Blizzard: Diablo 3’s Item Affixes Not Dumbed Down


We’ve still only seen a few of the item DiabloWikimodifiers in Diablo III, mostly from ninja photos at various game conventions. (And most of our Known Item Listing has probably changed by now anyway.) That fact didn’t change yesterday, though Bashiok did answer a couple of questions about the prefixes and suffixes we’ll see in Diablo III.

Have affixes been “streamlined.”
Bashiok: No, what you saw in the tooltips from gamescom is really just an example and not indicative of what we have planned. Affixes are one of those areas, like weapons and armor, that we’re going to get in as much as we can before the game ships, and then we’ll be adding more afterward. We have pretty much all the basics covered, adds to base stats, adds elemental damage, increases attack and cast speed, and then we have some of the crazier stuff like regenning arcane power on a critical hit, spending fury heals you, extra health from health globes, health globe pickup radius, gold pickup radius … to name a few.

The tooltips from gamescom are more or less indicative of what’s actually implemented in the internal builds right now this second (quite a bit less really), but not of what will be available at release, and certainly not what we plan for down the road.

Please tell me Armor of Lucien was just an example and not really an item, such a boring name.
Bashiok: All items in the game are named after Lucien.

If you’re still up for sharing more info on this subject, will unique items (aka legendaries) have some unique stats that don’t appear as normal affixes on other items? Similar to some in D2, where some uniques had a theme, for example azurewrath which focused heavily on elemental/non-physical damage and had an aura on-equip. I really liked that about D2 uniques, it set them apart from rares.
Bashiok: Yes, there are legendary specific affixes.

Of course the trick of it is to make the various odd modifiers actually useful and desirable and properly-balanced and level-appropriate. There were a lot of odd modifiers in D2 that were never really used since they were too odd, or too rare, or too high level, etc. We won’t have any idea if the D3 team has spun a winner on the item affixes for quite some time yet, but it’s promising that they’re committed to making numerous updates and fixes post-release.

Comments

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  1. sounds great, I really can´t wait for the game

  2. there is a broken link in the article,.

  3. Will there be both suffixes and prefixes? Like Restless Quilted Armor of the Mammoth?

  4. i know they’ve made a lot of major decisions that are pretty controversial, but i am really liking all of their other changes

  5. The “junk” affixes in D2 items were not at all useless; they diluted the affix pools and allowed extremely sought-after items (e.g. 15 str 15 dex tri-res +2 passive gloves) to be rare, pardon the pun.

    If all affixes in a game are equally useful, godly items will rapidly inflate the ingame market.

    • Except these ‘top-end’ items really were just about e-peen.

      Does it really matter that your gloves had +13 str instead of the perfect +15 str? Does 2 str points do anything useful in D2, at all? No, it was just bragging rights.

      Now in D1 where you had capped stats, the difference between +19 to all and +20 on a Zodiac amulet for your Sorcerer could mean the difference between wearing a FPM or not. Which had actual gameplay implications on your character.

      I imagine that D3 with it’s auto-allocated stat points will have the same result; specific stat boosts may become more important because you have to get +50 str for your Wizard to wear some specific armor so every item will count.

      I don’t agree with their statement that stat points weren’t fun. What wasn’t fun was having no caps on them. If they simply returned to a D1 model they’d’ve been fine. It is fun being able to customize your Sorc around what items you’ve found – wow, I’ve found some great armor, I’ll need to spend the next 2-3 level ups soley into str to be able to wear it. Or as a warrior – wow I just found a firewall book and it would be really useful in the catacombs, I need to spend my next couple of level ups just in magic to be able to read it. Now in D3 we won’t be able to make those sorts of choices.

      Auto stat points really, truly, just makes it easier for them to balance the game because they know the base power of all players at certain clvls. As usual they try and hide this fundamental point behind hollow justifications that border on the vaguely insulting – “oh actually stat points aren’t fun, you’re just wrong”, “only babies use skill points”.

      Edit: actually I think they’ve removed stat requirements off items in D3 as well. Just to make it even more console-tard friendly.

      • Except that the only restrictions to wearing equipment in D3 is your character’s level and whether the class you are is able to wield a certain weapon or not(Like only the Demon Hunter is able to wield One-Handed Crossbows if you want to use them.).

  6. The great thing is, with the client/server architecture that the game will use, if they design their combat and item system properly they could add new affixes without even having to release a patch for the local client.

  7. Greetings, im a fired internal tester, just wanted to share this with you guys
     
    Tyrael’s Griefing
    legendary bastard sword 1hand
    required lv 60
    80 – 250 damage
    1.6 attacks per second
     
    +120 fire damage
    +10% evade chance
    Blinding light aura
    4 radius
    Enemies inside aura have 20% of getting blinded each second
    Blinded enemies have 50% chance to miss you
     
    durability 50/50
     
    10560 gold

  8. \spending fury heals you\. Makes me smile 🙂

    • Makes me angry.

      Did they not learn from D2? There seems to be leeching coming out of our asses in D3, and if they balance inferno around it, it’s just D2 hell all over again.

  9. Wasn’t it said at one point that there would be no life-leech in D3? I wondered about that for some time now, because im pretty sure it was repeatedly state that you had to manly rely on healthglobes and to a lesser extent on potions….but it seems that idea was scraped some time ago with all the leech on stats and passive skills 🙁

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