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Diablo III System Changes

There is a whole mess of tweaks and changes being made to the core Diablo III design and director Jay Wilson is laying it all out there for you to see. It’s a long-ish read but worth it if Diablo III is a game you’re keeping an eye on (and you are, I know you are).

We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system.

There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing features. We’re also working on a number of other large systems changes — specifically with the skill and rune systems. We’re not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.

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Bill Abner

Bill has been writing about games for the past 16 years for such outlets as Computer Games Magazine, GameSpy, The Escapist, GameShark, and Crispy Gamer. He will continue to do so until his wife tells him to get a real job.

7 thoughts to “Diablo III System Changes”

  1. I’m really not. I played Diablo II to death and since have totally gone off real-time pavlovian collection games, which is basically all Diablo and its ilk are. Why play such a mindless point-and-click, repeat game when you could play a Roguelike?

  2. I play both. They scratch different itches. Roguelikes require some planning and require your willingness to die and start over. To me, they are more about exploration and experimentation. Diablo et al give you a loot/power spiral through accessible gameplay. Lather, rinse, repeat, and the numbers will go up. It’s much less about experimentation and setback and more about constant rewards for well understood tasks.

    Sometimes after a long day at work where I have no idea if I’m succeeding or not at my job, I like to play something where it’s abundantly clear that I’m doing more damage and getting more powerful stuff. I loved Shining Force Neo and Exa for precisely this reason.


  3. And I haven’t even gotten to play the beta.  For the most part, though, his list of changes sounded a lot like making it more like Diablo II, rather than less.  I don’t know if that’s good or bad, but it’s too bad some of their crazy hopes for the game are getting nixed. 

    And I know I’m going to play this game to death, in any situation.  Plus, when it takes longer for them to release it, I won’t be feeling as forced to choose between it and ME 3, so there’s that. 

  4. People keep shoving it under my nose like it’s the next HASL, but considering that Diablo I and II didn’t excite me, why would this?

    The only thing I’m curious about is, have they gotten rid of the “always online” requirement?

    (By the way, are the italics in comments going to get fixed?)

  5. Historical Advanced Squad Leader

    HASL modules for ASL are generally big packages with poster-sized maps that are as accurate a depiction of the terrain as can be done, with some (or many) scenarios, and big campaign games. They take a lot of work, and so take quite a while to come out, but they are often ‘must-haves’ within the ASL community (which has a fair amount of completionists as it is). The first few go for a very pretty penny on eBay.

    …And one look at the box, and I ended up preordering the latest one.

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