Also how is diablo 3 mass-market and diablo 2 not? How is this bad? It seems like you are implying it is. > Yes, it's much better than it was at release, but it is still very much a streamlined, mass I don't think arguing about what it means would be fruitful, so I concede the point. I can see how they games are different enough that saying diablo 3 is a spirital successor is probably not useful. I guess I didn't read spiritual in the successor part though I am not sure what that means. In Diablo II, with its locked skill trees, there was much less headspace for dealing with them - unless you use overpowered gear! Every character had a reasonable answer to immune enemies. Immunities worked much better in Diablo I. It's much more difficult to be boxed in, and if things don't work out well, just save and exit, and reset the level. In Diablo I, with its tile-based movement system, this had to be done incredibly carefully. Too much power creep came from gear and patches, enemy health and damage scaled too much, and due to immunities, too many strategies for dealing with problematic enemies involved running past or parking them. Pretty much everyone in the DSF maintained at least one or two variant characters, even if it was just a naked mage or a SNOB.ĭiablo II, especially after LOD, just didn't feel as fun with most self-imposed restrictions. Variants (Self-imposed restrictions) were far more prominent in Diablo I. There were similar, but in my experience, more vibrant, communities for Diablo I (DSF, LurkerLounge, RBD). GoMule and ATMA may have been my first exposure to Java programs. There was a vibrant trading scene but this helped discourage cross-contamination between, say, a vanilla player's items and those of a player who enabled ladder-only runewords. Good luck getting enigma and other overpowered runewords in single player. While not as extreme, and maybe it'd be insignificant on, I had some of my most satisfying D2 moments there. Here's one player who made it through hardcore in all difficulties (Guardian) doing full clears with a naked Amazon. And there were often seemingly absurd self-imposed constraints imposed to make gameplay harder on yourself (no uniques, etc.). The pace in single player is significantly slower without overpowered items, but also significantly more tactical. documenting what mods you play with but most folks used certain baseline tools such as infinite stashes that greatly helped with playability. To this day, it's maybe my ideal of the internet done right (though its in-page ads seem a little more obnoxious now than I remember). There was (hopefully still is) a thriving community of D2 single player enthusiasts that had a very welcoming crowd and managed to avoid the craziness of at the Single Player Forum of. They were supposed to be balanced by the rarity of high-end runes, but in practice, those runes are plentiful, because of duping and botting. And the rest of the ladder-only rune-words are a game-breaking abomination. And the ham-fisted story is in your face. The core gameplay loop of Diablo 3 is the same as Diablo 2 - it's just that getting your first set of end-game gear is a bit faster, and there's less emphasis on farming bosses. In that sense, the gap between Diablo and Diablo 2 was probably bigger then the gap between Diablo 2 and Diablo 3. Far less tactical, and far more forgiving to mistakes. Blast/teleport through everything at top speed to farm bosses. (Except for most of Act 1, and Acts 2 and 5.)ĭiablo was a slow, tile-based click-and-slash dungeon crawler. To be fair, the only commonality between Diablo and Diablo 2 was in:ġ. ![]() And every time we would all love the mod even more.īrotherLaz went on to operate under the pseudonym Enai Siaion on Skyrim mods (including the very popular Apolocypse spellmod) but I've no idea what he/she has worked on since then. Whenever we complained about anything on the forums BrotherLaz wouldn't just give in to the whining instead disappearing for a few days and coming back with a complete solution that nobody saw coming, whether that was an overhaul of a whole skill tree or something way out from left field, as if there was a whole room of experienced game designers behind workshopping every idea. ![]() The balance of all the content was just so finely tuned BrotherLaz really had an instinct for this stuff and the effort really showed. The craft that went into this by its original author BrotherLaz was exceptional, who was outstanding at creating content within the games restrictive modding mechanisms. Should you ever want a successor to Diablo 2 this was it. Back in 2009 I put several hundred hours into the diablo 2 mod called Median, which turned into Median XL.
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