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691 bytes removed, 09:20, 17 January 2011
Class Specific Weapons
There are a lot of class-specific weapons in Diablo 3. There are more types of items than in Diablo 2, but a lot of them are limited to one character type, or exclude some character types. Full details have not yet been determined, but the general theory is that characters can only use items that they would normally be able to use. Barbarians can't use magical items, mage characters can't use axes, and so forth.
 
* Which characters can use, or not use, which types of items has changed repeatedly during development. See the [[Class-Specific Weapons]] page for an up-to-the-minute tally, with extensive developer quotes.
Bashiok spoke on this issue, from a design standpoint, in July 2009.[http://diablo.incgamers.com/blog/comments/bashiok-on-class-specific-items/]
::Because I can see the conclusions being jumped to RIGHT NOW in my old cranium - let me state that weapon types do not dictate stats. At least not wholly (barbarians can’t use staves so there’s no point in allowing fury related stats on them). We understand that the game is about variation, customization, and experimentation in class builds. We’re not World of Warcraft, we’re not looking to make weapon stats “optimal” for the types and classes that will use them. Which is to say, we’re not going to put specific stats in specific amounts on each weapon of a specific type because we’re making assumptions about what each class wants out of their stats. We want variation, and experimentation, and all that good stuff. These restrictions don’t affect those goals, it really just means you probably won’t see a wizard lugging around a two-handed axe. Kind of a bummer, but then think about what it affords us to work on with more and better looking skills, a more robust rune-skill system, etc. We want to spend our time and effort on what makes sense to making the game better.
The class-specific weapons, or class-excluding weapons, should also be considered in light of the fact that there will be no stat requirements to use items. No strength or dexterity minimums to meet, for instance, and since that requirement has been eliminated, making it impossible for traditionally weak characters to use heavy weapons (for instance) makes more sense. It also allows the designers to more precisely target the modifiers; if only one character type can use a given weapon, then they can set only mods useful to that character to spawn on the weapon. No more life leech on wands, for instance.
 
The main objection to this issue is that it limits play variety. Not many players used axes or polearms with their Assassins or Sorceresses, but what about the players who wanted to do so?
Blizzard has also stressed that the selections are made carefully and distinctly, and that the lists are not yet finalized.[http://diablo.incgamers.com/blog/comments/bashiok-on-class-specific-items-part-two/]
::The list of what weapon types are or aren’t allowed for each class aren’t final and could change. They’re fairly logical choices and what is most commonly seen as closely tied to the hero archetypes. In our current game the wizard can’t wield a two-handed sword for instance, but can still use a one handed sword and shield if so desired.
This Proving their point, this has [http://diablo.incgamers.com/blog/comments/more-on-d3s-limited-weapon-types/ since been reconsideredchanged] and it seems likely wizards will be able to weild 2 Wizards '''can''' now use two-handed swords, but not maces however as they do not gel with the flavour of a wizard as they are too "smashy-smashy".
===Class Specific Armor===