Difference between revisions of "Attributes"

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Revision as of 23:50, 27 January 2011

Attributes in Diablo 3 consist of Strength, Dexterity, Vitality, Willpower. Each attribute affects multiple values in Diablo III; making points in each attribute valuable to all characters. See the respective character class page for Barbarian, Witch Doctor, Wizard, Monk and the Other Class for more specific details.

Although attributes are automatically-placed in Diablo III, traits, charms in the talisman, and the ability to socket very high level gems should allow for as much or more character variety as was possible in Diablo II, where attributes could be placed wherever a player desired.


Attribute Bonuses

Each attribute affects more character properties in Diablo III than in D1 or D2. This is part of the D3 Team's design goal; to make all of the attributes useful to all of the classes.

Strength

Strength governs how much damage you do and how high your armor rating is. Whether the effect of each point in Strength on the secondary attributes is the same for every character class is unclear as of yet.

1 point of Strength gives:

Dexterity

Dexterity governs your chance to critically strike a target, and so doing more damage. Dexterity influences your chance to dodge an attack and lowers the chance that your character will be interrupted by getting hit.

1 point of Dexterity gives:

  • +x% Critical Strike Chance
  • +x% Dodge Chance
  • Higher Dexterity lowers chance you will be interrupted by getting hit.

Vitality

Vitality governs the amount of life your character has and how fast its mana regenerates.

1 point of Vitality gives:

  • +x Life
  • Mana Regeneration of +x per second

Willpower

Willpower governs the amount of spell damage bonus and extra health the consumption that a health globe will grant your character.

1 point of Willpower gives:


No Customizable Attributes

The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. This means that two "naked" characters of the same class and of the same level will have the exact same strength, dexterity, vitality, and willpower, as well as the same hit points, resource value, damage, and etc. Except that they won't, since differences in their skills, skillrunes, and traits, not to mention equipment, including charms/talisman, will make them very different.

Though this seems a settled issue as of late 2010, it was highly-controversial when it was first revealed, back in late 2009. Jay Wilson explained it, as best he could in those days long before charms, the talisman, gems, or traits had been revealed. [1]

Jay Wilson: Stat progression as a system is very difficult for a lot of players to understand because you get these 5 points, but you don’t exactly know where to put them or what benefit you’re getting with them. You might make some obvious choices, for example, with Diablo II’s Sorceress, you might put all of your points into energy because that’s the obvious choice, right? Except that for almost every build out there, you’ve just made the wrong choice. Any system where you have to go up onto the Internet to figure out what the right answer is, is not a good customization system. Any system where there’s a “right” answer is not a good system for customization. The truth is, with stat point systems, they are simple math. It’s not hard to figure out what the absolute best choice is so we decided we didn’t want that as a customization system.
With that being said, we do have another system we’re working on. The specific intent of it is to capture the imagination of what stat point spending was supposed to do, which is, “I want to be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within a skill system. The skill system is about what the player is doing, not higher ideals about what their character is. So, we’re going to work on a system that really satisfies that feeling, but is way easier to understand and also has some true customization to it.

Pre-Set Attribute Argument

Much digital ink has been spilled on this issue, since it was revealed at Blizzcon, in October 2008. (The first word came from an interview by Diii.net, and immediately resulted in a 30-page forum thread.) Some portion of that hew and cry was spurred by an initial misunderstanding; reporters assumed items would still have strength, dexterity, and other attribute requirements (they do not), but even with that issue clarified shortly after, the topic of pre-set attributes has remained a contentious one.

There are a variety of arguments on each side of the issue. The debate was nicely encapsulated in an On the Drawing Board column about pre-set attributes, from which the following bullet points are taken: [2]

Pros

  • Manual setting is no longer needed, as there are no stat requirements on items any more.
  • It's beginner friendly. New players won't ruin their characters with poor stat allocation.
  • Attributes were largely irrelevant in D2, since all characters with the same build used identical equipment and stat allocation. Typical D2 guide advice, "Enough strength for your heaviest item, then all the rest into vitality."
  • Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.
  • Prevents twinking and other exploits by low level characters.
  • World of Warcraft uses auto-attributes, and it's the most popular RPG ever.
  • No need for attribute respecs, which would otherwise have to be incorporated since skill respecs will be.
  • It boosts the importance of items, since those and skills are what differentiates characters.
  • High level characters can use the items they find, since they won't, for example, be built with far too little strength for that cool new item they just found.
  • It respects traditional RPG philosophy of archetype characters in the sense of how a physical and mental ability of a class is supposed to be depending on its role. A Barbarian with very high Willpower or a Wizard with too much Strength really makes no sense from roleplaying perspective in a fantasy game.
  • It completely eliminates situations when people find a better items with more points in stat X and realize that they have one or more unnecessary invested points right now in stat X just because of these new items and those points could be relocated in other stat for better purpose. Maybe later on they will need those permanently invested points in stat X, but not right now. The problem is that it will never end, until they will find all items perfect and reroll their characters.
  • Rerolling is fun but rerolling because of messed stats is not fun.


Cons

  • Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.
  • We won’t be noobs forever. Why gimp a major aspect of game play individuality when it won't be necessary once gamers have some experience?
  • No Attributes = No skill required. If players want to mainline strength and ignore vitality because they're good enough to survive with fewer hit points, or vice versa so they can play with a weaker, specialized build, why take away that option?
  • Rerolling is fun. Making new characters is a hallmark of the Diablo series. This isn't WoW where one high level character takes months to build, and then lasts forever with respecs.
  • What about hardcore? HC chars want/need to be built very differently than SC, since death is forever.


Blizzard's Response

The D3 Team never issued a formal, multi-point rebuttal, but they have commented on this issue a few times, being careful not to give away their plans for stat customization via systems, such as gems, traits, and the talisman, that they weren't yet ready to reveal.

Jay Wilson: For the most part attribute spending in Diablo II was a great way, when you didn’t know how to play the game, to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like "Put 5 points in Energy and then all the rest of the points in Vitality." [3]

The longest comment came from D3 Community Manager Bashiok who offered a detailed argument in a forum post in December 2008. [4]

Loss of character customization:

With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had.

Odd character builds:

Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get "tuned out" of the game. ...Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a "+" button.

Less feeling of level up achievement:

The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.

We've always assigned our own points in Diablo games:

The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons.