It looks like you all missed two parts of my original post:
“It’s creative and has potential”… in regards to the Rune system.
“With all this said, Diablo 3 will still be a very good game. Blizzard does not make bad games, that much is simple.”
As for the ‘rune poison attack’ in combination with the Electrocute attack, I must apologize. I read my source incorrectly, it said “explosion” which my brain registered as “poison explosion” for some reason. Again, my apologies. The source was the Diablo wiki for the skill ‘Electrocute’.
But here is an abridged (though obviously still too long) version for all of you… I thought adding a Table of contents would have helped remedy this problem.
- The biggest problem is how behind the official D3 site is, as far as up-to-date information. Diablofans.com is probably the current information leader.
- It is likely a character will be able to pick up armor pieces from clashing styles. This was always annoying in Morrowind, and should be avoided here, especially because Diablo 2 was able to accomplish that feat.
- Of what I’ve seen through the promotional videos and from the models on the official D3 website, the characters have problems reacting with directional light sources in game. This should be addressed. Look at this video, from 0:56-1:01. Notice how the Wizard transitions into a completely different area, yet she is still lit the same. If there is no light radius, why is this happening? http://www.youtube.com/watch?v=u2azMHCaO_k&feature=related#t=56s
- Some characters are very well done, but it seems there is a problem with armor fitting well on the character models. I am aware this has been addressed.
- Of what is listed on the official D3 site for skills, not much is different from Diablo 2. It’s just been jumbled around a bit. Plus there might be references to classic games that you all might have missed… take a look.
- Blizzard is obsessed with glowing blue lights, green tint, and as I’ve recently come to notice, purple glowing lights. Why is this in the game?
- The game isn’t finished by any means, but a lot of texture work needs to be completed before the game is released. Just reminding Blizzard.
- The new inventory system has its ups and downs. A noteworthy down is the potential lack of art on the item previews. Go read what I have to say on the matter. As a player of 4-5 years, I’ve never had a problem with inventory tetris. Ever. Lack of inventory space and ability to xfer, on the other hand...
- Character vampirism (a.k.a. health globe collecting) is different, and unique. However, the potion belt was one of the most streamlined parts of D2 (besides having to load your potions back into your belt after death). Retaining this for D3 would have helped keep a sense of “Diablo-ness”. And yes, it was a GOOD game mechanic.
- The HUD for D3 is bright and vibrant (and the health/mana orbs look terrible compared to D2). That has never been a part of the Diablo franchise, and you know it. Also, why is there a need for the skill lineup if we still have hotkeys?
- D3 needs to address the gold problem of D2. Wilson has said the solution is to make more of a need for gold. This is not the answer; I could spend 2.5million gold in D2 very quickly on things that I felt my character(s) needed. The problem was being able to get 2.5million gold without much work.
- High-end, bind-on-equip items are a bad idea for the simple fact of respec. Read what I say.
- D3 should incorporate a JSP aspect in-game. There is no reason why it can’t, yet Blizzard hasn’t shown any plans for this, just speculation.
- The Monk and Wizard trailers look terrible when compared to cinematics Blizzard made 10 years ago. That is unacceptable. The game trailer, however, looks badass (even though it borrows heavily from Lord of the Rings).
- Crafting has been removed. Why? Because it created overpower items? Then just fix that, don't remove it completely. It added a huge niche of gameplay.
- Wilson’s reasoning for removing ‘player allocated stats’ is simply wrong. Go read what I say. However, losing this part of the game isn’t the end of the world.
- Whatever Wilson was saying about having an area for players to look at stats for their characters, whatever that pans out to be, will be a great addition to the game. But it could be amazing if it goes into a lot of detail, and it should. Read what I say.
- Whatever the development team’s problem was with rares being too powerful is beyond understanding. Diablo 2 doesn't have a problem with any of the normal-magic-rare-set-unique classing being too powerful, either as a hierarchy or as any single item out of those classes. Yes, this used to be a problem with several patches for D2, but now it is completely not the case.
- Sweet, runes will add an interesting aspect of play. They are not the greatest idea ever, as one is led to believe… Yes, clearly I was misinformed on how exactly they worked. I still contend that they are charms: they are more or less in your inventory, they are passive, and they have the ability to amplify skill effectiveness, along with other things (pcombs anyone?). But why are charms gone?
- Having damage tickers appear above the character/NPC for any reason is a terrible idea for any Diablo, ever. Why? It’s the same reason why the original development team never wanted dwarves, elves, or dragons in the game. Wrong style, that’s all. The more WoW elements you add, the more it becomes like WoW. Diablo is not WoW. If you want WoW, go play WoW.
- I had a rant about RealID, but that’s mostly irrelevant. Unless, of course, they decide to make it mandatory in the future.
- A general, broad overview of my post in which people read alone and jugded… then I talk about cheese a little… and then I say D3 will be a really good game.
Now… I apologize for posting that big scary article without putting in a tl:dr section.
I don’t understand why everyone is already so willing to be content with what has been revealed. It’s not ‘losing faith’. The more you ask of the developers, the better the game will be.