![]() You can break down items into standard components: common junk, magical essence and so on. The sense of progression in loot is far better than anything Diablo II managed.Ħ) Crafting is actually well-done for a loot-whoring game. I have yet to see a hat or helm of any kind, or pants, and it took me a long time to get boots and a belt as well. Those items I've found have all either been trade-offs or substantial improvements, sometimes in unexpected ways (such as a ring which gave me +3-8 damage, a huge boost early on that let me keep my old weapons useful). Magical items are already fairly hard to come by, and drop rates are reduced slightly from Diablo II as well - you'll find a lot of gold, and some vendor trash, but not a ton else. I'm not even sure there are any rare items. The way Diablo II worked is that you basically just waited until you got a rare or unique item that worked for you, and used it until the next one. I'm not sure how random story-related stuff is but it's definitely a step above Diablo II's copy-paste levels and guaranteed encounters.ĥ) Better loot balance. Maybe this is just because I've only put about 6 hours into the game, but I've come across a handful of interesting random events, from a Treasure Gnome (or something) that dropped gold whenever I hit it, to various minor dungeons scattered around the outdoor areas, to a "Jar of Souls" that initiated an optional survival challenge for extra loot, to random unique enemies with actual interesting properties that make a much bigger difference than the ones in Diablo II. More variety in combat is always a good thing even if it feels a bit contrived at times.Ĥ) Randomness is actually interesting. Blizzard have made much of Diablo III's physics, and how you can collapse walls or drop chandeliers and other objects on enemies, but it really does make a difference to be able to lure enemies into traps that way. This is a hard one to pin down but I think it extends to a couple of things. As town portals are also gone, and your Stone of Recall takes time to use, you'll have a harder time fleeing from fights than before, and the cooldown on potions encourages you to keep going (though ideally I would have preferred much fewer potions without a cooldown).ģ) Better use of environments and terrain. ![]() ![]() Not all can do it, like standard zombies, but many can move as fast or faster than you can, putting heavy emphasis on either killing them fast or using evasion skills (the Demon Hunter has a backwards backflip that's awesome for this, though a bit overpowered). You'll never get lost in them like you will in Diablo II they are much more focused on being a hub for dungeons rather than most of the game in their own right.Ģ) Enemies know how to run. Dungeons are still big, but outdoor areas are less sprawling, with a clear path to stick to if you want to just get to the end. A few thoughts on it, which are actually interesting when put in relation to my complaints about Diablo II:ġ) Areas feel more condensed. So I've been playing the Diablo III beta recently. ![]()
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