Skill calculator has now been updated, interesting that the order in which runes unlock is different for each skill. Personally I'm ok with this, since the effect a single rune can have on an ability is so drastic. And while there's no indication that Blizzard will do this, giving players more freedom with their skills gives Blizzard more freedom to ramp up the difficulty on Inferno.
In terms of Diablo III being a less looty game, I'd like to remind people that there are more types of weapons, significantly more types of armor including all-new pauldron and bracer slots, and another fifteen unique item types divided evenly among all five classes. You still have gems, and on top of that you have three different types of follower gear, blacksmithing recipes, and dyes. It sounds like there's still going to be plenty of stuff to pick up.
@Doctorchimp: Maybe, but it seems like they're on the right track to make sure that you'll really be struggling to figure out what to put in those six slots because all the skills are actually going to be useful. In fact, under the current iteration of the skill system, it seems like players will be encouraged to have multiple builds for a single class depending on the encounter. I'd much rather have it this way than the way it was in Diablo II where there were only ~9 viable end-game builds with around 25 useable skills between them and not a single build that used more than 4.
@DarkDude: They're not getting rid of trash loot. In fact, they're almost adding MORE trash loot to the game by removing the ability to break down White drops for crafting components. Before, players would feel encouraged to salvage every White item they came across but now they've gotten back to the loot-pinata feel from Diablo II where a lot of what drops simply isn't worth picking up.
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