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	<title>The Toonari Post - News, Powered by the People! &#187; Diablo 3 skills</title>
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		<title>Diablo III Release Date Announced</title>
		<link>http://www.toonaripost.com/2012/03/entertainment/diablo-iii-release-date-announced/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=diablo-iii-release-date-announced</link>
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		<pubDate>Sat, 17 Mar 2012 00:06:15 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
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		<guid isPermaLink="false">http://www.toonaripost.com/?p=39064</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Diablo fans around the world can finally rejoice! Blizzard Entertainment announced on March 15 that Diablo III will hit stores exactly two months later on May 15. “After many years of hard work by our development team and months of beta testing by hundreds of thousands of dedicated players around the world, we’re now in [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/03/entertainment/diablo-iii-release-date-announced/">Diablo III Release Date Announced</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Diablo fans around the world can finally rejoice! Blizzard Entertainment announced on March 15 that Diablo III will hit stores exactly two months later on May 15.</p>
<p>“After many years of hard work by our development team and months of beta testing by hundreds of thousands of dedicated players around the world, we’re now in the homestretch,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment, in a statement uploaded to the company’s website. “We look forward to putting the final polish on Diablo III over the next two months and delivering the ultimate action-RPG experience to gamers worldwide starting on May 15.”</p>
<p>Diablo III will be released for both Windows PCs and Macs. The standard edition will cost $59.99, while the collector’s edition will be $99.99. The collector’s edition includes a range of goodies, including the game’s soundtrack, an art book, a behind-the-scenes DVD/Blu-Ray two-disk set, and 4 GB flashdrive in the form of an in-game artifact called a soulstone. It will also feature bonus content for other Blizzard games, such as World of Warcraft and Starcraft II.</p>
<p>Diablo III’s development cycle has been unusually protracted, even by Blizzard’s notoriously slow standards. Although it was first revealed to the public at the Blizzard World Wide Invitational in Paris on June 28, 2008, most observers believe that the game had already been in development for eight years by that point.</p>
<p>Blizzard North, the division that produced the first two Diablo games, is said to have started on Diablo III shortly after the completion of Diablo II in 2000. But in May 2003, Blizzard North was rocked by the departure of four of its top executives, which set in train a chain of events that ultimately led to the division’s closure in 2005. Blizzard Irvine ultimately decided to scrap all of the previous work on Diablo III and start from scratch. For the next few years, there were occasional rumors about the game’s development. While Blizzard maintained that the Diablo franchise was not dead, it was not until 2008 that the game’s existence was publicly confirmed.</p>
<p>Back when the game was announced, few people expected that it would take four more years before it would hit store shelves. Almost from the get-go, the game was controversial. Everything from the art style to the in-game chat functions have been criticized by fans. Of course the seemingly glacial pace of the development process did not do much to calm fan anger, either. Through it all, Blizzard clung tenaciously to their vision for the game, promising fans that the finished product would be phenomenal. In two months, we shall see whether they are right.</p>
<p>&nbsp;</p>
<p>Image Courtesy of  <a href="http://us.blizzard.com/en-us/?-" target="_blank">Blizzard</a></p>
<p>The article <a href="http://www.toonaripost.com/2012/03/entertainment/diablo-iii-release-date-announced/">Diablo III Release Date Announced</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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		<title>Diablo III Beta: Patch 13 Review Part 2</title>
		<link>http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=diablo-iii-beta-patch-13-review-part-2</link>
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		<pubDate>Thu, 23 Feb 2012 13:00:31 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.toonaripost.com/?p=35074</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Welcome back to our coverage of Patch 13! In the last installment, I talked a bit about the new rune system that Blizzard unveiled. That was by far the biggest single change, but Patch 13 made a host of smaller changes to the game as well. Every character has had the order of their skills [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-2/">Diablo III Beta: Patch 13 Review Part 2</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Welcome back to our coverage of Patch 13! In the last installment, I talked a bit about the new rune system that Blizzard unveiled. That was by far the biggest single change, but Patch 13 made a host of smaller changes to the game as well.</p>
<p>Every character has had the order of their skills adjusted. Few of the changes were terribly dramatic. In most cases, it is just a matter of getting a skill a little bit sooner or a little bit later than you did before. But a few skills (such as the Wizard’s Disintegrate) have been taken out of the beta entirely since they are now beyond the level 13 cap. Similarly, a few skills that used to be above that cap have now been moved down into beta territory.</p>
<p>The Wizard continues to be my favorite character. This time around, instead of relying on my tried-and-true combo of Spectral Blade and Arcane Orb, I experimented with using Shock Pulse as my main attack. Shock Pulse is a lot like Charged Bolt from Diablo II, in that it sends out bolts of energy that move randomly. It can be difficult to hit specific targets, even if you are standing right in front of them. But it does have two redeeming features.</p>
<p>First, because it is a Signature Spell, you do not have to use Arcane Power to cast it; this is even more important now that the Wizard’s Arcane Power regeneration has been reduced. Second, when you use the Explosive Bolts rune, enemies killed with Shock Pulse will explode, doing lightning damage to nearby monsters.</p>
<p>But the stars of the show were undoubtedly Electrocute and Arcane Torrent. Electrocute is not new, but it now unlocks at level 11 instead of level 13, which makes it much easier to reach without a bunch of grinding. It is sort of like a combination of Lightning and Chain Lightning from Diablo II.</p>
<p>You cast it by holding down the mouse button, and it will leap from monster to monster. It will even leap to destructible pieces of the environment, such as urns and tree stumps. In its un-runed state, it only does 70% of  weapon damage as lightning damage, but since it is a Signature Spell, you can spam it all you want. When you add Arcane Orb and Wave of Force, you can handle almost anything in the beta.</p>
<p>Arcane Torrent is a newcomer to the beta, however, and it allows you to bombard a location with a bunch of purple arcane projectiles. Its base damage is lower than Arcane Orb, but in some respects it is easier to use because it casts faster and, unlike Arcane Orb, you do not have to worry about it detonating prematurely, in case a monster comes between you and your target.</p>
<p>The biggest surprise was probably the Witch Doctor. I had played her a little bit in previous versions, but she just did not ‘click’ with me the way the Wizard or the Monk did. But I like her a lot more in Patch 13. As I mentioned in Part 1, her Poison Dart skill benefits greatly from the addition of runes.</p>
<p>Grasp of the Dead also seems improved, though the Patch Notes only mention an increase in the amount it reduces enemies’ movement speed. Of course it could be that Grasp of the Dead is just more noticeable now, because the new guided mode automatically binds it to your left mouse button when you unlock it at level 2. Before, I had to make a conscious effort to choose it.</p>
<p>Sadly, the Demon Hunter remains the runt of the litter. Not only do his initial skills lack the flashy pyrotechnics of the Monk or the Wizard, but he also has the hardest time killing monsters. Part of the problem is that he does not really have a good area of effect skill at first. Hungering Arrow can hit multiple enemies, but it is still too linear.</p>
<p>Bola Shot can damage nearby enemies when it explodes, but I have not found it to be terribly effective in dealing with groups. The closest thing he gets to a proper AOE skill is something called Caltrops, but all it does is slow enemies who walk over it. You would think that something named after sharp metal spikes would do some sort of physical damage to enemies! As much as I would like to see D3 released ASAP, I hope they will take some extra time and polish the Demon Hunter a bit more.</p>
<p>I had hoped that Patch 13 would do something to make crafting seem less overpowered, but in that respect I was sorely disappointed. The stuff the blacksmith makes for you is still much better than most of the magical loot you find. There is no real downside to crafting either. The average crafted item at this level costs around 150 gold pieces and requires three Subtle Essences, yet my five characters have around 15,000 gold pieces and 50 Subtle Essences between them.</p>
<p>Once my characters have leveled-up enough to wear crafted items, loot becomes little more than a source of raw materials. Crafting just feels cheap, both literally and figuratively. I hope that things balance out later on in the game, so that the blacksmith’s items end up being either more expensive or less powerful.</p>
<p>Patch 13 has been a lot of fun, and the game continues to shape up nicely. Even though I have run through the same areas dozens of times now, the gameplay still manages to be addicting, which definitely bodes well for game’s long-term prospects. Blizzard has said it is shooting for a second quarter release, so with any luck we are already in the home stretch!</p>
<p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-2/">Diablo III Beta: Patch 13 Review Part 2</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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		<title>Diablo III Beta: Patch 13 Review Part 1</title>
		<link>http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-1/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=diablo-iii-beta-patch-13-review-part-1</link>
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		<pubDate>Wed, 22 Feb 2012 19:30:59 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
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		<guid isPermaLink="false">http://www.toonaripost.com/?p=35070</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Last weekend, Blizzard released Patch 13 for the Diablo III beta. At long last, fans have a chance to try the new skill and rune system the developers have been working on over the past few months. The introduction of runes is probably the biggest change in Patch 13. Like almost every aspect of the [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-1/">Diablo III Beta: Patch 13 Review Part 1</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Last weekend, Blizzard released Patch 13 for the Diablo III beta. At long last, fans have a chance to try the new skill and rune system the developers have been working on over the past few months.</p>
<p>The introduction of runes is probably the biggest change in Patch 13. Like almost every aspect of the game, runes have had a rather convoluted history. Originally introduced as ‘runestones’, they were supposed to be loot items that could be socketed into skills in order to modify that skill in some way.</p>
<p>They came in five colors, and their effects ranged from the mundane (putting an Alabaster runestone into the Wizard’s Magic Missile increased its damage) to the bizarre (putting a Crimson runestone into the Witch Doctor’s Zombie Charger turned it into a zombie bear). Each stone had seven ranks, with the higher-level ones becoming progressively rarer. This system was never incorporated into the beta, and few people outside of Blizzard had the chance to experiment with it.</p>
<p>But Patch 13 unveiled a dramatically-revamped system. Runestones have become ‘skill runes,’ and they are no longer droppable items. Now, they are part of the redesigned skill interface and they automatically unlock based on your character level. The color-coding is gone too, as are the different ranks. Each skill still has five possible runes that can be applied to it, but you will not be able to level them up. But their base effects remain more or less unchanged.</p>
<p>Given the limited scope of the beta, players only get to experience a fraction of the total number of runes. Even though the sample is limited, I was impressed with how they radically altered the gameplay. Take the Witch Doctor’s Poison Dart skill, for example. It is the first skill a Witch Doctor receives, but there is nothing particularly special about it to begin with.</p>
<p>Before Patch 13, I usually switched to something else as soon as possible. But when you equip the Splinters rune, you shoot several darts in quick succession, sort of like a machine gun. It is a dramatic improvement, and I kept Poison Dart as my main attack throughout the beta.</p>
<p>Runes can also alter a skill’s basic properties. Adding the Bounding Light rune to the Monk’s Fists of Thunder skill removes the knockback and adds a chain of lightning that strikes nearby foes, so players have to decide if they would rather have added damage or knockback. In theory, runes will help keep skills viable throughout the entire game, unlike in Diablo II where most skills became obsolete at some point. They also add a welcome element of customization.</p>
<p>Because runes offer so many potential changes, you can eventually adjust every skill to fit your play style. Of course not everybody is happy with the new rune system. Some fans are up in arms, claiming that there is now less customization since everybody automatically gets the same runes instead of having to find them as loot. I disagree. Chances are, lower-level runes would have dropped quite frequently, so it would have been easy for players to get all five colors.</p>
<p>Higher level runes of each color would have been rarer, but they would only increase the skill’s power. The rune’s underlying mechanic would stay the same. So the difference between individual rune levels would probably not have been terribly dramatic, and I am not sure they constituted meaningful customization (“Your Wizard’s Magic Missile can do 126% weapon damage? Ha! Mine can do 128%!&#8221;). The rune system <em>does</em> allow players to adjust a skill to fit their preferred play style, and I think that is much more important than fussing over numbers.</p>
<p>The only real complaint I have about the system is the new skill interface. It is horrible. Horrible, horrible, horrible. Part of the problem is that Blizzard has decided to implement a new ‘guided mode’ where certain skills are automatically mapped to certain buttons. Now, skills are divided into categories. There are three general categories that all characters share (primary, secondary, and defensive), plus three class-specific categories (in the Wizard’s case, they are arcane, conjuration, and mastery).</p>
<p>When you are in guided mode, primary skills are bound to your left mouse button, secondary skills to your right mouse button, defensive skills are bound to the ‘1’ key, and so on and so forth. But if you want to bind primary skills to both mouse buttons, or put a defensive spell on the mouse instead of the keyboard, you are out of luck unless you go into the game options and check the box for ‘Elective Mode.’ Even then, the process of switching skills from one button/key to another is terribly awkward.</p>
<p>I am not one to QQ about things, but this new skill interface needs to go. While they are at it, I think they could safely do away with guided mode too. I realize they are just doing it to make life easier for casual gamers and people who are brand new to action RPGs, but I think they are offering help where it is not really needed.</p>
<p>The game already assigns skills to certain keys by default. If you do not want to mess around with your keybindings, you do not have to. But forcing people to use the defaults unless they enable a different game mode is just stupid. Check back soon for the second part of our coverage of Patch 13, including a look at how each character’s skills have changed.</p>
<p>Image Courtesy of   <a href="http://eu.battle.net/" target="_blank">http://eu.battle.net</a></p>
<p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-1/">Diablo III Beta: Patch 13 Review Part 1</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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		<title>Hands-On With the Diablo III Beta: Part 2</title>
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		<pubDate>Wed, 08 Feb 2012 20:30:37 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
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		<guid isPermaLink="false">http://www.toonaripost.com/?p=31905</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Here is Part 2 of our look at the Diablo III beta! As longtime Diablo fans know, the game&#8217;s art style has attracted a fair bit of controversy over the years. Some of the earliest screenshots showed a bright, autumnal world that struck some fans as out of place in a dark and gritty series [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/hands-on-with-the-diablo-iii-beta-part-2/">Hands-On With the Diablo III Beta: Part 2</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Here is Part 2 of our look at the Diablo III beta!</p>
<p>As longtime Diablo fans know, the game&#8217;s art style has attracted a fair bit of controversy over the years. Some of the earliest screenshots showed a bright, autumnal world that struck some fans as out of place in a dark and gritty series like Diablo. However, if the beta is anything to go by, fears of a shiny and cheerful Diablo are unfounded.</p>
<p>The outdoor environments are decidedly somber, featuring a dark color palette and macabre touches (such as hanging corpses swinging from nearby trees), and the dungeons are littered with the mutilated corpses of townsfolk. True, the art style is rather stylized: the game designers have repeatedly said that they were aiming for a &#8216;painterly&#8217; aesthetic.</p>
<p>If you are looking for cutting-edge, photo-realistic graphics, you should probably look elsewhere. However, Diablo III&#8217;s graphics are stunning, and they have their own grim charm. Judging from the beta, this is going to be an incredibly atmospheric game. The designers have rendered the world with a loving attention to detail that was lacking in previous games.</p>
<p>For example, in Diablo II the outdoor areas were randomly generated, which usually meant that they were large rectangular areas adorned with random bits of scenery. While the map varied from playthrough to playthrough, the world did not really come alive. In Diablo III, the wilderness areas are static, which allows the designers to create a much more detailed landscape. In order to keep things from getting boring, the designers inserted dynamic areas within each map that change each time you visit.</p>
<p>A cellar that was boarded up tight on your first playthrough might be open the next, allowing access to a mini dungeon. I also found myself interacting with the world like never before. Much of the scenery can be destroyed: tables can be smashed to bits and wrought-iron chandeliers dropped on the heads of unsuspecting monsters.</p>
<p>Sometimes, the scenery will attack you. While walking through the catacombs, it is not uncommon for plaques on nearby vaults to spring off as cackling skeletons crawl forth to do battle, and if you stand too close to certain ravines, you may find yourself surrounded by zombies. On higher difficulty levels, moments like these could become quite perilous.</p>
<p>Speaking of peril, I have to admit that the  beta is actually quite easy. There were very few &#8220;oh, crap!&#8221; moments where I felt like I was in danger of dying. Patch 10 has increased the difficulty somewhat, as I have noticed more packs of &#8216;champion&#8217; monsters that present more of a challenge (though that is offset by an increase in character hit points).</p>
<p>On the whole, the difficulty is not onerous. That might not necessarily be a bad thing, considering this is the very beginning of the game. While series veterans would undoubtedly appreciate a bigger challenge, the game also has to be accessible for people who are completely new to the series, or even the action-RPG genre as a whole. I imagine that later parts of the game, and the three additional difficulty levels, will present players with the challenges they seek.</p>
<p>Despite its limitations, the Diablo III beta has been an enjoyable experience. Blizzard has put together a solid game that shows signs of being just as addictive as its predecessors. Now if only they would finally release the $^@! thing!</p>
<p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/hands-on-with-the-diablo-iii-beta-part-2/">Hands-On With the Diablo III Beta: Part 2</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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		<title>Hands-On With the Diablo III Beta: Part 1</title>
		<link>http://www.toonaripost.com/2012/02/entertainment/hands-on-with-the-diablo-iii-beta-part-1/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hands-on-with-the-diablo-iii-beta-part-1</link>
		<comments>http://www.toonaripost.com/2012/02/entertainment/hands-on-with-the-diablo-iii-beta-part-1/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 19:45:35 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Blizzard entertainment]]></category>
		<category><![CDATA[Diablo]]></category>
		<category><![CDATA[Diablo 3]]></category>
		<category><![CDATA[Diablo 3 barbarian]]></category>
		<category><![CDATA[diablo 3 beta]]></category>
		<category><![CDATA[Diablo 3 characters]]></category>
		<category><![CDATA[Diablo 3 demon hunter]]></category>
		<category><![CDATA[Diablo 3 monk]]></category>
		<category><![CDATA[Diablo 3 news]]></category>
		<category><![CDATA[Diablo 3 review]]></category>
		<category><![CDATA[Diablo 3 skills]]></category>
		<category><![CDATA[Diablo 3 witch doctor]]></category>
		<category><![CDATA[Diablo 3 wizard]]></category>
		<category><![CDATA[Diablo III]]></category>

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		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>It is no exaggeration to say that Diablo III is one of the most-anticipated games around. First announced in 2008, it has been mired in a lengthy development cycle that has seen Blizzard&#8217;s obsession with iteration reach new heights. Last September, the game finally entered the beta testing phase, and thanks to the generosity of [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/hands-on-with-the-diablo-iii-beta-part-1/">Hands-On With the Diablo III Beta: Part 1</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>It is no exaggeration to say that Diablo III is one of the most-anticipated games around. First announced in 2008, it has been mired in a lengthy development cycle that has seen Blizzard&#8217;s obsession with iteration reach new heights.</p>
<p>Last September, the game finally entered the beta testing phase, and thanks to the generosity of a friend, I have been able to spend some quality time with the Wizard, Monk, Witch Doctor, Demon Hunter, and Barbarian as they take the first few steps on the road to defeating the Lord of Terror.</p>
<p>The Diablo III beta test consists of the very beginning of the game (roughly one third of the first act). Not only that, but Blizzard seems to have edited the game to remove as many potential spoilers as possible, so beta testers are only seeing a tiny sliver of the total content. Character progression is capped at level 13, so you can only experience a handful of the available skills.</p>
<p>Despite the limited scope, the beta sucks you in right from the get-go, and you will find yourself fighting monsters within the first few seconds of starting a new game. Unlike previous games in the series, each character starts with a skill, so you feel powerful from the outset.</p>
<p>Blizzard has gone out of their way to make sure that even first-tier skills are satisfying: the Barbarian&#8217;s Bash skill can literally knock a monster&#8217;s skeleton out of its body, while the Monk&#8217;s Fists of Thunder sizzles enemies with a satisfying display of lightning damage. RPG purists might object to this on the grounds that new characters should start the game weak and defenseless, but the Diablo III approach certainly livens up the first minutes of the game.</p>
<p>In terms of gameplay, Diablo III shares many similarities with its illustrious predecessors. At its heart, it is a point-and-click dungeon crawler. But character progression is handled much differently than it was in previous games. It used to be that, upon leveling up, you received a certain number of attribute points that you could allocate to traits such as vitality, dexterity, strength, etc.</p>
<p>Now, the game does the allocation for you. Some players have complained that this removes an important method of customization, but I cannot say that I missed manually assigning my attribute points. In practice, you had to adhere to fairly rigid guidelines if you wanted your character to be viable in Diablo II, so most characters ended up having similar attribute distributions.</p>
<p>The way in which you acquire new skills has also changed. Skills in Diablo III are linked to character level, and you no longer have to allocate skill points to make them more powerful. Now, their damage scales as your stats improve, and you acquire better weapons (even spells are tied to weapon damage).</p>
<p>However, you can only have a certain number of skills active at any one time. You start the game with one active skill slot, which soon increases to two. By the end of the beta, you can have three skills active, though that number will rise to seven when you are playing the full game.</p>
<p>It is possible to change your active skills, though the mechanism for doing so is up in the air. When the beta first started, you could change your skills at any time, but the designers decided that that was too much of an exploit. A patch changed things so that you had to use something called the Nephalem Altar to change skills.</p>
<p>Since the altar was only found in town and at the beginning of one dungeon, changing skills was something of a production. Now, with Patch 10, the Nephalem Altar is gone, and you can once again change skills whenever you want, though there is a 30-second cooldown period for newly-switched skills.</p>
<p>Blizzard has made it clear that this current system is a work-in-progress, which is good since it leaves something to be desired. I can understand why they do not want to allow unfettered skill switches; that would make a mockery of the whole idea of limiting the number of active skills.</p>
<p>However, the 30-second cooldown just seems arbitrary, and it is odd that you have the same cooldown whether you are in the field or in town. Surely skills switched in town should not have <em>any</em> cooldown at all.</p>
<p>Going into the beta, I was a little bit concerned that the current skill system will lead to cookie-cutter builds since players no longer have to worry about spending skill points or investing in prerequisites. Playing the beta has convinced me that those fears are probably baseless.</p>
<p>People are always going to have differing play styles, and that, in turn, is going to influence which skills they choose to activate. For example, when my friend plays the Wizard, he likes to use Disintegrate, a skill that causes a beam of red energy to shoot forth from the Wizard&#8217;s hand in a straight line of death and destruction.</p>
<p>I, on the other hand, would much rather use Arcane Orb, which lobs a large galaxy-like ball of arcane energy across the screen until it explodes on contact with a monster. Even within the limited confines of the beta, the two of us were able to take different approaches to the same character. When you add runes (which are not even available in the beta) into the mix, you will have even more opportunities for customization.</p>
<p>Be sure to stay tuned for the second part of our coverage of the Diablo III beta!</p>
<p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/hands-on-with-the-diablo-iii-beta-part-1/">Hands-On With the Diablo III Beta: Part 1</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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