Taken at face value my review of Diablo III is overwhelmingly positive and for the most part I still agree with it. Whilst it hasn’t managed to become the cult classic that Diablo II was, one that managed to rear its head every so often both on and offline, Diablo III still felt like a solid title. My time with Diablo III didn’t stop after the review however as I continued to progress my character through it’s hardest difficulty setting: Inferno. As anyone who has played the game will tell you the difference between Hell and Inferno is akin to running head first into a brick wall repeatedly until you realize that you’re never going to get past it unless something drastic changes.

And then you hit up the auction house.

Diablo-3-Auction-House-bidsAt this point I had a decent reserve of gold built up thanks to pawning off a few good items and being able to power through levels without too much trouble. I was able to afford a few decent upgrades that were enough to see me through Act 1 but any further than that and I was running up against yet another brick wall. So I figured I’d just need to grind out Act 1 for a while in order to scrounge up some gold for a couple more upgrades in order to get me through the next phase. I soon realized that the amount of time I’d need to invest per upgrade was pretty extensive and, most depressingly, the inflation rate of the auction house ensured that subsequent upgrades would get further and further apart.

This was made even worse by the fact that nearly every single drop I got wasn’t useful for my character class and was never likely to fetch a good price on the auction house due to the random assortment of stats that wasn’t good for anything in particular. Whilst my chosen character class (Monk) was one of the better ones for end game content I still found myself struggling, especially after the attack speed nerf came through. All of these things combined to create an experience that was solely focused on grinding in order to buy better gear on the auction house, something that I, and all of my friends, had no interest in pursuing after that.

The problem as I saw it was two fold. The introduction of the auction house was meant to be an avenue for players to trade items to overcome the rather inadequate solution that Diablo II had. I don’t have a problem with this idea per se, however Diablo III seemed to rely on it due to the way the loot system worked. Essentially since the loot you found was usually not particularly useful for you at your current level/end game progression you had to sell it and, since you needed more gold to buy the required upgrades, you needed to charge a premium for those items you did sell. The crux of it was that the loot system however since the randomization added on top of the legendary items usually resulted in them being useless to you.

Blizzard has since announced that in Reaper of Souls, the upcoming expansion for Diablo III, the auction house will be going away permanently. This comes hand in hand with a revised loot system that changes the amount and distribution of items a player will receive over the course of an Act.  Honestly the latter is what will improve the game experience vastly as it brings back the kind of variation that made Diablo II so infinitely replayable whilst making the drops you do get more meaningful. Removing the auction house will hopefully reduce the game’s reliance on it allowing players to enjoy the experience and the thrill of getting those upgrades.

I was honestly skeptical that Blizzard could do anything to bring me back into the fold with the latest expansion. I mean sure I was probably going to buy it and play it through once but beyond that I figured it would just become yet another box to add to my collection. However with these changes it shows that Blizzard is listening to the community and fixing the major issues that stopped many from continuing playing. Of course I’ll reserve final judgement until I actually play it but suffice to say they’ve got my attention and they’ve reignited my hope that Diablo III will be able to emulate the cult classic success that its predecessor did.

 

About the Author

David Klemke

David is an avid gamer and technology enthusiast in Australia. He got his first taste for both of those passions when his father, a radio engineer from the University of Melbourne, gave him an old DOS box to play games on.

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