Diablo® III

Visage of Giyua

Posts: 1,262
http://us.battle.net/d3/en/item/visage-of-giyua

only +1 random property? it's a level 60 legendary, so why only +1?

http://us.battle.net/d3/en/item/the-eyes-of-the-deva
another level 60 mask has +2 random properties, and a lot of other stats as well.
Edited by Fuglypump on 10/7/2011 11:17 AM PDT
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90 Night Elf Druid
5860
Posts: 2,582
Temp Data & Art
All items are examples of what may appear in Diablo III.
They are not final. Expect more rainbows...
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Posts: 305
Temp Data & Art
All items are examples of what may appear in Diablo III.
They are not final. Expect more rainbows...
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Posts: 3,540
Temp Data & Art
All items are examples of what may appear in Diablo III.
They are not final. Expect more rainbows...
Edited by Giraffasaur on 10/7/2011 11:34 AM PDT
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Posts: 232
Temp Data & Art
All items are examples of what may appear in Diablo III.
They are not final. Expect more rainbows...


Please read up before making posts like this. All the answers are out there for those who take a second to look.
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Edited for spam.
Edited by Jacka on 3/18/2012 11:49 PM PDT
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Posts: 1,187


"We heard you guys complaining on forums and realized our current item sets were boring and we are working hard to change them prior to release"


-1 for inaccuracy.

More like, "We just finished a system that queries game data in order to display it on the website, and thought we would bring it live and give players a glimpse at the items. But most of our item affixes aren't implemented in-game yet, so we'll put up a big "TEMPORARY ITEM DATA" disclaimer on them, so people will know that none of this is final and will all be changed as we implement more item affixes."

Forum reaction: "OMG is this what items will look like in the final game? These are boring!"

Blizzard Reaction: *facepalm*
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Posts: 1,768
right under the item

Note: Item information is not final and is subject to change at any time.
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90 Troll Shaman
15710
Posts: 2,873
This is something I posted in the classic Battle.net forums, with a few tweaks.

Item data we've exposed is by and large placeholder, and we seriously considered taking all of it down due reactions like these. We thought it'd be cool get the website database up and running with some items in very temporary states, but it's just a matter of fact that people are going to take it at face value. We ultimately decided that taking it down would be a disservice to our site since the placeholder data is already out there, among the tubes. We did throw giant TEMP DATA & ART disclaimers on every item, both in watermarks and giant warnings above and below each item, but as we expected (and this thread shows) it does little to keep people from freaking out.

There are still a lot of affixes that are simply not implemented in-game, and as the website directly queries game data, it can't pull something that isn't implemented. I'd say affixes are though one area where we want to do as much as possible by game release, but they are directly limited by when we want to finally get the game out the door. At some point feature creep has to stop, and we have to begin testing what should be (game mechanic-wise) a final product.

It's potentially worth pointing out that a lot of the crazier affixes did not ship with Diablo II, but were added later. I don't believe that's because the designers didn't have those ideas in time to implement them. I believe they simply make more sense to expand and broaden the game featureset post-ship. You could argue that it's something that should be baked into the core experience, that Diablo III should be mechanically more complex than Diablo II at release, and the fact that maybe isn't totally clear yet is that it is substantially more complex than Diablo II was at launch. I can yell runestones! until I'm hoarse and that doesn't change the fact that it's difficult to convince anyone that design complexity isn't being removed, but traded and expanded.

One thing to keep in mind (RUNESTOOOOONES!) is that a lot of the proactive affix effects are now runestone effects for various skills, and so we do have to be careful how affixes interact with them. It's just going to be smarter on our part to be more cautious to start when we can't know how those kinds of overlaps could play out pre-release.

In some cases though we are purposefully avoiding affixes we just don't think promote good gameplay, like +damage to X. We want people to play the game and have fun, not feel crappy because they're in an area full of 'beasts' and are stacking +damage to demons. It also encourages a whole host of other divergent gameplay like holding sets for specific types of enemies, or building sets to run specific areas at end-game. Lastly it's very difficult to make affixes like that compelling, and not necessary. Either it's powerful enough where people do all those crazy things to leverage the bonuses in destructive ways, or the affix is just de-emphasized to the point of meaninglessness.

Bottom line we want as many affixes as we can get for launch, but with runestones, passives, and the itemization we're shooting for, we're already launching a game with far more diverse and interesting build potential than Diablo II has ever had available.

-Bashiok
Edited by Rakanìshu on 10/7/2011 3:02 PM PDT
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Posts: 237
Temp Data & Art
All items are examples of what may appear in Diablo III.
They are not final. Expect more rainbows...
Edited by cetanu on 10/7/2011 4:20 PM PDT
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