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

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CharanJaydemyr wrote:
"
kodr wrote:
@CharanJaydemyr: heh, in fact, I just saw you were the original poster ^^;
I wasn't targetting anyone in particular, but when I saw the title of your thread, I still thought "damn, another one like that..." because there was already a bunch of threads bashing D3 ^^;
But you are articulate, it's a lot better to read your post than the usual "if u lyk D3 u suk noob!" ^^;

I re-read your post, and it seems your problem with D3 is the removal of the gem system.
So, after playing PoE, what do you think of the skills?
Do you think you have more freedom?
Which character did you play?
As for D3, did you read the description of other skills (runed or not)?


You're dead on. I was absolutely in love with the proposed D3 skill rune system. It's not hard to imagine why: these runes didn't just buff a skill, they dramatically transformed it. Speaking just about the Wizard: Magic missiles turning to fire, magic weapon *also* turning to fire, a point-blank AoE changing to instant damage rather than DoT, meteor *changing to ice*...stuff like that is the drug of choice for a thematically-driven altaholic. A fire-based melee wizard was my first plan, and I had it all planned out. Excel spreadsheets and all.

And yeah, I spent a long time going through the skills/rune/passives of all five D3 classes. I had a passive sword-swinging Demon Hunter planned, and played it through the beta easily enough. It was really pushing it, but still, sword-swinging hooded speedy acrobatic badass had to be attempted! Monk, Barbarian and Witch Doctor had a lot less flexibility in my eyes, but they were very, very fun to play. I enjoyed PLAYING Diablo 3: it's a very fluid, exciting experience. But I wasn't enjoying playing the characters I'd made. Does that make sense? It wasn't fulfilling for me. I was holding out for runes, and then...

Naturally none of that is happening anymore, not the way I planned it, not the way it was offered. I've explained that much. It's fact, not opinion. History.

So to PoE: I think the skills are for the most part stock-standard Diablo skills. Hasty melee attacks, AoE melee, fire rain, ice projectiles, leap attacks, multi-arrow shooting...all that. But since they're attached to gem and not class, the combination possibilities are instantly greater. And the support gems modify them in fairly interesting ways. So if you want, you can say the active skills aren't that impressive, but what you can do with them are.

In that, I feel like I have a lot of freedom. I do believe the classes are still distinct and that 'skill choice' is not the only way to define a class.

I first played a Duelist, not really shaking the passive tree too hard: sword, armguard, melee skills, focus on fire damage (...can you tell I like fire damage in these games? Burning DoT rocks my world). I have created Charan in many contexts, and certain constants must remain: fire damage, sword, agility, life regen and stealth/teleporting preferable. PoE really offers all of those.

Right now I'm hopping between Aen (A Templar dual-wand user), SavageSeamstress (rapier-wielding Ranger), Orchid_Witherheart (dagger-witch: she's my most challenging character!) and Kajino_Kitaro (fire-exclusive Duelist with firestorm on LMB). I love 'em all. I love that this game has enough wiggle room for me to make them. I don't do it just to be contrary or difficult. These are established characters I've tried elsewhere. They are old friends who had no place in D3.

...They'll have no place in GW2 either, for the most part, but I can easily imagine Charan as a thief. Shadowstep sword+dagger attacks, fiery sword...hood...oh yeah, bring. it. on.





I think POE (for me) would be even better if they added some more diablo-like skillgems for melee.
Right now all you have are skills that, how should I put it.. would be level 1 skills in diablo 2. I'm basically just spamming cleave all day, and it feels like I should be using something more advanced as a level 40+ duelist character.

And Gw2.. I can't wait to play that, it's going to be... amazing in every. goddamn. way. I think it'll suit your customisation needs quite well with all the different abilities and playstyles that you can unlock when you feel like it. Actually, I think I might even stop playing diablo 3 for a while to try GW2 out, although I can't be certain on that ofcourse, but it seems very likely. ^^



''Stand amongst the ashes of a trillion dead souls and ask the ghosts if honor matters.
The silence is your answer.''

IGN: Vaeralyse
So true re: high level skills. Where's whirlwind?! Where's Frozen Orb? Where's Fist of the Heavens?

There ARE no high level active skills in PoE. There are some that have slightly higher reqs (power siphon at level 1 is level 10 req, for example), but nothing that sort of sits at level 30-40 tantalising you with its promise of serious power and pwnage, as they say.

It's a double-edged sword. Sure, we're very free at low level, but you're going to be doing the same thing at higher levels. For me, that's okay: it comes down to support gems, gear and passives. That is change enough for me. But if you're after a relatively predictable scaling of skill power and flair, then absolutely D3 is going to tickle all your fancies.

I'm a low level player by and large. So unlocking all skills early, and then letting them level from there is really my style. Sacred 2 did exactly the same thing, but to even greater an extent. I'll concede that got boring very quickly.

That said, I have faith that GGG are nowhere near done with the active skills. There are glaring holes that you have to say, well, if I can see it, surely they can too.

GW2 appeals to me not as an altoholic but on a much deeper level, on a level that has existed well before alts became a mainstay way for me to keep from getting bored too quickly. It's just looking like the MMO with none of the problems of an MMO. Bam. Whydidn'tanyonethinkofthatsooner?!

ArenaNet are the new Blizzard for me. They are the game-changers Blizzard was ten or fifteen years ago.

GGG aren't, but as someone else so aptly put it, they scratch an itch of mine that nothing else so far has. Not even GW2 will. That suffices for me.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
"
CharanJaydemyr wrote:

Naturally none of that is happening anymore, not the way I planned it, not the way it was offered. I've explained that much. It's fact, not opinion. History.

but... it didn't change, that's what I don't understand.
Now, instead of farming runes and filling your inventory with useless crap, you unlock them as you level up. The runes are like the old level 5 runes.
You can try even more skills as you level up and have a new experience with each level.
The downside with that is you can't get your level 60 rune right away, but you'll get it at some point.
And then... there are class affixes which modify the skill even more.

So... why do you think it changed for you?
Take a look again, all the skill changing runes are still here.
http://syl.comli.com/d3/

"
CharanJaydemyr wrote:

I first played a Duelist, not really shaking the passive tree too hard: sword, armguard, melee skills, focus on fire damage (...can you tell I like fire damage in these games? Burning DoT rocks my world). I have created Charan in many contexts, and certain constants must remain: fire damage, sword, agility, life regen and stealth/teleporting preferable. PoE really offers all of those.

Right now I'm hopping between Aen (A Templar dual-wand user), SavageSeamstress (rapier-wielding Ranger), Orchid_Witherheart (dagger-witch: she's my most challenging character!) and Kajino_Kitaro (fire-exclusive Duelist with firestorm on LMB). I love 'em all. I love that this game has enough wiggle room for me to make them. I don't do it just to be contrary or difficult. These are established characters I've tried elsewhere. They are old friends who had no place in D3.


I also had a dagger witch, then they removed the power on crit keystone ^^;
(but I didn't update the game since pre-0.9.7, my passives are still unset...)

Do you think, if you play a sword duelist again, you'll use different skills?



@Tagek: yep, that's my problem with the skills in PoE, too basic and they all feel the same...

As for Gw2, I concur, the game is amazing :p
not sure if the customization will quench your thirst, it's different that Gw1. But they have time to improve it, and I can say right now it's already an amazing game.
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Last edited by kodr#0209 on Mar 30, 2012, 6:43:44 AM
No, I'll only play one sword Duelist. I tend to allocate each class-variant to one character. Once I'm done with it, I'm done with it. With D2 and other games, I was well-known as a chronic delete-and-start-over type if I made a mistake, or even if I didn't like a character's name! But Path of Exile is much more dynamic than that. If I don't like Cleave, it's gone. In goes Puncture, or Viper Strike. Etc.

Okay, I really do like your version of the skill runes calc. But it doesn't manage to change what I perceived before, because what I perceived before is just the way it is. Haven't I said it enough in this thread? In enough ways? 'Runes on rails' as one D3 Forum user put it, is not what I wanted, and certainly not what was promised. Even if the old 'drop' system gave only an illusion of freedom, the fact that no given rune type had a level restriction (only stronger versions thereof) immediately opened up many MANY builds at low level. And as I've just said, I'm a low level player. That's where I live. I occasionally take a character into the end-game, but most of the time I'm happier starting a new one. Each time, I am that bit more adept at the 'actual game as it exists in the story' rather than arbitrarily 'difficult' re-runs of that story. I'm much more interested in mastering normal difficulty of a game than mastering the hell version. That to me is not as skilful -- by then, you are pretty much reliant on your gear, and typically your method is some cookie-cutter proven to work.

For a lark, I made my fire-melee wizard with your skill calc. Before, he was 'complete' at level 20 something. Now, level 55. Seriously.

Heck, even magic weapon, the fighter-mage's mainstay, is unlocked at level 20 now. It was level 6 or so in the older versions of the beta.

It's all just distasteful, and you can't tell me *that* isn't a change.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
"
CharanJaydemyr wrote:
GREAT contribution. But on the point of the balance between 'hardcore' and 'accessible,' allow me to tell you a little story, if I may...

A long time ago (I think it was 2006), I had to interview a book editor, mostly ascertaining her job, learning the ins and outs -- basically, we just had a chat. After we'd gotten past my scripted queries, I was comfortable to ask her more informal, personal questions about the business. This was slightly before the Twilight phenomenon took off, so I framed the question a little differently than I would today, but what I asked was, 'how do you define a successful book?' She was too smart to simply say 'ones that make lots of money.' Her answer (I have it written down, of course, but I can paraphrase it at any time) really reminded me why people create art, whatever the medium:

'The idea of success depends on the book, of course. If we think it's going to be a big seller, then naturally that's what want. But then there are all the other books, the literary novels that might not sell anywhere near as much as a best-seller but are in our eyes important works that should be published, that we'd be proud to publish. They might only sell five or ten thousand copies, but we sell less...challenging books across the board to cover the cost of supporting writers who might not write to such a large audience.'

THAT was a profound thing to hear! Because I do like some books that really aren't that popular, but deserve to be read. Books that deserve to exist and which, as a publisher, are a delight and privilege to support. Now, these books ARE still read, but generally they're not for newbies to serious reading. Maybe a serious reader might recommend it to someone they think will enjoy it. Maybe Oprah jumped on it (...sigh). Point is, not all books are primarily for newcomers. Not all TV shows are either. And most art really isn't. This isn't to say that newcomers can't appreciate them, or perhaps more appropriate learn *how* to appreciate them.

Why should games be any different? We have a mass of accessible games that present tutorials, popup tool tips, quick time events, user-friendly stuff. It's virtually the modus operandi of the AAA title. And I think that's just the way it should be -- lowest common denominator and all that. But indeed, if the lady editor was anything close to right, some games deserve to be made, to be supported, even fully knowing those games won't be best-sellers, won't fly off the shelves. They still deserve to be made because they're *good*. And in the case of PoE, I'm afraid part of what makes it that is the initially daunting user interface. And those who truly appreciate that (newcomer or vet, I've seen delight in the proverbial eyes of both upon beholding PoE) will also understand that if they ever want something simpler, something a little less uncompromising, there are any number of games out there that offer that too.


I love the profoundness of the answer that editor gave you but I feel that you can't compare the book industry with the gaming industry, it's like comparing apples and oranges.

Time, money and effort spent for a video game is not the same as it is for a book. Yes, both forms of media will chew through your cash very quickly, but for two very different reasons.

The issue with video games is not the games themselves nor who develop them but the people who play them. I actually agree that certain games should be created for niche communities, much like there are niche communities for books, music and films. However, a few things should be noted:

1. Your ultimate goal in business should be to make money first. Anything else is secondary. I know many corporations may not agree with this - especially small businesses - but you cannot provide good quality content without a staple amount of money. The two do go hand-in-hand however: Have good content and you'll probably make more money.

2. As stated, GGG is a very minor company in comparison to the other big-name companies trying their luck with MMOs. GGG is also entering a very niche community; They're fighting the convention by not making yet another WoW-esque MMO (and for that, I commend them). This, alongside their smaller size in comparison to other companies, makes their design choices even more important.

Their entire business model (an f2p MMO that challenges the WoW-esque norm) is a very risky model. It's something I've always wanted (minus the f2p thing -- not so concerned with that, if the price is right) but know that many companies today are very hesitant to release new IP on account of the risk-factor.

3. The gaming community, at times, can seem a lot more self-entitled than other entertainment industry fans (and no, I'm not referring to the ME3 movement, to which I am a supporter of). There are people who will voice their disdain much loudly than others and many, many people are used to the whole "instant gratification" method that games throw at them (I call this the "MMO Syndrome", as most MMOs use such methods).

4. A bit unrelated but never expect your client-base to "read the manual". Ever. Also never expect them to ask for help. I was always taught - and this is my number one rule for any design/development - to treat your consumers as mindless drones.

It sounds very demeaning, I know, and obviously I don't mean you go out and insult them or alienate them in some way. What I mean is that you write instructions and manuals which are easier to access, easy to find when needed again and easy to read.

Assume that they do not want to go on a website to read what could be displayed in the game much more conveniently -- in-game tutorials for new characters, that can be turned off in the Options for vets and a in-game "manual" that outlines basic game principles. Essentially, having a in-game manual is extremely beneficial and far more games need it.

Also assume they won't ask people for help. Some people don't want to or just don't know how (educate them on how to!). Yes, some people will but not everyone won't.

I understand that much of this is a lot of work and it's simply easy and cheaper to say "nah, screw those guys" but frankly, more developers need to add more in-depth documentation in general. For anything. The advent of the internet hasn't changed that #1 rule in programming, it shouldn't change it for anything else, either.

The work will pay off in the long run, trust me.
Last edited by MrTastix#0770 on Mar 30, 2012, 7:21:51 AM
@CharanJaydemyr: mmmh ok I guess...
But I bet with the old system, you couldn't even get a powerful character with low level gems aswell...
I wonder if you could even get high level gems...
So... you would end up with the same problem, a character who can use his skills, but not as powerful as it could become.

As for PoE, how you don't have the same problem?
You get better support gems in higher difficulty level, don't you want to get them?
And you're not even sure to get them, because some of them randomly drop.
For example, I never got a chaos gem...
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Last edited by kodr#0209 on Mar 30, 2012, 7:30:01 AM
"
MrTastix wrote:


I love the profoundness of the answer that editor gave you but I feel that you can't compare the book industry with the gaming industry, it's like comparing apples and oranges.

Time, money and effort spent for a video game is not the same as it is for a book. Yes, both forms of media will chew through your cash very quickly, but for two very different reasons.

The issue with video games is not the games themselves nor who develop them but the people who play them. I actually agree that certain games should be created for niche communities, much like there are niche communities for books, music and films. However, a few things should be noted:

1. Your ultimate goal in business should be to make money first. Anything else is secondary. I know many corporations may not agree with this - especially small businesses - but you cannot provide good quality content without a staple amount of money. The two do go hand-in-hand however: Have good content and you'll probably make more money.

2. As stated, GGG is a very minor company in comparison to the other big-name companies trying their luck with MMOs. GGG is also entering a very niche community; They're fighting the convention by not making yet another WoW-esque MMO (and for that, I commend them). This, alongside their smaller size in comparison to other companies, makes their design choices even more important.

Their entire business model (an f2p MMO that challenges the WoW-esque norm) is a very risky model. It's something I've always wanted (minus the f2p thing -- not so concerned with that, if the price is right) but know that many companies today are very hesitant to release new IP on account of the risk-factor.

3. The gaming community, at times, can seem a lot more self-entitled than other entertainment industry fans (and no, I'm not referring to the ME3 movement, to which I am a supporter of). There are people who will voice their disdain much loudly than others and many, many people are used to the whole "instant gratification" method that games throw at them (I call this the "MMO Syndrome", as most MMOs use such methods).

4. A bit unrelated but never expect your client-base to "read the manual". Ever. Also never expect them to ask for help. I was always taught - and this is my number one rule for any design/development - to treat your consumers as mindless drones.

It sounds very demeaning, I know, and obviously I don't mean you go out and insult them or alienate them in some way. What I mean is that you write instructions and manuals which are easier to access, easy to find when needed again and easy to read.

Assume that they do not want to go on a website to read what could be displayed in the game much more conveniently -- in-game tutorials for new characters, that can be turned off in the Options for vets and a in-game "manual" that outlines basic game principles. Essentially, having a in-game manual is extremely beneficial and far more games need it.

Also assume they won't ask people for help. Some people don't want to or just don't know how (educate them on how to!). Yes, some people will but not everyone won't.

I understand that much of this is a lot of work and it's simply easy and cheaper to say "nah, screw those guys" but frankly, more developers need to add more in-depth documentation in general. For anything. The advent of the internet hasn't changed that #1 rule in programming, it shouldn't change it for anything else, either.

The work will pay off in the long run, trust me.


None of this is unknown, of course -- though you put it very clearly and I think it bore 'repeating' here. We'll let my book/game comparison slide off the table, somewhat ashamed of itself, although it still feels it had a point. Somehow...

My best friend is a website designer. To put it bluntly, sometimes some very, very dumb people pay him quite a lot of money to do things they don't like. To convince them to like it. Because he's the designer, they're the client. It amazes me how often he'll put his foot down and say to the client, one way or another, my way is better. I'm sure he's very persuasive about it, but the base reality is they are paying him to do what they can't, and that includes envisioning something they want but don't quite know how to make.

The point is, I'm completely with you as regards 'clients/consumers are drones.' BUT if you're good at what you do, you can draw lines in the sand. Way back in my first post, I made a silly little pun about the current Blizzard 'panda-ing' to its player base. Pandering makes money. It can make a lot of money. But not every company does it. Why? Maybe because they haven't been offered enough money!...But equally as likely, because they just don't want to. Same reason why not every author writes a Twilight clone...

HEY, Book comparison! We TOLD you to stay off the table...grrr...

RTFM is my favourite short-lived acronym. I still use it with my family when I'm on woeful friends-n-family IT support. Unfortunately, TM, as it were, often doesn't exist any more. And RTFPDF just doesn't have the same ring to it. The manual has, in a game's case, been absorbed into the gameplay experience. It's all very disposable, and disposable words (as you may have guessed) bother me. But such is the way. I don't think PoE needs a tutorial but I don't think it would suffer from some pop-ups during the beach introduction and perhaps into the Terraces.

I think an in-game version of the website's passive 'skill tree' would be amazing. Something that calculated the path, had a search function and highlighted similar skills. I wouldn't be surprised to see it sooner or later.

By the same token, a lot of games still assume a player will access external resources. Demon's Souls, for example, was virtually unplayable without constant reference to its fan-made wiki. I think some measure of extra-game research is still assumed these days -- or maybe that's part of why Demon's Souls was considered a very hard game! :)

I appreciate that you believe GGG making PoE more accessible is essential to procuring a sufficient player base to make it all pay off, but...well, we'll see. Never underestimate the resources of a small but devoted fan base...
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
"
kodr wrote:
@CharanJaydemyr: mmmh ok I guess...
But I bet with the old system, you couldn't even get a powerful character with low level gems aswell...
I wonder if you could even get high level gems...
So... you would end up with the same problem, a character who can use his skills, but not as powerful as it could become.

As for PoE, how you don't have the same problem?
You get better support gems in higher difficulty level, don't you want to get them?
And you're not even sure to get them, because some of them randomly drop.
For example, I never got a chaos gem...


Oh, no. How can you ask that?! That hurts. Of course it wouldn't have been a 'powerful' character. It would have been pretty hard, actually. Hasn't one of the main themes of all my posts so far been that I choose variation and experimentation over power? I don't need 'powerful', I need 'doable'. I ripped through the D3 beta as a melee wizard. Many times. In the end I found myself farming for Griswold's Edges for a nice pretty fiery version, since no such items would drop as readily as with the respawning Forge.

And certainly, I'd have upgraded my runes where possible. There was a planned 7 ranks. I'd expect to get to rank 3-4 at the very least.

Regarding PoE: nope! The support gems do not make or break a build for me. All nine of my builds are functioning within my self-made envelopes/limitations by level 10, easy. I just expect support gems to further augment these styles. Charan with life-drain on his sword attacks? Very nice, thank you. Kitaro's firestorms with increased radius? Mmm yes. But neither of these are essential to the builds.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
Last edited by Foreverhappychan#4626 on Mar 30, 2012, 7:48:17 AM
Well... we're talking hack'n slash here, we play to get better loot and become more powerful ^^;
but it seems it isn't the goal for everyone. fine :)
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There's another factor. I'm an old, old roleplayer. Tabletop D and D back in highschool, I never played powerful characters, just goofy ones that occasionally did something really effective. I enjoyed that. I think I carried that attitude into computer gaming, even well before Diablo. I played those old TSR Forgotten Realms games, Wizardry, Ultima...all those. Somehow, I was less concerned with power than with doing unusual things.

The Elder Scrolls games *really* indulged this behaviour!

I think it's highly indicative of where gamers are now that even Dungeons and Dragons in its current edition, 4th Ed, has stopped really encouraging 'roleplay' and has turned into a fairly action-orientated experience. Kind of sad to me, but there you go. We play earlier editions, when we do play (which isn't often; Life...).

Unfortunately I can't play 'earlier editions' of Diablo without noticing how painfully outdated they are graphically. Thus, Path of Exile...
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.

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