single mouse click to that process.
Steam: badger2d
Nope, it was the old fart down the hall shouting edicts at the entire design team. Because that's how games with 5 year development cycles and budgets in the hundreds of millions are made.
Do you guys realize you could potentially be whinging over something like a .3 second cast time? I seriously doubt you're gonna be "channeling" for seconds per item.
These were big studios, with lots of money invested, and long development cycles... who had the entire design team trying to rail against one old dinosaur whose word was god.
This is not unusual. Not saying it has happened here, but it damn sure feels like it.
Maybe Blizzard putting out chart-topping cash cows one after another for 15 years might warrant automatic faith. No, I'm sure they just accidentally bumbled back-asswards into one genre-defining franchise after another is what happened. It took them 11 years to remove ID scrolls after all.
The attribute changes sound good though. I didn't like the near-absolute overlap in gear desirability between classes.
And obviously WoW's historic troubles with PvP balance have not prevented the game from becoming an 800 pound gorilla, so you could still reasonably argue that their design priorities were in the right place.
Sorry, misread. Thought you were talking about the town portal, not identify.
I say that putting a cast time on identification is pointless, and what you say boils down to "it's good since Blizzard has a bunch of money and time spent on this game."
When I was saying years ago that ID scrolls should be removed and people like you disagreed, were they right since it happened to be the setup at the time and "Blizzard had a bunch of money and time spent on the game"? Maybe I should have had blind faith then, even though it would have been misplaced?
I raved about the game to my friends after playing the beta, and one of the things I kept going on about was how awesome it was to have every item drop be useful via the crafting system. It felt really rewarding for some reason. Not a deal breaker, and I'm sure I'll get over it very quickly, but I'm a little disappointed about this change.
And I do like the "ooh, ooh, what is it?" moment when you pick up a yellow or gold item. The design choice here strikes me as quite good. They've pinpointed what made identifying fun and got rid of the rest of the system that wasn't required to support it. They probably originally thought that buying and using scrolls was an interesting mechanic but then realized that it was just overhead, since people would just fill up their identify tomes with cheap ID scrolls (without even caring about the cost) and reflexively click on the tome before doing the identification.
Summer at earliest.
Not saying it won't be summer, but it could also be March or April. We won't know until Blizzard tells us specifically. They have such an all over the place track record on this stuff it's almost impossible to prognosticate.
Maybe. Or maybe, some of us expressed our opinions, and for some reason you took such personal offense to them that you're furiously making things up to try to squash them. I'd respect your post a lot more if you just plainly expressed your counter-opinion.
Multiply by a gajillion items!
Of course it'll be only a minor annoyance regardless of how it turns out. This is the appropriate time, when the game is still in development, to talk about all aspects of the mechanics that may or may not reach the end product, major or minor. Chill!
Steam: badger2d
Oh cool, glad to hear it. Without tone of voice on the internet, a stray strong word or exclamation point can seem to mean too much.
Steam: badger2d
This was something I was kind-of-sort-of concerned with in the previous system. It just seemed weird to me. But with the new system I my sperg'ness has been satiated.
I don't really care about the cube going away but it was kind of jarring to read when the Mystic was thrown out. I keep checking the website to see when they'll remove her. Now that there are just two artisans I can't help but feel one is missing.
Also I know functionally calling the "go back to town button" the Town Portal makes sense but it seems weird again, like the wizard-axe thing. I know it's just a video game but I like a little lore thrown into the mechanics. I can reconcile in my puny-brain having a magic stone that creates portals, but just having a button that creates a portal in front of your character seems too meta.
Overall though I think the changes are positive. I am happy to continue ignoring white items. Picking it all up just to grind it every few minutes didn't sound fun to me. Not that it can't be for someone else.
-Louis C.K.
Oh it was more than year. Paladins got reworked again for Cata, though it wasn't as drastic as the first four times.