Diablo 3!: Act I & II & First Impressions
Posted By onefinemess on May 17, 2012
OK, so they’re not really true “first impressions”, as I played all the characters to 12ish in beta…but close enough.
[Aside: WTF is up with WordPress editor these days? So much typing lag!!]
[Aside2: The "midnight launch" was pretty damn fail. Made even worse by the fact that Blizzard, makers of the behemoth of MMOs, should know better. It worked out for me, since I really should have been sleeping anyway.]
I’ve been playing a Witchdoctor (of course!) as it’s the closest thing to a D2 Necromancer or Druid. Hopefully the first xpack brings a “real” pet class, but whatever. This will do. I’m somewhere in Act III as of the time of this post, and about level 25-26.
The scenery/visuals are crazy, crazy good. Several areas look like the designers were specifically trying to one up (or eight or nine up) stuff from Diablo 2 (or even 1, my memory is bad). Especially in the sense that, for act 1 and 2 at least, the map structures are similar. Act I has you going out from town into the wilderness and eventually into a castle & dungeon… Act II has you in a desert town & sewers… DOES THAT SOUND FAMILIAR? Obvious design choice, had to be intentional. I honestly don’t know why they would have made this choice. I mean. Huh? But whatever, it’s still fun.
The powers… hit and miss. Some of them look really good (Gargantuan, for example) and are really useful, while some look like crap and seem to have very limited usage (Hex & Spirit Barrage, for example) – in Normal difficulty at least. Now, Hex at least would be cool if it lasted more than 12 goddam seconds…. something of at least 30-45 maybe. But Spirit Barrage? I dunno, it just looks really feeble graphically and doesn’t hit a single target much harder than my aoe (which costs 0 mana) at this point…. maybe once my weapon damage is cranked up.
The bosses? Most are fine. But… the act bosses? Overkill. At least at this stage, for a Witch Doctor. I think I could probably beat the act I boss solo, but after a few attempts it just wasn’t worth the time – as they fully heal every time you die :(. I just wound up joining a team for the act bosses. The act II boss? I’m kinda doubting I could beat him solo without some serious over-leveling… I’ll try on my next char; it could just be a WD thing or a failure-to-be-awesome thing on my part.
And now… to my biggest complaint (aside from the obvious ones like the huge middle finger Blizz flipped to the mod community that has supported Diablo 2 for so long by making the game online only which, no matter what they say, seems motivated by a need to secure the RMT auctions for $PROFIT$, but what do I know…): character & gear visuals. They are pretty, but they kind of suck.
They suck in the sense that they are very WoWish. This is bad in at least two ways:
2) If you don’t like the WoW style of equipment design (It’s OK for wow, but I’m not particularly liking it for D3).
4) Very clear “tiered” gear set looks. Like WoW raid tiered stuff, you know? Very little individual item flavor (beyond the fact that all the items look at least generically “good”) so far, and perhaps at all. Note, this is only based on what I’ve seen so far & the videos I watched of all the class armor sets. I hope I’m proven wrong.
Witch Doctor Armor sets (now, with funky posture!):
5) Every item looks different based on the class that wears it. Holy Christ with a Vorpal Shotgun do I hate this. You know how in Diablo 2 a Tarnhelm was a Tarnhelm?? Well, in Diablo 3 it will look like a headdress on a witchdoctor, or a horned helmet on a barbarian, etc. While one might thing this promotes diversity, to me it comes out looking like homogeneity. Maybe unique items will be different and actually have set looks that don’t vary by type? Man, I hope so, but I doubt it.
Sure, you can mix and match the tiers but… MEH. I mean, maybe I’m mis-remembering D2, but didn’t Tal-Rasha’s helmet always look like that horned helmet no matter who wore it? I’m pretty sure it did. I really miss that.
Another complaint: The entire skill system: NOT A FAN. It really discourages you from having say, more than one witchdoctor (although there is an achievement for getting 2 to level 60. Why in the world would you do that?? They are functionally identical, aside from maybe the skill choices you make for your mercs (maybe you can reset their skills, I haven’t found a way yet).
I mean, the runes are fun and all…and I think that the idea is a worthy contribution, especially from a visual angle… but… Meh. Meh. Meh!
That being said, I *AM* enjoying the game, and I’m sure I’ll at least play through normal with all the classes. Maybe all the way through hell…
More later, I’m sure.
[Note: Diablofans has all the gear videos linked from this page.]





