“And then I shot myself”

Well, I lost my first hardcore character. It was really sad, but then I immediately started up a new character. I think my biggest replay value is going to come from trying to get through the entire game on hardcore.

I think the HC economy will be way more fun too, because of item loss draining surplus from the economy and a much smaller pool of players.

Doh. I have to go AFK off and on when the kids require it and I guess I left it on busy, maybe?

Yes. I am loving it and thanks for the Starter Ed. code. 14 hours and 24 levels is not quite worth $60, but it will be. :)

Trying to remember what I used initially. Not only do I suck, but I am hard headed, so I tend to wipe with a set-up and then try it 5 or 6 times before I try to change. I think I ended up with Frenzy, Hammer of the ancients, but then I like stomp for the stun. Leap seems to be the favorite, though. My gear was not great either.

Yeah, this has been my experience. I liked how the class played overall, but once I hit Highlands and the packs of monsters it got frustrating fast. I also never seemed to quite Vault correctly, I’d often Vault twice, often right back to where I started from.

This is sort of a problem with many instant mobility skills. The Monk’s dash skill can do the same thing. Seems like lag makes it much worse since you might think your button didn’t register… but you end up dashing twice and wasting spirit or discipline.

You have to level up - Nightmare isn’t just “hard mode” it’s the second 4 tiers of progression in the game. You can’t just start it with a level 1 character and play, so this is the same as the question “once I’ve gotten my MMO character to level 30, why can’t I make level 30 characters of each class immediately?”

I am getting pretty sick of Act I - that said, my second (mildly twinked, but nothing super expensive) char got through Normal in under 7 hours, and my third char is on pace to come in a bit under 6. Those are solo times too, so I’m sure you could cut off even more if you had a group of people pushing for speed, or a higher level friend helping you through.

I’ve spent decent time (at least a couple of hours) with every class but Barbarian now - you can only take so many Invulnerable Minion named guys on Hell before you need a break - and I will say that my Monk had the easiest time of it by far. Stuff that I have to dodge on DH/WD/Wizard? Just tank the crap out of it on the Monk, and that includes Act bosses and pretty much everything else.

I can’t think of a single given argument for making someone level up a character after getting one to Nightmare or Hell or Inferno. They got rid of skill trees to not lock you into having to re-level characters just to try something different. How is a class anything but a really wide set of skills you haven’t tried yet? What possible justification is there for requiring you to level up in one case, but despising that mechanism in the other?

Same argument for why you have to level up to max level in WoW, and not just make a character at max level.

It’s been a long time since a game has hooked me as much as this has. It’s a fantastic successor to Diablo 2. The graphics are gorgeous and I’m really enjoying the new skill system. I play primarily on hardcore which is where the game really shines. It really forces you to play very differently than normal. In hardcore every point of vitality and armor is essential. To be honest I don’t know how anyone can play on ‘normal’ mode where there is literally no challenge as there is no death penalty.

I’ve got 6 characters right now at various stages. 5 hardcore and 1 normal (who I use to play co-op with my girlfriend) My favorite class right now is the monk. With his many escape skills such as heal, blind etc - this makes him a good choice for hardcore. I’m also enjoying the wizard who is my second favorite. I’d originally planned to play as a witch doctor primarily but after getting one to level 20 they feel like they kind of lack focus. All of their skills are superbly designed but they seem to lack a cohesion that I find with the other classes. Maybe this will change as I reach higher levels.

All in all… wonderful game. 9.5/10 for me!

Don’t feel like restarting because i got disconnected or blizzard’s servers were bogging down. I suppose it would be more viable in a couple weeks when blizzard (hopefully) improves their servers.

They do that because they want you to spend as much time playing, so they can rack up more billing cycles. Since Diablo’s got no sub fee, that makes less sense.

Plus leveling in Diablo’s skill system and instanced/limited multiplayer ecosystem is way different from WoW’s, so the analogy isn’t great.

Notes: dual wielding suck, the damage is the average of the two +15%. At high level only the character atributes matter. Its not that gear is bland, is that 90% of the attribs are useless. The monk its a kung-fu version of the jedi, with superpowers. Coop would be better with a option to make story elements unskipable, or a voting system to skip stuff. You cant kick from a game a russian that is ninjaing your diablo. You have to wait. The blizzard userbase is horrible, bar a few nice guys. When you finish the game you can continue the game+ with everithing, even companions, from the first level, I like that. People say that melee classes have a hard time in hell.

I’m still only just toward the end of act II on Normal difficulty…taking my time (and my parents were visiting!). Loving the hell out of it though.

My biggest criticism of the game is the same criticism I had of Diablo 2 - randomized levels fucking suck. I vehemently disagree with the notion that randomized levels “increase replayability”, as if not knowing whether the path continues left or right is the reason why I’d want to play through the game again…

No, of course not. There are a billion other reasons to play through the game multiple times. All randomized levels gets you is checkpoints and portals that appear in the most retarded locations, context-less levels that don’t feel naturally designed at all, and endless pointless hallways that suddenly end. It’s just so arbitrary and pointless.

Just like how playing Torchlight 2 made me want to play more of Diablo 3’s vastly more interesting gameplay and skill system, Diablo 3 also makes me want to go back and play a ton of Titan Quest so I can experience those masterful hand-crafted levels again.

I took some days off for this one, and boy have I played it :)

60 hours on my Monk - and I’m now very close to act 2 Inferno. I feel I’m ready so speak about the game from a more informed position.

First of all, I really love it. It’s fantastic and I intend to play it for quite a while. With that out of the way, I’ll focus on the negatives - to point out some rather unfortunate design issues. Now, this is just my opinion - and not set in stone or anything.

1. Loot design

They chose to make rares the best items. I know why they did it - and I agree with some of their reasoning. But their choice have made legendary items ultimately inferior. They will be nothing but prestige items or something temporary. Big mistake.

You don’t make legendary items inferior, and you don’t make them inherently superior.

What you do is make them EQUAL in power, but with unique aspects - that don’t necessarily have to do with power. This is one area where WoW loot design shined - because legendary items (or the stronger epics) had unique properties that made them stand out and be desirable.

Personally, I would have made legendary items have a higher chance of being superior - but have rares be equal when rolled with ideal stats. Aside from that, I would keep unique procs and fun stuff for the legendaries - so as to make them more interesting without being more powerful, necessarily.

2. Zero replayability for each individual class

Yes, this ties into their handling of skills. I know everyone loves the flexibility of the skill system - and so do I. I think they did this part right. But they messed up on longevity.

The way they’ve designed it now, means that there’s absolutely no reason to play again with the same class (not talking about hardcore mode) - and what’s worse, they’ve effectively eliminated ALL lower level items (including legendaries and set items).

There will never, ever be a long-term reason to care about legendaries or set items if it’s not a max level superior item. That’s a real shame.

It’s a real shame that the sub-60 game will be completely dead for everyone once they’ve levelled their classes of choice to 60. They’ve made the game be 95% about Inferno level and max level loot.

I’m not asking to go back to D2 skill system, because that sucked majorly in terms of implementation - but I can forgive that due to it being the first of the genre to even have a skill tree like that.

Smart thing would be to make a “talent tree” ala WoW - that mostly affected skills passively - and without major gimping (keep it in the 10% range). Just a way to customise and maximise the performance of a particular build or playstyle. This way you’d have a reason to level alts - and you’d have a reason to care about lower level set items and legendaries. It would keep the economy a lot more interesting - and it would extend the life of the game A LOT.

3. Bad balance between Bosses and “Packs”

The difference in challenge between bosses and elite/champion packs in Hell+ is ridiculous. Bosses are much, much easier - and if you’re used to raiding in any challenging MMO - they’re inevitable pushovers.

Elite/champion packs, however, are just stupid when they spawn with unfortunate power combos. Stuff like “Walled Arcane Molten Desecrator” is completely ridiculous if you’re a melee character.

Yes, it’s doable with a lot of hard work and boring kiting - but that’s just NOT good design.

It’s even worse design when you can just skip the vast majority of them, and run straight for the boss kills instead. This is how people defeated Inferno so quickly.

4. Ranged vs Melee

Once you reach Inferno, this becomes blatantly obvious. Yes, they tried dealing with their poor pack design with a 30% damage reduction across the board, but it changes nothing.

For melee characters, the game because a constant kiting/praying experience - because you just CAN’T take the punishment.

IF you can reach a level of gear where you CAN take the punishment, then the game will change into a completely trivial auto-win, because then you don’t have to move or do anything when tanking.

I’m sorry, but that’s not very well thought out.

Instead of making spawns have totally random attributes, they should have designed them more, and have some packs be a pain for ranged (like pulling them close) - and some packs be a pain for melee. This is not how it is in the game currently.


Those are my major complaints - and though it seems like major bitching, please remember that I really love the core gameplay and especially the potential of the game - if they wise up and change a few things.

Great post, DKD. A couple of comments:

Yeah, I can’t figure out what they were doing with the legendaries, at least at the levels I’ve played (I’ve gotten two characters to level 35). I found one and it quickly became obsolete, so I sold it on the auction house. I bought another one and then ended up selling it and getting my money back. I figured it was just part of the gear churn, but now when I’m shopping, I don’t even bother with legendaries. Which is a shame, because they seem to have a lot of personality than the usual “rugged leather chestpiece of the bear” and whatnot. I guess you’re right that they’re probably prestige items, but what sort of prestige item takes the place of an actually useful item?

Thank god. This is not an open-ended MMO. Which is fine by me. You’re absolutely right, of course, but I see this as a selling point instead of a liability. I don’t need another game-without-end. The 100+ hours I’ll probably spend on Diablo III are fine by me.

Here’s where I’m not quite sure why this is an issue for you. You don’t have to beat the packs. If you see a tough one, go around it. They’re randomized combat opportunities, not mandatory obstacles. That’s what I really love about the game. I find that I don’t care whether the levels are random. Instead, I care about the monsters on the levels, and I love how random they are.

-Tom

Thank god. This is not an open-ended MMO. Which is fine by me. You’re absolutely right, of course, but I see this as a selling point instead of a liability. I don’t need another game-without-end. The 100+ hours I’ll probably spend on Diablo III are fine by me.

That’s fair enough. I don’t really want to play the game forever - it’s just sad that I don’t see a reason to return to it after a few months, if I’ve exhausted content. I like the IDEA of a game that’s perpetually relevant - even if I don’t necessarily intend to play it forever.

Like D2 has been since 2000.

I could be wrong, of course, but I don’t think people will be playing D3 in 12 years - if the design doesn’t change.

Well, yeah, because of the RMAH they might do that - but not to experiment with new builds or twink or whatever.

Here’s where I’m not quite sure why this is an issue for you. You don’t have to beat the packs. If you see a tough one, go around it. They’re randomized combat opportunities, not mandatory obstacles. That’s what I really love about the game. I find that I don’t care whether the levels are random. Instead, I care about the monsters on the levels, and I love how random they are.

I don’t mind the levels being random, and I don’t mind mobs spawning with random attributes - but it should be kept within reason and to allow for melee characters to “have fun”.

I really, really don’t feel good “skipping” mobs that kick my ass. Oh, it’s ok to have to do it on occasion - but not as a rule.

I find it infinitely sad that Inferno has been beaten so quickly, because people are simply skipping the primary challenges and going straight for the bosses.

It feels very “off” for me.

But I’m confident Bliz will balance and tweak, and I don’t think this is really their intention.

Blizzard has repeatedly stated that they want the focus and challenge to be off bosses and on elite groups, so I’m pretty sure it’s working as intended. Not that there won’t be changes, but I think the philosophy will stay the same.

I agree with you on this one big time. Legendaries are just cosmetic bits which is disappointing.