Studio Blizzard shared a new piece of information on creating Diablo iv… This time, we were talking about the most important aspects of the project – loot and skills.
Based on feedback from beta testers, the team decided to revise the existing mechanics. Thus, the systems will be redesigned in such a way as to more clearly distinguish clusters of skills that complement each other. Therefore, players do not have to constantly race through the specialization trees.
In order to encourage people to experiment, Blizzard will allow active and passive skills to be reset at any time. True, you will have to pay for this with in-game currency, and with an increase in the level, “character reset” will also rise in price.
In terms of loot, the hero’s power came from items, blurring the understanding of the class. Therefore, the system was modified. As the level rises, the hero receives characteristic points and skill points. The former can be categorized according to parameters such as Strength, Intelligence, Dexterity and Willpower.
It is logical to assume that the Barbarian will pump Strength, and the Sorceress – Intellect. However, players will eventually want to experiment by mixing different stats. For pumping Willpower, the Barbarian will increase the generation of Rage, and the Agility increases the chance of a critical hit. Strength increases skill damage.
In the case of the Sorceress, skill damage increases Intelligence, Willpower affects the critical hit chance, and Agility speeds up Mana regeneration.
Pumping any characteristic will give each character a protective bonus. Loot will also strengthen the hero, but the basis of the hero’s power will be determined by the points spent on the development of characteristics.
This is where the above clusters in skill trees come into play, which also contain additional effects. They can be activated if the character meets the specified values of the characteristics.
When it comes to weapons, players will now have a better sense of how one type differs from another. For example, a wand can fire arrows of ice faster than a staff. However, the damage will be less.
Blizzard takes great pride in animations. Weapon attacks look more realistic and affect the environment. For example, a Barbarian with his mace can launch stones from the ground at enemies, leaving traces on the surface.
The approach to grading items by rarity has also undergone changes. Blizzard didn’t want to find itself in a situation where the quality of equipment is determined solely by the orange glow.
Therefore, the system was completely rebuilt. Bonuses from individual characteristics of magic weapons will be increased. For rarer items, the maximum number of available bonuses will increase. Legendary indicators for legendary equipment will now drop randomly, and mythical items will be replaced by unique ones.
For each item, some of the indicators will be available and specific bonuses. The same shield will give a bonus to blocking enemy attacks.
As for unique weapons, the developers decided to abandon the creation of mythical items that negate the usefulness of everyone else.
Unique items will have fixed bonuses. They will differ from the rest by their unique appearance and legendary bonuses, which are tied to the use of specific powers of a particular class.
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