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Diablo 3
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<blockquote data-quote="bavelb" data-source="post: 6657" data-attributes="member: 358"><p>Was fine after the Launch Day Coming Home from Work/School login rush, which subsided at around 9 pm. I expect things to be a lot smoother today. I reached level 10 last night.</p><p></p><p>Theres not much RPG about it. RPG's get complex once you need to think about stats like Strength and Dexterity or Intelligence, and which is best for you or your build. They got rid of that in D3, which is for the best imo, I never like statdistribution in RPG's, I always feel I made the wrong choice, or you need to look up the "right way" online. Diablo 3 is about as complex in gameplay as an FPS: you see something move, it probably needs to die, but the choice of how you kill it depends on you.</p><p></p><p>Character customization comes in the form of active skills and passive traits that you can only use 6 at a time of, you see monsters, you click em till their dead (with one or more of those 6 skills) or till they kill you (which you try to prevent with one or more of those 6 skills). You get about 20 skills per class, and each one has around 7 modifiers by which you can tweak them significantly (but only 1 tweak is possible at a time). An example of such a tweak is: I have a smokebomb that makes me invisible on my Demon Hunter, causing mobs to not see or hit me. One tweak improves the duration from 2 to 4 seconds, another tweak leaves a poisoncloud after use that damages monsters for x% weapondamage, a third one makes me move 60% faster after use. So with skill/tweaking comes a lot of depth and strategy.</p><p></p><p>So with around 140 skills (7 times 20) of which you can only use around 6 at the same, you can build your own playstyle (which can also vary if you play solo or in a group. Solo I use skills that make me kill stuff fast, in group I use skills/tweaks that stuns/slows monsters). Skils generally come in 2 flavours: one that builds a resource (generally a light-hitting skill) like mana, energy or rage, and one that spends the resource (normally a bigger hitting skill). </p><p></p><p>You also customise partly due to the loot that you equip on your character. Do you want your character to hit hard (equip gear with the right stats), to level up quick (equip gear with +XP), get a lot of loot (equip + magic find or +gold) or to survive (get +resistance or + health/vitality).</p><p></p><p>e: the fun is also in the multiplayer. Combining all the classes (and even the same classes but with different skillchoices) makes for a ton of fun, and the challenge is also greater once you group up (monsters beccome more difficult with each new partymember).</p></blockquote><p></p>
[QUOTE="bavelb, post: 6657, member: 358"] Was fine after the Launch Day Coming Home from Work/School login rush, which subsided at around 9 pm. I expect things to be a lot smoother today. I reached level 10 last night. Theres not much RPG about it. RPG's get complex once you need to think about stats like Strength and Dexterity or Intelligence, and which is best for you or your build. They got rid of that in D3, which is for the best imo, I never like statdistribution in RPG's, I always feel I made the wrong choice, or you need to look up the "right way" online. Diablo 3 is about as complex in gameplay as an FPS: you see something move, it probably needs to die, but the choice of how you kill it depends on you. Character customization comes in the form of active skills and passive traits that you can only use 6 at a time of, you see monsters, you click em till their dead (with one or more of those 6 skills) or till they kill you (which you try to prevent with one or more of those 6 skills). You get about 20 skills per class, and each one has around 7 modifiers by which you can tweak them significantly (but only 1 tweak is possible at a time). An example of such a tweak is: I have a smokebomb that makes me invisible on my Demon Hunter, causing mobs to not see or hit me. One tweak improves the duration from 2 to 4 seconds, another tweak leaves a poisoncloud after use that damages monsters for x% weapondamage, a third one makes me move 60% faster after use. So with skill/tweaking comes a lot of depth and strategy. So with around 140 skills (7 times 20) of which you can only use around 6 at the same, you can build your own playstyle (which can also vary if you play solo or in a group. Solo I use skills that make me kill stuff fast, in group I use skills/tweaks that stuns/slows monsters). Skils generally come in 2 flavours: one that builds a resource (generally a light-hitting skill) like mana, energy or rage, and one that spends the resource (normally a bigger hitting skill). You also customise partly due to the loot that you equip on your character. Do you want your character to hit hard (equip gear with the right stats), to level up quick (equip gear with +XP), get a lot of loot (equip + magic find or +gold) or to survive (get +resistance or + health/vitality). e: the fun is also in the multiplayer. Combining all the classes (and even the same classes but with different skillchoices) makes for a ton of fun, and the challenge is also greater once you group up (monsters beccome more difficult with each new partymember). [/QUOTE]
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