New Improved D3. Now with chat channels

30ftSmurf

Full Member
In 'yet another feature that might have been nice at release' news: chat channels:

Private Chat
We're also adding private conversations in 1.0.8, which will allow you to chat with up to 99 of your closest friends. Think of private conversations in Diablo III as being similar to multi-user conversations in your favorite IM client. You're not making a permanent "channel," you're simply inviting multiple people to chat for the duration of that session.

This is really just the first step in the process of improving the social experience in Diablo III and supporting its vibrant community. We know that players want bigger and more varied group chat functionality (like guilds and chat channels that are more permanent), and we do have concrete plans for additional features in the future. In the meantime, we hope private chat is a useful tool and look forward to delivering more systems that foster player interaction.

Pretty basic, but it's a start. I suppose one reason to leave this until now was so that we couldn't all chat about how horrible the game was at release.. instead, I can now chat to myself about how I have diablo3 stockholm syndrome.
 

Artanix

Full Member
really liked diablo 3, but saying stuff like "its a start" nearly a year after release is a bit amusing :)
 

Rochdale

l33t g1bb0n
Staff member
Yeah, but if they'd held back the release for features like this you'd be whining like a little girl :)
 

Agravaine

Professional Slacker
All they need to do now is add a new act, new classes, more levels, new skills, better items, re-playability, a reason to roll new characters and job's a good un.
 

Pictelf

Mistress of Forums
I don't think I am that far gone yet Smurf, unless swearing at the pc when dying counts?

The new act n stuff will be next year Aggy :) I actually cant remember how long it took to bring out the Hellfire thingy for DII after its release.

Have to agree with Roch too, I mean who needs to talk when you have monsters to kill :D
 

Agravaine

Professional Slacker
Hellfire was the Diablo expansion.

I think most people have forgotten just how bad DII was before the LoD expansion and the subsequent patches.
 

Artanix

Full Member
yeah, I didn't get into D2 until LoD I have to admit.

I dunno, I'll wait for the expansion for D3, I killed diablo on inferno HC, so I'm happy that I've at least finished the game to an extent.
 

Zeus

Full Member
I still think i'd have enjoyed it a lot more if it wasnt for the auction house. takes a lot of the fun out of aquiring something when you can just buy it (either for gold or cash)
 

Agravaine

Professional Slacker
Blizzard knew people were selling and trading in DII using forms and chat channels so they thought they'd be helpful and organise it via an AH in D3.

They thought it would be better to let people re-spec chars on the fly so they don't get penalised for trying things out and don't have to roll endless new chars.

Unfortunately, neither idea quite works and both take something away from the game.
 

Zeus

Full Member
Blizzard knew people were selling and trading in DII using forms and chat channels so they thought they'd be helpful and organise it via an AH in D3.

They thought it would be better to let people re-spec chars on the fly so they don't get penalised for trying things out and don't have to roll endless new chars.

Unfortunately, neither idea quite works and both take something away from the game.
Aye. I actually agreed with the implementation of both of those things in advance - but as you say, it took something important away in the end.
 

StGeorge

Full Member
I've never used the AH and don't intend to so that doesn't bother me at all.

The lack of a proper skill system, however, I think was a huge mistake and is probably the main reason I don't play it much now. Shame really...
 

Pictelf

Mistress of Forums
No, neither have I used AH. So far I have found loot thats been sufficient to keep me progressing and I don't see the appeal of AH.
The skill system does lack a bit of depth, though I am finding that I am starting to swap skills about more. Initially it was a case of 'ooh new skill, thats pretty but the other one worked better. Sticks with earlier skill' It doesn't feel like a progression of skills, before you had cold arrow/ice arrow/freeze hordes arrow. Freeze hordes was defo a higher skill but you balanced that against the amount of mana. Now your level-stats/weapon seems to have more to do with the 'power' of skills.
Despite that, I am enjoying it and I suspect that as usual the pack of time I have to play has extended the playability for me. I am beginning to think of secondary chars and what style to build them in :)
 

Zeus

Full Member
thing is, whether you use the AH or not, it's there and it impacts play. the people you play with will be using it. the rate of drops is balanced around the assumption that you'll be using it. you wont find people to trade items with, because they'd rather just sell on the AH.
 

30ftSmurf

Full Member
I'm such a troll with my post titles.

No, neither have I used AH. So far I have found loot thats been sufficient to keep me progressing and I don't see the appeal of AH.
The skill system does lack a bit of depth, though I am finding that I am starting to swap skills about more. Initially it was a case of 'ooh new skill, thats pretty but the other one worked better. Sticks with earlier skill' It doesn't feel like a progression of skills, before you had cold arrow/ice arrow/freeze hordes arrow. Freeze hordes was defo a higher skill but you balanced that against the amount of mana. Now your level-stats/weapon seems to have more to do with the 'power' of skills.
Despite that, I am enjoying it and I suspect that as usual the pack of time I have to play has extended the playability for me. I am beginning to think of secondary chars and what style to build them in :)

I've played an ungodly amount of hours now which may colour my opinion somewhat (hence the stockholm syndrome remark). I got my monk and wd into inferno and did magic find runs for days to start equipping my other characters and trading to flesh out builds. This was the same sort of nonsense as it was in d2 with necro/sorc first chars after a ladder reset.

I'm very poor in comparison to the super hardcore & as a result have been spending my time picking out builds & item sets that function adequately at the mid monster power levels for not too much gold. Although the 'bigger number is better' itemization still rears its ugly head once in a while, as your power ramps up the options for skill loadouts open up pretty well. Additionally, the dps (mainstat, crit dmg, crit chance, aspd, avg dmg, dmg vs elites) and effective hp (vit, life, resist, armor, mitigation) balance becomes more a more interesting balance. If you just head to the forums and get heavily involved in efficiency arguments, sure, there are still builds that hold up 'best' for certain classes, but some of the skill updates in patches have begun to open up your options nicely without your character being too gimped. [Additionally paragon lvling vs legendary hunting vs demonic essence farming is starting to open up playstyles further, which the next round of monster density improvements will only build upon].

An example:

My Demon Hunter a skill loadout & item set solely geared to allow me to say permanently strafing through mobs. It's not the most effective build (folks are running grenades builds at high mp and bola/lighting builds at low mp), but it's a satisfyingly synergistic playstyle that involves almost no clicking:

Strafe eats up hatred rapidly based on attack speed, so in order to keep up perma strafe I have to look at:
1. Keeping my attack speed low
2. Finding some way to generate enough hatred during strafing to cast it again before I run out of hatred.

Low attack speed lends itself to the standard manticore/2h crossbow route and also cheapens a whole host of items you might trade for (rings/amulets/gloves) since aspd bumps up prices there.

I need a lot of hatred to perma strafe, but I don't run any hatred generation skills - wut? By running preparation with the punishment rune, I get to restore my hatred to full at the cost of most of my discipline. This changes problem 2 to a problem of 'regenerate enough discipline to recast punishment before strafe runs outof hatred'

All 3 of my passives and bat companion are geared towards this discipline regeneration aim: passive disc regen, regen on globe pickup and regen on crit with additional crit chance. These passives also lend themselves to gearing options: bump up crit chance on gear to proc nightstalker, look for globe radius to proc vengeance. To complete the circle - strafe is one of the skills which has '+crit chance' gear deliberately designed for it, allowing you to pick up gearing options that most folks don't look for. I have a total of 14% extra crit chance on strafe on top of my other crit chance. It's a set of 6 skills that form an excellent synergy circle for a very specific build.

On top of this, you can vary the loadout somewhat: raven could be dropped at high crit chance for boar companion for more survivability, a one handed crossbow could be used to add another 10% crit chance from the archery passive.

The other 3 skill slots & gear also compliment the playstyle in less critical ways (allowing for flexibility). Since I'm strafing I generally want to be moving around the map fast (so high move speed on gear is good, possibly through mobs (so the local AE rune on chakram becomes extra damage). You can't strafe through jailer, so vault gives me the 'break jailer' option for particularly annoying elite packs. Shadow power - Gloom allows me to both run through mobs without being ripped a new one, and the lifesteal is snapshotted to the original strafe cast, so if I gloom & then begin strafing, I have life steal for the (hopefully permanent) duration of my strafe.

My other classes have similar complimentary build & gear setups designed to maintain a specific playstyle through resource management & skill use. They're also (with the possible exception of my wizard) not the only viable base setups at high MP. The main problem, still, is that the level of play required to get to this tweaking phase is quite extreme if you're not trading, but with the new paragon & mp levels, as well as the new crafting recipes, you can break into inferno & start ramping up your gear much more smoothly than at release.
 

Pictelf

Mistress of Forums
Have to admit after seeing your spinning dervish at work it was pretty impressive, looked like Whirlwind for DH's can see how the style of play would be fun. Certainly gets past a draw-back I find with DH's, the game encourages a certain aggression/forward momentum with its health globe dropping from monsters but often I am running away from the globes I have managed to bash out of the monsters whereas with Whirlwind Barby you are often scooping up globes as you mashing your way through mobs.
 

30ftSmurf

Full Member
Some really nice quality of life changes just hit the public test realm, here are the patch notes

Things that jump out to me:

- Teleport can now go through walls (still some pathing restrictions)
- Buff display upped from 5 to 8
- Monster density improvements
- Identify all & multi-craft
- Matchmaking tags
- Valor stack experience improvements (multiplicative scaling).
 

Pictelf

Mistress of Forums
I suppose getting Cain to Id all when you get to town would be handy, cos I tend to not check them when I pick them up so end up flailing my arms about when I get back to town. Did I read it right in that you can craft straight from your stash rather than having to shuffle stuff back and forth?
 

30ftSmurf

Full Member
Correct, big win. Especially if you are prone to walking to the act1 jeweller without the right mats like I am :)
 
Top