Diablo® III

"Ask the Devs" Round 2: Itemization - Answers (Part 1)

Community
The developers participating in this Q&A round include:

  • Wyatt Cheng, Senior Technical Game Designer
  • Travis Day, Game Designer
  • Don Vu, Associate Game Designer

We're doing things a little differently this time around and will be providing developer answers in several parts spread over multiple weeks. Below are the answers for part 1.
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Community
Q. Will all legendaries found on Inferno roll level 63 base stat values (armor and dps values) and level 63 "non-base" (affixes) stat values?

- Zoth#2543 (Americas [English]), Koric#1513 (Americas [English]), Hardhat#2565 (Europe [German]), sergeix #2204 (Europe [Spanish])


Travis: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster's level. Right now, Rares don't work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.

Q. "Love Leoric's Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric's Signet, let's go farm Inferno and get a level 63 version of the ring!"

Does this mean that every set and legendary item will have a chance of dropping in Inferno?


- Rowechelon#1918 (Americas [English])


Travis: Yes, Legendary and Set items will be valid drops from monsters at whatever point in the level range they are first introduced.

I have seen some people speculate over whether or not this means the experience bonus on Leoric's Signet will increase, and the answer to that specific question is "yes," but how each bonus on a Legendary or Set items scales will ultimately depend on the bonus itself. Some bonuses (such as the +EXP bonus on Leoric’s Signet) scale equally well from level 1 to level 60. On the other hand, some bonuses like procs that generate pets, or procs that deal damage effects, don’t always scale well as you get to the higher levels, but those will be changed wherever possible to scale with the level that they drop at.

Ultimately, we want to make sure the things that make Legendary and set items interesting continue to make them interesting at the end game, and in some cases they already do, so we just need to fix the other stats on the item.

Q. Will there any way for the players to have some control over the item stats. Such as implementing the mystic?

- Malkieri#1456 (Americas [English]), oraulo#2320 (Europe [German]), Goudru #1130 (Europe [French]), Djinn #2133 (Europe [French]), Blaine #2750 (Europe [Italian])


Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet.

To give you an idea of what direction we're heading toward, though, here are just a few ideas that we're considering right now:
  • The ability to change a portion of a particular stat on an item to another stat of your choice
  • The ability to augment an existing item with a stat bonus of your choice
  • The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7
  • We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems


All of these systems have their positives and negatives, so we want to make sure we make the right choice and consider all other changes we plan on making before deciding which systems we want to implement.

As far as the Mystic goes, she's a cunning lady. I’m sure we haven't seen the last of her.

Q. Where is my add socket?

- TwoCoins#1776 (enUS), Graupel#2865 (Europe [English])


Wyatt: When the game was in development, we the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.

With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore. Additionally, there’s something to be said for feeling more invested in an item—taking steps to improve an item increases your emotional bond with it, which is something we could definitely do better at.

So, to answer your question, it’s something that’s definitely on the table for the future, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III.

Q. Will there be new craft-able items added in the future? I'm thinking weapons and/or legendary items...

- Cee#2572 (Europe [English]), Kiwi #2165 (Europe [Polish])


Wyatt: It’s hard to say for sure, but I don’t see any reason why not. As we revisit items in general, we’ll be looking at how crafting fits into the big picture, and it’s certainly possible that we’ll add more recipes at that time.

Q. So you have a plan to reduce the number of dropping items but increasing their quality. This will result in a smaller amount of items that can be salvaged into crafting materials for the Blaksmith, With this in mind – do you plan balance the amount of crafting materials gained from salvaging against the material requirements of blacksmith’s formulas?

- Agetriu #2991(Europe [Polish])


Don: Yes, we plan to take all of our future changes into consideration when balancing the amount of reagents needed for crafting recipes. We haven't decided on a number to reduce the number of drops by yet, so we can't go into specifics on how or if existing and future crafting recipes are going to change.

To be continued in part 2. . .
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Will crafted legendaries also scale up?
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Ask the Dev's 2.0.1?
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When is the next patch, the novelty from 1.07 has ended ?
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How fun,looks like your going to have to have a Leoric's Signet,or your just going to be a poor sucker,who gains 25% or less XP

As much as I like the idea of all legendary items being level 63,it removes something fun and risky with some of them,and replace that with a must have...

Well looks like Leoric's Signet is the poster child of a good idea gone bad.
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How fun,looks like your going to have to have a Leoric's Signet,or your just going to be a poor sucker,who gains 25% or less XP


funny, I don't see Hellfire ring on any of your chars and it gives 35% bonus xp. Are you a poor sucker who gains 35% less xp?
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How fun,looks like your going to have to have a Leoric's Signet,or your just going to be a poor sucker,who gains 25% or less XP

As much as I like the idea of all legendary items being level 63,it removes something fun and risky with some of them,and replace that with a must have...


I don't use rubies in my helm or any exp gear (on my main char anyway), how does this make me a "poor sucker"?
Edited by Curoch#2460 on 21/03/2013 12:46 GMT
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Community
Q. Will all legendaries found on Inferno roll level 63 base stat values (armor and dps values) and level 63 "non-base" (affixes) stat values?

- Zoth#2543 (Americas [English]), Koric#1513 (Americas [English]), Hardhat#2565 (Europe [German]), sergeix #2204 (Europe [Spanish])

Travis: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster's level. Right now, Rares don't work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.


Wich kind of answer is that if my question isn´t related with legendaries? This is my original question...
"Hola, me gustaria saber si las armas van a continuar mostrando numeros en objetos de ilvl 63 como 120 DPS. No os parece un poco fuera de lugar en un juego en el que todo el daño esta basado en el DPS del arma?
No seria mejor que el daño escalara con el ilvl del objeto por ejemplo: arma 1 mano ilvl63 minimo 750 DPS o arma de 2 manos ilvl63 minimo 1050 DPS?"
Translation (sorry but I´m not english, sorry for any language mistake)
"Hi, I would like to know if the weapons will continue showing numbers in ILV63 objects like 120 DPS. It´s not kinda crazy that in a weapon based damage system like Diablo 3?
Isn´t a better option that the damage escales with the ILV of the object in a way like this:
1HD ilv63 = Min 750 DPS
2HD ilv63= Min 1050 DPS"
I feel like Travis or some blue trolled me and my question...
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21/03/2013 12:45Posted by Curoch
I don't use rubies in my helm or any exp gear (on my main char anyway), how does this make me a "poor sucker"?


Somebody with close to your stats and gear set up will be getting 50% more XP then you.
The "poor sucker" is that feeling that your going to do it a lot slower then everybody else,and hes toon is going to have very close to the same stats as you.
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Sure, someone with Leoric + Hellfire + Ruby will level the fastest but Nephalem Valor and Monster Power gives you bonus XP aswell. So the effective increase with Leorics compared to another player is not 30% more XP but rather an additional PLUS 30% XP.

Example with 5NV stacks and MP5:
Player with Leoric signet gets a total of 75 + 165 + 30 = 270% bonus XP
Player without Leoric signet gets 75 + 165 = 240% bonus XP

+30% XP is still very nice but if you compare the end result RELATIVE to the other player, the net increase is only 1-(240/270) = 11.11%

Now taking the same example with MP10 the net increase RELATIVE to the other player is only 1-(585/615) = 4.8%

If your only goal is paragon levelling, the ring is great at low MP levels, but I doubt you'll se any real difference at higher MP levels. Personally I've never used a Ruby in helm or a Leorics. I'd take a Topaz in helm + good tri-fecta with Magic Find any day over Ruby + Leorics.
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21/03/2013 13:44Posted by Rezal
I don't use rubies in my helm or any exp gear (on my main char anyway), how does this make me a "poor sucker"?


Somebody with close to your stats and gear set up will be getting 50% more XP then you.
The "poor sucker" is that feeling that your going to do it a lot slower then everybody else,and hes toon is going to have very close to the same stats as you.


Thing is... I'm not racing anybody. Why would I care if people level faster?
If i cared that much i'd just gear my barb and run MP10 white scorpions all day long.
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Posted 9 hours ago and the number of posts in this thread shows how interested people are in hearing dumbed down answers that give no actual information .
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"Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet."

i think they will give us to change affixes and add affixes abilty but they will not crit chance, crtit dmg, average dmg. i think they will give us for adding options; chance to freeze, chance to stun, chance to blind things and for changing options are str,dex,vital,int.(also gamble one) but no change for crit dmg, crit chance, avg dmg.

are you thinking guys, they will give you power to change crit chance of inna pants?

come on, you will see exact first paragraph of mine, trust me.

also no socketing.

my words are what i understand about answers. but i am hopefull about to say "i was wrong".
Edited by ferhatsan79#2744 on 21/03/2013 17:44 GMT
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They only took the questions to which they can provide a dumbed down answer with no actual information.

Where are the answers to elemental damage issue, core stat issue, spell damage based on weapon dps issue, etc. ?
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Really its taken a week just for part 1? with answers like these... I really have lost all hope
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  • The ability to change a portion of a particular stat on an item to another stat of your choice


You can do this in WoW, though this works better because all stats use the same scale. For example if you halved one of your resistances and put the points into more crit chance you could easily gain over 100% crit chance.

  • The ability to augment an existing item with a stat bonus of your choice
  • The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7


I believe either of these would be the best option.

  • We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems


Just like runewords, which will make everything that isn't a runeword useless.
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.
Edited by Wakizashi#2894 on 21/03/2013 21:27 GMT
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Hope we get runes - not necceraly rune words though, unless well balanced. perhaps things like elemental gems of varying qualities
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