|Can we get a release date yet? Please?|
Among the screencaptured pictures and streaming beta footage, Blizzard has also updated their primary Diablo III website, including a skill calculator--complete with all runestone combinations for each skill!--and a database of all the glorious gear that can drop, as your character eviscerates the minions of the Lord of Terror.
And, oh, my! So much gear! So many items and so many modifiers! Armor for defending! Weapons for bashing! Wanga dolls and fetishes for...well...who cares?! They look great!
Flipping through the numerous Legendary and Set Items, something occurred to me: there's a distinct difference between certain role-playing games. Some games are fundamentally gear-driven--the D&Ds of the world, primarily, while others place almost no emphasis on gear.
|Pick a card, any card...|
One of the criticisms that I've seen tossed towards 4e D&D is the element of "Christmas Tree syndrome"--characters are expected to have certain elements of gear at certain levels, resulting in a laundry list of items, few of which have any real meaning or campaign relevance. This, I think, may be one of the reasons that I've somewhat dropped D&D for a while.
|Johnny Blaze loves his Hellfire Shotgun|
Neither way is bad, per se, but the key is to make gear matter. A hero's choices should be vital to their core. And, as always, it should look cool...