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Blizzard to restore Classics: Diablo 2 Resurrected September 23rd!

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    TarantioTarantio Registered User regular
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    Is there a game that did this without also having some kind of tree for interdependency?

    That's my main problem with D3's skills system, each skill being independant of the others, making builds indistinct.

    Having more variations of individual builds doesn't make builds more varied unless there's some reason not to just use the strongest skill options every time.

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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Tarantio wrote: »
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    Is there a game that did this without also having some kind of tree for interdependency?

    That's my main problem with D3's skills system, each skill being independant of the others, making builds indistinct.

    Having more variations of individual builds doesn't make builds more varied unless there's some reason not to just use the strongest skill options every time.

    Path of Exile. Each piece of gear has 1-6 sockets (usually 4-6 near endgame) and you use a skill gem that you socket into those gear pieces to get attacks, then choose from this big honking fucking list of support gems to power them up and change their behavior.

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    Jubal77Jubal77 Registered User regular
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    I just want some rpg in my arpg. Some choice and customization. They were doing this about the same time they thought it was a good thing for WoW too. And it wasnt.

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    TarantioTarantio Registered User regular
    Tarantio wrote: »
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    Is there a game that did this without also having some kind of tree for interdependency?

    That's my main problem with D3's skills system, each skill being independant of the others, making builds indistinct.

    Having more variations of individual builds doesn't make builds more varied unless there's some reason not to just use the strongest skill options every time.

    Path of Exile. Each piece of gear has 1-6 sockets (usually 4-6 near endgame) and you use a skill gem that you socket into those gear pieces to get attacks, then choose from this big honking fucking list of support gems to power them up and change their behavior.

    But Path of Exile also has a giant honking tree to cover build variety.

    Sets in D3 were a cludge to cover for the lack of reasons to use anything but the skills that were individually optimal. Greater variety in skills is a separate issue.

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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited October 2019
    Tarantio wrote: »
    Tarantio wrote: »
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    Is there a game that did this without also having some kind of tree for interdependency?

    That's my main problem with D3's skills system, each skill being independant of the others, making builds indistinct.

    Having more variations of individual builds doesn't make builds more varied unless there's some reason not to just use the strongest skill options every time.

    Path of Exile. Each piece of gear has 1-6 sockets (usually 4-6 near endgame) and you use a skill gem that you socket into those gear pieces to get attacks, then choose from this big honking fucking list of support gems to power them up and change their behavior.

    But Path of Exile also has a giant honking tree to cover build variety.

    Sets in D3 were a cludge to cover for the lack of reasons to use anything but the skills that were individually optimal. Greater variety in skills is a separate issue.

    You can have nearly the exact same skill tree on two completely different builds in PoE.

    The passive tree is generalized as hell. There's no skill gem related nodes (except for minions/totems, etc), just generalized damage, status, or defense.

    jungleroomx on
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    TarantioTarantio Registered User regular
    Tarantio wrote: »
    Tarantio wrote: »
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    Is there a game that did this without also having some kind of tree for interdependency?

    That's my main problem with D3's skills system, each skill being independant of the others, making builds indistinct.

    Having more variations of individual builds doesn't make builds more varied unless there's some reason not to just use the strongest skill options every time.

    Path of Exile. Each piece of gear has 1-6 sockets (usually 4-6 near endgame) and you use a skill gem that you socket into those gear pieces to get attacks, then choose from this big honking fucking list of support gems to power them up and change their behavior.

    But Path of Exile also has a giant honking tree to cover build variety.

    Sets in D3 were a cludge to cover for the lack of reasons to use anything but the skills that were individually optimal. Greater variety in skills is a separate issue.

    You can have nearly the exact same skill tree on two completely different characters in PoE.

    The passive tree is generalized as hell. There's no skill gem related nodes, just generalized damage, status, or defense.

    But the nodes are related to particular attributes that skills feature, yes?

    The tree is still inherently tied to build variety.

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    Jubal77Jubal77 Registered User regular
    edited October 2019
    PoE tree is all base dmg, base notable enhancement (like more dmg for bow skills closer) and survivability so not really. Not directly.

    Jubal77 on
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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited October 2019
    Tarantio wrote: »
    Tarantio wrote: »
    Tarantio wrote: »
    Tarantio wrote: »
    Sets in D3 are boosting skills by 2000% because if you don't do that, there's never a reason to use that skill, ever.

    The D3 skill system lends itself to very few optimal builds, because there's no interdependency. If the class has a damage skill that does a little more damage than the others, why would you ever attack another way? Use the rest of your slots for buffs or utility. And if the attacks are all painstakingly balanced so that none of them are better than the rest... it's not so much a build choice as a cosmetic difference.

    Sets broadened the specs and skills it made sense to use by tying certain skills together, or by making a skill do something it didn't do naturally.

    But in potential news: there's a post on the Diablo subreddit claiming to contain spoilers for Diablo 4. Some characters, mechanics, a villian, etc. User seems to have posted accurate leaks from other games in the past. https://www.reddit.com/r/Diablo/comments/dpgwmv/diablo_4_information_leak_spoiler/

    And other games have done this more elegantly by not locking down a skill into just 5 variations.

    Is there a game that did this without also having some kind of tree for interdependency?

    That's my main problem with D3's skills system, each skill being independant of the others, making builds indistinct.

    Having more variations of individual builds doesn't make builds more varied unless there's some reason not to just use the strongest skill options every time.

    Path of Exile. Each piece of gear has 1-6 sockets (usually 4-6 near endgame) and you use a skill gem that you socket into those gear pieces to get attacks, then choose from this big honking fucking list of support gems to power them up and change their behavior.

    But Path of Exile also has a giant honking tree to cover build variety.

    Sets in D3 were a cludge to cover for the lack of reasons to use anything but the skills that were individually optimal. Greater variety in skills is a separate issue.

    You can have nearly the exact same skill tree on two completely different characters in PoE.

    The passive tree is generalized as hell. There's no skill gem related nodes, just generalized damage, status, or defense.

    But the nodes are related to particular attributes that skills feature, yes?

    The tree is still inherently tied to build variety.

    Yes, but just damage. And the way things work is each skill has a set of tags at the top

    st6rzwltb5bn.png

    And you match those tags to nodes on the tree.

    Something like "projectile" can refer to spells, or arrow attacks, or something like Spectral Shield.

    So, I mean, yes it contributes, but by far the build variety comes from Ascendancy specialization, skill gems, and the breadth of item choices and variety of prefixes, suffixes, and corruption effects you can put on items. The skill tree is not the source of the variety for offensive techniques. It does let you decide between life, hybrid, low-life, and energy shield builds, but primarily it's there to crank up your damage and life.

    jungleroomx on
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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited October 2019
    Jubal77 wrote: »
    PoE tree is all base dmg, base notable enhancement (like more dmg for bow skills closer) and survivability so not really. Not directly.

    The only thing I could say is the notables on the outside DO have some effect, like Avatar of Fire, CI, or Blood Magic.

    But yeah, really you could theoretically make an entire build without the skill tree if the game was balanced for it.

    jungleroomx on
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    Jubal77Jubal77 Registered User regular
    Jubal77 wrote: »
    PoE tree is all base dmg, base notable enhancement (like more dmg for bow skills closer) and survivability so not really. Not directly.

    The only thing I could say is the notables on the outside DO have some effect, like Avatar of Fire, CI, or Blood Magic.

    But yeah, really you could theoretically make an entire build without the skill tree if the game was balanced for it.

    Even those are a base dmg. They just happen to be specific to elemental/fire dmg or a specific survivability type etc.

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    jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Jubal77 wrote: »
    Jubal77 wrote: »
    PoE tree is all base dmg, base notable enhancement (like more dmg for bow skills closer) and survivability so not really. Not directly.

    The only thing I could say is the notables on the outside DO have some effect, like Avatar of Fire, CI, or Blood Magic.

    But yeah, really you could theoretically make an entire build without the skill tree if the game was balanced for it.

    Even those are a base dmg. They just happen to be specific to elemental/fire dmg or a specific survivability type etc.

    Oh yeah, it's all base.

    You occasionally get status effects like Fortify boosts or being able to steal charges in the eastern claw circle, but it's all just basic ass level-up figures.

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    SpawnbrokerSpawnbroker Registered User regular
    It's really an elegant system. The tree is reserved for passive abilities that are always on. The skill gems are the actions on your hotbar.

    This doesn't mean the passive tree can't be build defining. There is a passive that lets you summon extra totems, but now you can't deal damage without totems. There is a passive that converts all your non-fire damage to fire damage.

    The tagging system present in the game reminds me a lot of Magic: the Gathering's keyword system. It probably reminds me of that because Chris Wilson is a huge MTG nerd and it comes through in his design.

    Steam: Spawnbroker
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    Jubal77Jubal77 Registered User regular
    I mean if you are taking extra totems, the brand stuff etc you have already technically made a build defining decision with your gems really.

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    NogginNoggin Registered User regular
    I polled in the Diablo 3 thread and the consensus was to change it over to more of a general Diablo thread, for now at least.

    So any potential announcements and discussion is more than welcome over there, especially if we’re finally getting 4.

    Battletag: Noggin#1936
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    ZekZek Registered User regular
    Strictly speaking this was supposed to be a Classics thread to begin with I think. But it sort of transformed into the Blizzard thread, probably just because of how the title was written.

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    KoopahTroopahKoopahTroopah The koopas, the troopas. Philadelphia, PARegistered User regular
    Whoa free shirts, that's cool!

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    TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    edited November 2019
    Whoa free shirts, that's cool!

    Made in China.

    Personally I'm happy that I finally have Demon Hunter Sombra and I didn't have to pay for an e-ticket to get it. I hope that isn't the only diablo related news for me to get excited over.

    Talith on
    7244qyoka3pp.gif
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    SmrtnikSmrtnik job boli zub Registered User regular
    edited November 2019
    Diablo 4 opener at Blizzcon!

    Smrtnik on
    steam_sig.png
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    TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    I'm happy I get a sorc again and the skills looked simple but fun so far. I'm going to miss having color in the game though.

    7244qyoka3pp.gif
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    CantidoCantido Registered User regular
    I got up to Hogger, or rather the queue to be Hogger, beat Hogger, and never played WoW again.

    I need something where I can click on heads.

    3DS Friendcode 5413-1311-3767
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    ErlkönigErlkönig Seattle, WARegistered User regular
    Cantido wrote: »
    I got up to Hogger, or rather the queue to be Hogger, beat Hogger, and never played WoW again.

    I need something where I can click on heads.

    I don't need to click on heads, but I do need something more....I dunno, engaging? Guess I done got spoiled by Soulsborne games. WoW with Dark Souls combat would be very, VERY bad for my time management.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    Jubal77Jubal77 Registered User regular
    It looks really fanservice-y which works on me. It has got me wanting to see it at least. It looked and felt diablo 2 which is what they were going after. So now I wait for more details on the systems.

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    Undead ScottsmanUndead Scottsman Registered User regular
    So was there no D2 remaster, or did I just miss it.

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    Jubal77Jubal77 Registered User regular
    So was there no D2 remaster, or did I just miss it.

    Nah if it exists could be closing ceremony.

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    rahkeesh2000rahkeesh2000 Registered User regular
    I'm more convinced that D4 is the D2 remaster at this point.

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    Warlock82Warlock82 Never pet a burning dog Registered User regular
    So um.. These games are lookin good... Blizzard, don't you be teasing me with all this false hope...

    Switch: 2143-7130-1359 | 3DS: 4983-4927-6699 | Steam: warlock82 | PSN: Warlock2282
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    DixonDixon Screwed...possibly doomed CanadaRegistered User regular
    So many good games to tide me over until this as well. It’s a good time to be a gamer.

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    ShadowhopeShadowhope Baa. Registered User regular
    Did I miss any news about the WC3 remaster?

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
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    I needed anime to post.I needed anime to post. boom Registered User regular
    Not really no. Just that Blizzcon ticketholders get in the beta today.

    It's a pretty known quantity at this point though I don't think there's really any news to say about it.

    liEt3nH.png
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    The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    D4 looks cool and all but I realized after watching the trailer that I was unknowningly more interested in the rumored D2 remaster.

    Business-wise, given that they said D4 isn't coming anytime soon, "not even Blizzard-Soon", it seems like a D2 remaster would be a good way to throw something out there while people were waiting.

    And the mobile game isn't going to cut it. The world doesn't need any more gatcha games, and certainly doesn't need a dumbed down version of a game that already isn't terribly complex to play.

    I guess there's still the closing ceremony or whatever; but has Blizzard ever announced anything in their closing stuff?

    Also good lord, being away from WoW for a bunch of years now I can hardly track what the hell is even going on with its lore. I tried watching some of the cinematics in the past couple weeks, of the past few expansions and it didn't exactly help. Maybe there's a lot of context in quests? Or maybe they've just gone harder than they already were into putting important lore stuff in books and not in-game. :rotate: The cinematic looked cool, sure, but possibly since I just don't feel much connection to the game universe anymore, it didn't do much to stir any feelings. Which surprised me somewhat, given it had Icecrown and all that and WotLK was hands down, for me, the height of WoW.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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    ZekZek Registered User regular
    I think this was the "remaster", they cribbed a crazy amount from D2. It would be bizarre to do a D2 remaster after this, it would practically be cannibalizing D4. But I could see them doing a quick and simple one that's basically just uprezzed assets.

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    The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    Zek wrote: »
    I think this was the "remaster", they cribbed a crazy amount from D2. It would be bizarre to do a D2 remaster after this, it would practically be cannibalizing D4. But I could see them doing a quick and simple one that's basically just uprezzed assets.

    Yeah that's all I really meant, like the SC one. I would be totally fine with that. I'm still on the fence about the WC3 one, the art style seems really not cohesive at all; the original, as badly as the models and stuff hold up today, the style does (which has always been the case with warcraft, and is super weird they're going with their cinematic styles instead of the in-game styles). D2 plays perfectly fine right now, but it could definitely use upscaled textures and better support for 16:9 screens (or other widescreen ratios).

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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    rahkeesh2000rahkeesh2000 Registered User regular
    edited November 2019
    SC was handcrafted assets, not using algorithms to do a quick upscale like Zek seems to be suggesting. Though I'd be curious how some of the AI upscalers used by the community on the FF games would work.

    rahkeesh2000 on
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    The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    I'm surprised it hasn't been done already, to be honest.

    Heck, maybe it has? It isn't something I've looked into.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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    ZekZek Registered User regular
    I imagine if they still have source assets they could actually re-render them in a higher resolution.

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    rahkeesh2000rahkeesh2000 Registered User regular
    edited November 2019
    Well I think the bigger problem for fans is adjusting the game code so it can render the same game space in higher resolution. There's mods that increase resolution but that just shrinks things and puts more of the world on the screen, just like 640x480 -> 800x600 in the LoD expansion.

    rahkeesh2000 on
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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    SC was handcrafted assets, not using algorithms to do a quick upscale like Zek seems to be suggesting. Though I'd be curious how some of the AI upscalers used by the community on the FF games would work.

    Yeah there was nothing "quick and simple" about SC: Remastered

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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    SC was handcrafted assets, not using algorithms to do a quick upscale like Zek seems to be suggesting. Though I'd be curious how some of the AI upscalers used by the community on the FF games would work.

    Yeah there was nothing "quick and simple" about SC: Remastered

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    rahkeesh2000rahkeesh2000 Registered User regular
    Zek wrote: »
    I imagine if they still have source assets they could actually re-render them in a higher resolution.

    They don't for sure. They don't even have the tools that those assets were made in.

    They didn't have access to them for Starcraft, and that was made within Blizzard south!

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