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  • Diablo 3's missing runestones found at GDC

    by 
    Mike Schramm
    Mike Schramm
    03.30.2013

    If you've followed Diablo 3's development for a long time, you might remember the idea of Runestones. They were meant to be actual in-game items that could supplement character abilities in various ways, such as adding a fire attack to a melee hit, or doubling the power of a spell for free. When the game arrived last year, the Runestone system was nowhere to be seen, replaced by the controversial Skill Rune system. So where did those Runestones go? Diablo 3's technical designer Wyatt Cheng said during a talk at GDC that they're still around, in one form or another.The Runestone system was originally created to add flexibility to character skills, and to give players a chance to experiment and play around with new abilities after they had gained them through leveling up. The original idea had ten different effects that could be added to various abilities, including striking, lethality, efficiency, life-stealing, poison, slowing and so on. But ten was too many, Blizzard decided, and they opted to boil them down into five different stone types (Crimson, Obsidian, Indigo, Golden and Alabaster) that would each affect skills in a few different ways.Cheng said having actual stones in the inventory worked in a few different ways. It gave the system a sense of discovery, as players enjoyed seeing which stones granted certain effects, and it accomplished the original goal of allowing players to experiment with customization. Managing the stones in the game's inventory was a "nightmare," according to Cheng, and player expectations didn't always match what the stones actually provided.In the end, the team went with the existing Skill Rune system, which allowed Blizzard to give specific skill and stone combinations more "flavorful names," and let the team make sure that the added effects were appropriate for the skills they matched. But Cheng said the effects were still in there: Some runes still slow opponents or add more damage to attacks, and those were the effects originally conferred by the stones of Indigo and Crimson.

  • Diablo 3 Inferno Difficulty monster damage balance tweaked

    by 
    Mike Schramm
    Mike Schramm
    09.18.2012

    Blizzard is making a few tweaks to Diablo 3's Inferno difficulty yet again. The developer added more high-level drops to the difficulty before, and this time it's effectively reducing the damage monsters will do in that mode. As Technical Game Designer Wyatt Cheng says, Blizzard is reducing the potency of player defense spells and reducing the monster damage, which means that monsters in Inferno won't hit as hard overall.Why? Some defensive skills, Cheng says, were made so effective that players consider them essential. Energy Armor, for example, is used by 83 percent of level 60 wizards, and War Cry's Impunity modifier is used by over 87 percent of barbarians. Nerfing the monster damage and the effectiveness of these spells is supposed to let players go to other options, rather than just walling up defense all of the time.Cheng says there are more changes coming: A new "monster power" option to up the difficulty for higher rewards; and a tweak to the monk's One With Everything skill. We'll stay tuned for those.

  • Diablo III tries a new approach to crowd control

    by 
    Justin Olivetti
    Justin Olivetti
    09.05.2012

    If you've been playing Diablo III and thought that its crowd control mechanics felt, well, weak, then Blizzard agrees with you. In a new post on the official site, Senior Technical Game Designer Wyatt Cheng explains the original reasoning behind Diablo III's crowd control, brainstorming sessions that the devs had to fix it, and the team's final decision. Coming soon to the game will be a buff for CC that creates new rules for how mobs process these abilities when used against them. Cheng explains it thusly: "Monsters have a 'CC resistance' that is stored on a per-monster basis. The CC resistance starts at 0%. For every one second CC that is applied to the monster, the monster receives 10% CC resistance. Monsters lose 10% of their CC resistance every second that they are not CC'd. Elite monster CC resistance is capped at the current reduction values already active for Elites." He says that after the change, "near-infinite CC strategies will work," making the player feel powerful while not unbalancing the game.

  • Play together, loot alone in Diablo III's 1.0.4 patch

    by 
    Bree Royce
    Bree Royce
    08.11.2012

    What would it take to get you to give Diablo III another go? A whopping patch, perhaps? Blizzard is banking on it. In the game's upcoming 1.0.4 update, the team aims to revamp more than a few major systems, so Senior Technical Game Designer Wyatt Cheng took to the official blog to lay out the plan. For starters, Blizz wants to boost the number of folks playing co-op. That means nuking magic-find averaging in co-op matches; in 1.0.4, you'll benefit from your individual looting bonuses, and monster health will be shaved incrementally as more players join a game. The patch also nerfs elite monster pack difficulty, makes regular mobs tougher but buffs their drops, fixes terrible weapon drops (especially weak two-handers), adjusts damage-over-time skills, and reduces repair costs by 25%, the last of which ought to make endgamers happy. The devs are likewise "making a metric-ton of changes to classes," so expect more Battle.net blog posts in the near future.

  • Blizzard releases details for Diablo 3's big 1.0.4 patch

    by 
    Michael Sacco
    Michael Sacco
    08.10.2012

    Blizzard has been promising for a while that Diablo III's patch 1.0.4 would be a Capital B D Big Deal for the game, and a blog post from developer Wyatt Cheng seems to reinforce that notion. What's missing from this particular post is specifics about the sweeping class changes the devs have been talking about, but apparently that's going to be a whole 'nother blog, so fear not. Some major features of the patch are below, with the whole blog after the cut. Magic find and gold find will no longer be averaged in multiplayer games. Monster health will now be a flat increase of 75% health (per player), regardless of the game's difficulty level. No more Out Of Time enrage timers on elites or healing to full after you die a few times. Normal monster HP is increasing by a slight amount, but the chance of finding rare items on normal monsters is being increased by a factor of four. To close the gap between normals and elites, elite HP will be reduced slightly. Weapons of ilvl 61 and 62 can now roll weapon damage that extends to numbers currently reserved for ilvl 63+. Use of two-handed weapons will be encouraged by new sets of affixes. Repair costs of high-end items will be reduced by about 25%. Problem affixes like Fire Chains and Shielding are being adjusted, and Invulnerable Minions is gone, baby, gone. A tentative release date of the fourth week in August.

  • Diablo III game designers talk Inferno difficulty and twinking

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.05.2011

    Diablo III is not an MMO by any stretch of the imagination, but it certainly has some strong online elements like previous installments. It also has a lot of expectations to live up to, several of which are discussed in a recent PC Gamer interview with Wyatt Cheng and Andrew Chambers. Both designers discuss the challenge level of the new Inferno difficulty, which is aimed at max-level characters in good gear who have already completed the Hell difficulty level. They confirm that while it's meant to be brutal, it can be played and beaten solo -- although having a friend won't hurt. And speaking of getting by with a bit of help from one's friends, Cheng and Chambers both agree that twinking out new characters is a time-honored part of the game's tradition; their job as designers requires them to find ways to ensure that twinking is a fun process for players. It's the sort of interview that can leave fans wanting more of the game before it's released -- which ties in nicely to the fact that you can pre-order the Book of Cain (a collection of in-universe lore and artwork) on Amazon right now. And you can even take a look past the break to see what the book looks like.

  • Diablo 3 being polished up, no release date yet

    by 
    Mike Schramm
    Mike Schramm
    10.25.2011

    The build of Diablo 3 being shown at BlizzCon 2011 last week did have a few polish updates, but generally it was the same content previously available in the beta, which we've covered thoroughly so far. Diablo 3's Technical Director Wyatt Chang agreed while chatting with me last week that the game is basically content complete, but the polish phase is far from over. "Content complete for us usually means things like voice recording, art, assets are in place, but it doesn't mean that things like the tuning, balance, and game systems are in place." The team is still working hard on some of the core concepts, however -- one issue that's come up lately is whether players can switch skills on the fly or not. In the beta, says Cheng, "you can play with your skill window open, and you can switch skills in the middle of the fight, which has some upsides and it's very cool in one regard, but on the whole, I think it's sort of a more negative experience, and a lot of people in the community have agreed." Just recently, the team was dealing with things like "how many Pages of Training you can have in one stack," so they are starting to dive into the nitty gritty of how the game will work.%Gallery-137262%

  • Diablo 3 beta preview: Polish and punch

    by 
    Mike Schramm
    Mike Schramm
    08.01.2011

    While all the Diablo 3 talk this week will probably center around Blizzard's announcement of the player-to-player auction system, there's plenty to say about the game itself. It's the most polished it has ever been, and while the mechanics were in and working at the last BlizzCon, this beta build featured all of the classes with both sexes, the early questlines and story in the beginning of Act 1, co-op play, and the latest implementation of the full skill and crafting systems. We didn't get to play with the skill-tweaking Runes, but we were shown them being slotted and used in a hands-off demo. Regardless of how you feel about real-money transactions and third-party payment providers, Diablo 3 is still turning out to be one hell of a videogame. %Gallery-129364%