The Two Diablos: D&D, Game Mechanics, and Design Philosophy PART TWO

This week I am continuing my breakdown of the main mechanical differences between Diablo 2 and Diablo 3 [Click here to read the first part]


Before I delve into the the major differences again, I think that it is important to point out that there is a huge disparity of time between the two releases. Diablo 2 was released in 2000 and Diablo 3 was released in 2012. Interestingly the editions of D&D in publication at the time if release were 3rd and 4th edition respectively: I find that significant for several reasons, and I will write about that after I break down the major feature differences, likely next week.



Skills

D2: Diablo 2 was an early pioneer of skill tree systems, and certainly the most dominant game of the time to use them. The skill trees offered both active, passive, and uniquely flavoured class skills like paladin auras or barbarian shouts. Each class had around 30 different skills once everything was unlocked. Each skill could take up to 20 skill points to maximize (excluding items, which could push the total up to 30 or more IIRC) in effectiveness.

A maximum level character could have up to 110 skill points at level 99, spread out over 30 skills with up to 20 levels this made for a large potential variety in builds.

Some skills were weaker than others or just did not fit into popular build strategies. Thus, despite the high potential variety, it was argued that actual variety was fairly small in top tier character builds. This was something they tried to address in D3.


Some skills had “sweet spots” other than maxing the skill out, while the main skills used by most builds generally desired a full 20 levels at level cap.

As a counterpoint, viable builds did have some variety within each build beyond just the core of that build.
Mana costs often increased as the skill went up in level. This could result in an odd situation or sweet spot where the player would not want to increase a skill just because the increased cost to effect ratio did not work out. Some skills would decrease in mana cost at higher skill levels as well, which was inconsistent.


Skill trees followed a set pattern to get to higher level branches on the tree. This led to characters having to take points in skills that they would not always use. It was fairly minor, but aggravating to some players.


D3: Diablo 3 moved away from the skill tree and followed an entirely different skill system. Skills are divided into active skills and passive skills. Each active skill has six runes that can alter the effects of the base skill, often radically. The idea behind this was that there would be a higher variety of builds in D3, since every skill is viable. In practice, however, the variety is limited in the same way as D2 since some skill/rune combos simply work better with the build you want. D3 makes it very easy to switch skills, runes, and passives which create a sense of fluidity in the character.

Instead of mana each class has its own unique power pool which helps create a unique flavour for the class.

Honestly, aside from different names and different colours the different resources do not really change playstyle too much. If you notice them at all, it is usually because you have run dry…


Runes often alter the damage type of the skill. This allows every class to build around certain damage types without limiting their endgame. On the other hand, given the way DPS scaling works in practice you want your skill damage types to match up with any weapon bonuses as much as possible, which can be limiting.
Skills in D3 do not have levels. This follows in the same vein as attributes. The way to make your skill more powerful is not to put skill points into it but rather to level your prime attribute, mostly through items, and increase the DPS of your weapon.
Items can radically alter some skills, often in very powerful ways.




Damage

D2: In Diablo 2 damage can come from multiple places. Spells had their own base damage determined by skill level. Strength added to melee weapon damage, while dexterity added ranged weapon damage. A mage character could viably use a weak weapon with desirable bonuses instead of having to max their DPS so long as they had a decent level of skill in their spells.
D3: In Diablo 3 all attacks use the same DPS, determined by the weapon the character wields and their primary attribute level. This same DPS level determines the characters base damage for all attacks. Thus your wizard had better well be really well armed.

I cannot emphasize how much this makes the two systems play differently, especially in conjunction with the primary attribute system. Weapons in D3 are ridiculously important and weapon damage, along with the bonuses accrued by equipment to your character`s primary stat take the place of skill levels as a provider of damage and even advancement. Shoehorning everything into one stat seems to reduce the variety of play in the game, which seems greatly at odds with the desire to promote variety.
The DPS system in D3 was the first indication to me that the game was overdesigned. I will discuss what I mean by that later, but basically it is a level of polish in a system that smooths the game out but makes it rather bland at the same time.
Oddly monsters in D3 mostly kill the player with ground effects.




Scaling

D2: In Diablo 2 monsters had a set power level based on what act on what difficulty level you encountered them on. Damage scaled based on weapon wielded, attributes, and to a huge extent the level of the skill being used. If an area was too tough the player could level up and keep trying until they overcame the enemy.
D3: In Diablo 3 difficulty scales with the player and player choices. If an area is too tough, which is unlikely given how smooth the game is, the player can change the difficulty (this is different than when it was first released, when it followed a similar system to d2). You cannot overcome content by outleveling it in the same way that you could in D2.

On the other hand you have the ability to start the game on a higher difficulty with new characters, which is nice.
The addition of paragon levels to D3 did add some customization to the game, although it is still limited by the game`s inflexible approach to stats.




Gear

D2: Gear is very important in Diablo 2. Items can make a huge difference in power level. Gear is randomized and is one of the major rewards of playing, beyond simply gaining levels. The Gear system in D2 influences a huge number of modern games.

Gear in D2 did scale, but that scaling was not nearly as regimented and the most powerful gear could be found and equipped long before reaching level 99.


D3: Gear in Diablo 3 follows the same scaling patterns as World of Warcraft and other MMOs, increasing greatly in power from level to level.

Until you reach maximum level in D3 your gear, especially your weapon is disposable. Find an awesome artifact? well it will be good for a few levels at least. This is because the whole game was designed around gear advancement and then balanced to perfection and beyond.
Gear in D3 is the main method of mechanical customization. I would go so far as to say that what to equip is the only meaningful choice beyond class that a D3 player must consider.
Gear in D3 has a large variety of properties, however, many of these properties are less desirable as others. DPS, Primary attributes, Vitality, and regeneration are of supreme importance. Given that character advancement is so dependent on gear desirable stats become must haves and the variety in gear is actually reduced to better or worse and a few rare abilities that only occur on artifacts.





Ultimately The gear system in D3 is where all of the overdesign problems came home to roost and I think it is at the root of why so many people feel the game was not better than its predecessor, despite a much bigger budget. I will tackle that next week!


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Published on November 08, 2015 19:45
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