2013-10-14, 05:51 AM
My guess is they're intending to scale the game to complete at Act V Inferno at level 70 and you'd have a second difficulty setting that replaces Monster Power to enable level 70 content. Otherwise, you'd reach 70 at the end of Torment and Inferno would be 70 content again. It's hard to say with the limited info. D2 had normal end at around 30, Nightmare end at around 70s, and you spent the last 30 levels in Hell with few areas viable to level in. i.e. Baal, Pandemonium Fortress, Pandemonium Event, etc. They want the entire game to be scalable end-game content, so if you enter Infero pre-70, there will have to be a way for it to later scale to mlvl 70+, whether that's through Monster Power, or some other difficulty selection.
It looked like they had a difficulty selection similar to the console version set up with the UI assets seen earlier. With a less broad range of scaling like 10 levels of MP, it would help tone the spikiness of damage.
With the new content (Act V, Loot Runs, Nephalem Trials?) and MP10 or equivalent potential xp bonus, it it wouldn't be hard to scale exp gain to fit only three main difficulties. I wouldn't mind a bit of grinding either. Clear a dungeon or act boss an extra two or three times for some more EXP and loot before progressing if you're dying too much is pretty indicative of the Diablo experience. I'm pretty sure you can just clear the entire game on MP1 without having to redo a level unless you clear a difficulty and don't have the level requirement for the next one.
I enjoyed having to do a couple of extra (dozen) runs at the end of clearing a difficulty in D2 to get loot and power up. It may be tedious when you do it for 20+ characters, but with the low number necessary in D3, the lack of necessity to reroll, and Hardcore already needing to do this anyways as a safety measure, it wouldn't hurt. I'm sure there will be that group of players that just tries to brute force everything and complain when they can't immediately clear content they have access to. i.e. anyone who got to Inferno near release.
Anyways. A lot of the reworked skills look like they have potential to be quite good; however, a bunch of skills are left ignored and are quite frankly pomegranate. Also, a few of the reworks don't make much sense at the same time. It's nice that Arcane Orb gets elemental runes (FROZEN ORB YEH BBY), but Spark is just non-sense. For every monster hit, gain 1% damage to your next Lightning Spell. Well. The only Lightning spell that will do more damage than Arcane Orb - Spark is Energy Twister - Storm Chaser... if it hits for its full duration. I hope they really get through everything and think long and hard about why things like that suck.
It looked like they had a difficulty selection similar to the console version set up with the UI assets seen earlier. With a less broad range of scaling like 10 levels of MP, it would help tone the spikiness of damage.
With the new content (Act V, Loot Runs, Nephalem Trials?) and MP10 or equivalent potential xp bonus, it it wouldn't be hard to scale exp gain to fit only three main difficulties. I wouldn't mind a bit of grinding either. Clear a dungeon or act boss an extra two or three times for some more EXP and loot before progressing if you're dying too much is pretty indicative of the Diablo experience. I'm pretty sure you can just clear the entire game on MP1 without having to redo a level unless you clear a difficulty and don't have the level requirement for the next one.
I enjoyed having to do a couple of extra (dozen) runs at the end of clearing a difficulty in D2 to get loot and power up. It may be tedious when you do it for 20+ characters, but with the low number necessary in D3, the lack of necessity to reroll, and Hardcore already needing to do this anyways as a safety measure, it wouldn't hurt. I'm sure there will be that group of players that just tries to brute force everything and complain when they can't immediately clear content they have access to. i.e. anyone who got to Inferno near release.
Anyways. A lot of the reworked skills look like they have potential to be quite good; however, a bunch of skills are left ignored and are quite frankly pomegranate. Also, a few of the reworks don't make much sense at the same time. It's nice that Arcane Orb gets elemental runes (FROZEN ORB YEH BBY), but Spark is just non-sense. For every monster hit, gain 1% damage to your next Lightning Spell. Well. The only Lightning spell that will do more damage than Arcane Orb - Spark is Energy Twister - Storm Chaser... if it hits for its full duration. I hope they really get through everything and think long and hard about why things like that suck.

