To stop players from becoming so dependent on health potions, Wilson said that defeated monsters will now drop planets of wellness
D2R Items. The idea behind this is to keep players active thus there would be very little or no time between battles.
Offering players the chance to do more than click and charge was an important aspect to Diablo's Diablo team, stated Wilson. Giving the example of Berserker, Wilson stated that it's foolish to confront these characters at face value.
The berserker, however, was made to be a powerful hitter that will be vulnerable if he misses. If players would be able to track their speed, they'd be equipped to make easy hits on the berserker if they fail and their weapons become trapped in the floor.
In the same way that the action was measured in terms of its intensity, so was the role playing. Wilson declared that his team has made progress to improve the game's narrative without abandoning Blizzard's "opt in" philosophy of giving players the opportunity to read the dialogue. The game's RPG elements will be improved through removing the generic aspect of random dungeons, in addition to incorporating the non-player characters in order to help bring the world to life.
"We seek to think of quests as a method to vary the game," he further explained. "If the town is under attack, you could have to save citizens, aid guards, take on something more than make players click madly on the monster."
Concluding his talk, Wilson turned his attention to one topic which he had briefly discussed earlier: adventures. A new component introduced with Diablo, adventures are essentially scripted events that are put anywhere within a level
cheap D2R ladder items. What happens when the adventure occurs on any particular play-through will be decided by chance and so will the location that they slot into.