Frankly, a lot of us are playing that other game this weekend. But I say you can't have too many ARPGs in your life, and thus ventured toward Sanctuary once again to discuss Diablo 3's upcoming 1.05 patch with Blizzard's Jay Wilson and Wyatt Cheng. They gave us the run-down on the upcoming Monster Power adjustable difficulty system, how common collaboration is between the different teams at Blizzard, and all manner of other hellish topics.
A developer journal posted today by Diablo 3 Senior Technical Designer Wyatt Cheng cast a portal of illumination on planned touchups to crowd control (CC) abilities in patch 1.0.5. After considering duration reductions and implementing diminishing returns, Wyatt and his team decided to provide Hell's minions with stacking CC resistance up to a certain percentage.
Change can be hard. When Diablo III's aesthetic direction was first revealed, parts of the Diablo II community erupted with complaints, claiming that the graphics weren't in the true spirit of the Diablo series. But what about the gameplay itself? As a hardcore D2 player, with plenty of alts, gear, and Stone of Jordans stashed away in the bank, I wanted to know what Diablo III would offer to players who consider themselves intimately familiar with D2's mechanics. We asked D3's senior technical game designer Wyatt Cheng and senior game designer Andrew Chambers about what parallels we could expect from the next installment. We were surprised by what's actually making it into the game, and it's great getting insight into Blizzard's viewpoint on hardcore gamers.