Time Capsule from PoE Closed Beta -- a classic PoE vs D3 thread circa 2012

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Erevos wrote:
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miljan wrote:
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Erevos wrote:

now you forgot to mention level cap and the Inferno that you can play actualy after the level cap, the Nephalem buff of Magic Find, the Health Globes, the new way to customize your attributes with gems, the leveling of the blacksmith, the new uses of the gold.

All the above are big progression for Diablo.


Inferno is nothing new anymore, they made it like a normal 4th difficulty where it's easier on beginning and later harder.Health globes are new, but not function good because they drop randomly, and you are tide to much to luck. You cant plan use of them.
Customization with gems is not a improvment. They removed customization from your character to items only. That's not improvement, it's a change that some people don't like.
Nephalem buff of Magic Find is trying to fix a broken system that allows you to swap skill when ever you want.

The only things that I agree here is blacksmith.


are you serious?

Inferno is a new difficult level that you cant gaint a lvl, best drops will be in Inferno and the mobs will have some new abilities only seen there.

Health globes gives the combat a bit of strategy and stops the players to leave in a middle of a battle to go to to town andbuy potions, plus they are some health potions drops.

Attributes customization in D3 makes you making choices, in D2 vitality was the only way.

Nephalem Buff is enchancing the team play and to give you a better chance to get the most rare drops.

this isnt my way of seeing things, this is how things are in D3.


Actually this guy (erevos) is right. With this gem system rather than an attribute system, you actually get to choose if you want more offense or defense, while with the attribute system you would just get the stats for the items you need, and pump the rest in vitality.
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
Last edited by Tagek#6585 on Apr 18, 2012, 8:03:14 AM
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miljan wrote:
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Tagek wrote:


Well actually, like I've edited in my post, inferno is harder than hell was in diablo 2.
They want to keep hell in tact, and add on inferno for the people that really want to commit to diablo 3.
If you're very casual you might find inferno too hard,
so you can stick to hell. In diablo 2 you didn't really have a choice, because all the good loot was in diablo 2's hell (the highest difficulty), but now you can stay in diablo 3's hell (second highest difficulty) if you want to.


Dont understand, good loot will also be only in inferno, the same as it was before in hell. There is no difference.


You are very uninformed..
Pretty much all the items will also drop in hell difficulty.
I'm not sure how they balance this fact, but it's probably through higher drop chances on inferno monsters.
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
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WAWAMELONS wrote:
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Disillusioned wrote:
the runestones are basically runes that you no longer need to drop and form a runeword with and they're given for free on level


As the two people above me have already said, this is not what the D3 runes are at all. Please do some very basic research on the game before typing up novel-like posts. The skill rune system is such a massive addition to the Diablo franchise.


I think you may be completely mis-interpreting what I'm getting at when I say, "runestones are a lot like runes of yesteryear." I'm not saying they're all Enigmas or Breaths of the Dying but more that instead of enhancing your gear they enhance an ability and you get them for free as you level. The end result is the same intention the runewords of D2 had: to bestow the character with additional perks. Originally, they were going to be socketed into abilities much the same way how you'd form a word in D2 with an item.

The only difference is that they shifted from making it an item with exceptional attributes/added effects to an ability with added effects/more versatility. Not that drastic of change when you see it that way in my view. But time will tell.
"
Disillusioned wrote:
"
WAWAMELONS wrote:
"
Disillusioned wrote:
the runestones are basically runes that you no longer need to drop and form a runeword with and they're given for free on level


As the two people above me have already said, this is not what the D3 runes are at all. Please do some very basic research on the game before typing up novel-like posts. The skill rune system is such a massive addition to the Diablo franchise.


I think you may be completely mis-interpreting what I'm getting at when I say, "runestones are a lot like runes of yesteryear." I'm not saying they're all Enigmas or Breaths of the Dying but more that instead of enhancing your gear they enhance an ability and you get them for free as you level. The end result is the same intention the runewords of D2 had: to bestow the character with additional perks. Originally, they were going to be socketed into abilities much the same way how you'd form a word in D2 with an item.

The only difference is that they shifted from making it an item with exceptional attributes/added effects to an ability with added effects/more versatility. Not that drastic of change when you see it that way in my view. But time will tell.


An item and an ability is an entirely different entity..
Runewords were just items with great stats.
Runestones in Diablo 3 are skills with new effects, colours, and some even entirely different animations.

Just because you can use some of the same language terms to explain what they are doesn't mean they are similar.

Total point being: Runewords didn't change the way you played. Just instead of having a sword that did 100 damage, you had runewords that did 4000 damage for example.

While skill runes do change how you play.

**Edited my post a bit to fully explain**
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
Last edited by Tagek#6585 on Apr 18, 2012, 8:17:02 AM
Runewords in D2 gave you other classes more high-tiered abilities. You could teleport like a Sorceress, have Druid summons or transformations, randomly set off Poison Novas, etc. In addition to that you also received completely ridiculous stat increases and possibly resistances.

Enigma is a direct example of people changing how they could play. Call to Arms gave you Barbarian buffs. Beast made you capable of having Druid summons.

Of course it is easy to see that these runewords would make much of the gear in D3 unwanted since they'd be "overpowered." I never quite liked the rune madness from 1.09 and beyond myself. However, it is fairly obvious that they're keeping the very intention/spirit of the runes alive with the runestones only now it is limited to your class' abilities.
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Disillusioned wrote:
Runewords in D2 gave you other classes more high-tiered abilities. You could teleport like a Sorceress, have Druid summons or transformations, randomly set off Poison Novas, etc. In addition to that you also received completely ridiculous stat increases and possibly resistances.

Enigma is a direct example of people changing how they could play. Call to Arms gave you Barbarian buffs. Beast made you capable of having Druid summons.

Of course it is easy to see that these runewords would make much of the gear in D3 unwanted since they'd be "overpowered." I never quite liked the rune madness from 1.09 and beyond myself. However, it is fairly obvious that they're keeping the very intention/spirit of the runes alive with the runestones only now it is limited to your class' abilities.


Well yes, some of them did.
Not all of them. This isn't and doesn't have to be limited to runewords. Items can have affixes that change things about your gameplay.

But really, runes just change the way your ability works.
They don't give you another class his ability at all, so that has nothing to do with runewords.

Also, this way you can change them whenever and however you want to.
In diablo 2 you can't just pull a runeword out of your ass and be like 'I'm gonna play like this now!'.

Overall the point is about evolving.
And this system is an evolution over diablo 2.
Whether you think it came from runewords or not, is irrelevant.
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
Last edited by Tagek#6585 on Apr 18, 2012, 8:37:14 AM
Tagek, did you really use 'incentivize'?

...You break my heart, man.
Account sharing/boosting is a bannable offence. No ifs, ands, or buts. No exceptions. Not even for billionaires.

Post this sentiment publicly and see how long it lasts here.
"
CharanJaydemyr wrote:
Tagek, did you really use 'incentivize'?

...You break my heart, man.


Please do explain? :P

EDIT: I could have said 'forces you to' or something, but
'incentivize' sounds friendlier.
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
Last edited by Tagek#6585 on Apr 18, 2012, 8:53:52 AM
Of course runes change how an ability works, much like how runewords changed your gear. I would not expect Blizzard to give a Barbarian some Monk abilities or a Demon Hunter some Wizard abilities due to balancing gameplay/difficulty but I believe it is safe to say that the very nexus of what runes have done past and present is to enhance your character to extra powerful degrees. To make them reach their full (or even beyond) potential.

As for whether it is an evolution over D2, I'm not so sure I'd say it is a true evolution as much as it is a different philosophy on how they should be orchestrated into the game. The old system they had of having tiers of runes that varied in power and potency would have been much more rewarding and depending on the rarity could allow them to add maybe more crazy stuff to really show off with much like how you'd look awesome in D2 with runeword gear.

And it would have to come from somewhere to be seen as an evolution, would it not? Runewords is where it was derived from but executed better than? That's in the eye of the beholder.
"
Disillusioned wrote:
Of course runes change how an ability works, much like how runewords changed your gear. I would not expect Blizzard to give a Barbarian some Monk abilities or a Demon Hunter some Wizard abilities due to balancing gameplay/difficulty but I believe it is safe to say that the very nexus of what runes have done past and present is to enhance your character to extra powerful degrees. To make them reach their full (or even beyond) potential.

As for whether it is an evolution over D2, I'm not so sure I'd say it is a true evolution as much as it is a different philosophy on how they should be orchestrated into the game. The old system they had of having tiers of runes that varied in power and potency would have been much more rewarding and depending on the rarity could allow them to add maybe more crazy stuff to really show off with much like how you'd look awesome in D2 with runeword gear.

And it would have to come from somewhere to be seen as an evolution, would it not? Runewords is where it was derived from but executed better than? That's in the eye of the beholder.


Nope, in the endgame everyone would have all the max rank runes. Not having them would be terrible, and you'd have to go through tedious trading to obtain them all.
It would be nice for people like charan to enhance the 'while leveling' experience, but it's a horrible idea for the endgame.

Also, not really. Again whether it comes from runewords or not, a new feature doesn't have to be an evolution of a previous feature, but it can help the game 'evolve' upon it's predecessor.
''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
Last edited by Tagek#6585 on Apr 18, 2012, 9:07:57 AM

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