You might have guessed that I have been playing a bit of D3
lately. You would be right. I even went so far as to pre-order Reaper of
Souls, because D3 is scratching a mindless kill-fest itch I have been having
lately. Since I’ve put a good chunk of
time in over the last week, I decided I might as well give a snapshot review of
D3 with Loot 2.0, as a bit of a baseline for when I play the expansion.
For the record, I started playing Loot 2.0 with a 60
Barbarian with no Paragon levels, leveled a Wizard from about 20 to 31, and
started a Witch Doctor up to about 10.
The Good
Loot
The biggest part of the patch/update/whatever was, by and
large, a success. On non-60 characters,
the drops are wonderfully improved.
Items get replaced left and right.
Crafting yields lots of appropriate gear. I never had the moment of thinking “I really
need to check the Auction House”, which was a relief, considering that was half
of every play session last time around.
On my 60, drops were ok. And by I
ok, I do mean a damn sight better than before.
But good drops are harder to come by.
I think I replaced almost everything except my weapons. There is probably some sort of RNG curve
going on here. But I was also limited to
Hard mode. More on that in a bit.
Difficulty Levels
You can change the difficulty on the fly, instead of
starting a whole new campaign. This is
great, but there was one problem, which I will talk about later.
Pacing
The speed with which I am gaining levels and paragon levels
is, if anything, a little fast. I gained
some 16 paragon levels on my Barbarian, and that is primarily solo, burning
through hard mode from mid Act 1 to the beginning of Act III. For the other classes, I cannot really say
much, as the Barbarian is the only character above level 31 I have at this
point.
So far the new Paragon system seems interesting, although I
am not a huge fan of the gating of points.
You get a rotation of Core, Offense, Defense and Utility points, in that
order, as you gain levels. This is
rather frustrating. I would have rather
seen the ability to assign freely amongst all the areas, as it seems like this
just slows down tweaking to take advantage of certain builds. Nonetheless, the new system provides a
welcome ability to customize the characters you build in some small way.
The Bad
Difficulty
I can select any difficulty level in game, as long as it is
easy, medium or hard. I cannot choose
the higher levels without backing out and restarting from the most recent
checkpoint. This is annoying because
“Hard” mode isn’t hard. At all. I actually tweaked my Whirlwind Barb into a
Seismic Slam build to slow down the fights and force myself to think about
positioning. On my Wizard, leveling is a
joke. The real limiting factor is often
clumping enemies together become unleashing AOE, and then the time it takes to
get to the next pack. I just fought
Belial on Hard with the 60 Barbarian. I
never moved once, and I think my health meter blipped off full maybe
twice. I really hope the increased
difficulty levels change that.
Also, aside from a semantic change in the naming of
difficulty levels, I am not sure I see what the big difference is. Each character has to go through the game at
least once to unlock all the
Gems
Gems are pretty boring.
The stat boosts they give are very small unless they are percentage
based, which does not happen very often.
Any given class really only needs to use 3 of the 5 gem types: Diamonds
for resist-all, red for % life, and then whatever your stat is. I hope Reaper of Souls brings in some sort of
Rune system, or even the socketing system from WoW, where combinations give
additional bonuses or something to make it more interesting. Hell, steal the Torchlight gems. Those were fun and had a lot of variety.
I also assume Reaper will add more tiers of gems, because
gems give 30-50 stat points while items generally drop, for me, with 200-300
stat points per property. There are
almost no situations where a stat is worth trading for a stat property.
NPCs
The game still has lots of moments where you have to stop,
wait for someone to say something, and then wait for an animation, and then
wait for something else. By the time you
get through to the door or get to fight the boss, that nifty buff you got
melted away. While by no means crucial,
it would be nice to not constantly get buffs that get eaten by plot
points. Which brings up…
The Plot
Replaying a turbo-tour of Acts I-II has reminded me of how
silly and disjointed the plot in this game is.
It really makes no sense. The reveal
of Tyreal and Belial both play very poorly after the first time. I am looking forward to Act III, which is
such a strong set piece, but I think Act IV is going to be a drag. Once adventure mode is live I wonder if
anyone will be playing Act IV at all.
Hopefully RoS divests the talky-talky and lets our blades, spells, and
jars of spiders do all the exposition.
Atmosphere
Diablo took place in an ever descending cathedral of
madness. It was dark, dank,
claustrophobic and oppressive. The light
radius mechanic had a huge impact on this.
Diablo II was a bit more open, relying on the more massive nature
(literally or figuratively) of many foes to impart a sense of dread. Diablo III feels rather barren. The art is well done, but there is n o sense
of lurking doom. I think a huge part of
this comes from the removal of the light radius mechanic. You can always kind of see around the corner,
or to the edge of the screen. In future
iterations I would love to see the light radius come back, along with the oppressive
black pool surrounding the character.
Having to rely on the harsh lines of the minimap, or even better, your
memory, made the journey feel more
isolated and more likely to result in a horrible end. I recall moments of actual fear in
Diablo. It would be nice to feel some of
that again.
The Ugly
Skills
Two big issues still bug me about D3:
The way skills are selected and the normal
and elective settings.
To keep things
simple, I’ll refer you to
this post regarding the skills system overall.
No need to rehash that topic.
The second issue is in the very gamey way you
can choose active skills.
By default you
have six skill slots on the hotbar, and can only choose one skill from each of
six categories to fill those.
If you dig
into the options menus you can enable “elective” mode, which lets you choose
any skill in any slot.
The implication
seems to be that the proper way to play is with one skill from each of the six
categories.
You can go elsewhere and
find many of the most recommended builds ignore this completely.
If Diablo 3 was played with a gamepad, this system
might have made sense.
But Diablo 3 is not played with a gamepad, and many skills
require you to aim with your mouse.
Leap, ranged spells, and things like that obviously were built for mouse
and keyboard. In this context, the
limited skills seem like a cop-out to make balancing the game easier as opposed
to providing some deeper gameplay mechanic.
The first two Diablo titles did not have this issue, nor does the
Torchlight series. The grouping of the
skills doesn’t always seem to make much sense.
All in all it is an ugly implementation that I can’t say I like much.
The rune system is still present, although a tremendous
number of runes have been changed or reworked.
However, the pacing of when runes unlock leads to a lot of static
builds through leveling. On the Wizard
in particular it seems like Ice is the only build you can really piece together
due to the massive number of skills, passive abilities and runes you unlock
that improve Ice compared to Fire or Arcane builds.
I mentioned this in my previous article, but the current
system implies that the systems in previous Diablo games were too
complicated. The changes to talents in
World of Warcraft seem to support this.
If sales numbers can be used as proof people understanding the
skill/talent system, I don’t think anyone was having much of problem getting
the hang of either game series.
Ghost Features
I know this is a pre-expansion release. But it really bugs me that many of the new
features are present but un-selectable in the menus. It would have been nice to have the tooltip
at least recognize if you preordered the expansion. There are also a fair number of Crusader
items dropping, which seems like somebody copied the wrong loot algorithm and
table to the server a few weeks early.
Pathing
Why do the merchant’s belongings’ boxes always mess up my
path in Acts I and III? Why do I always
get stuck on little parts of terrain?
Why can I lead to this platform, but not that one, or for that matter
execute a random half leap for no apparent reason? None of these are game breaking, but they are
annoying.
Final Verdict
You may think from this article that I don’t like Diablo
III. The answer is a bit
complicated. I’ve been playing it a fair
amount. I think the game has nice art
direction, has the ability to create really fun moments once abilities start to
unlock, and allow for nifty combinations of attacks and managing enemies. Loot 2.0 fixes some of the most egregious
faults in the game. That point is
important. I stopped playing the first
time because the whole game had become a gold grind for the Auction House. Removal of the Auction House, one of the most
touted features of the game, shows a huge change in direction for Blizzard, and
shows that they still have some ability to push back against the avarice of the
Koticks of the world, and their corporate structure.
However the core design choices with the skill and stats
system and the rather odd writing outside Act III really hold the game
back. This somehow becomes more apparent
with the Auction House removed. The
skill system, while allowing for a lot of combinations (Elective mode likely
provides thousands or millions of permutations of skills, runes, and passives),
still feels very empty, at least compared to previous entries and competition
on the market. The writing is less
memorable than anything else Blizzard has turned out. The atmosphere has none of the visceral
oppression and dread from previous games.
Diablo 3 is polished.
The systems that are in place (as opposed to my ideal Diablo III) are
well implemented aside from the aforementioned Leaping issues. The sound and music are well done. The graphics live up to Blizzard’s
fit-the-bell-curve approach to such things.
If this offering was the first Diablo game, I think it would have set a
nice bar. But as a sequel, I think too
much of the past was cast off in the name of marketing and the false idea that
the game needed to be more accessible.
Perhaps unreasonable expectations prevent me from really letting the
Prime Evils sink their hooks again.
Diablo III, especially with Loot 2.0, is good. But I still think it could have been great.