'''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 classes|Other Class]] for more specific details.
==No Customizable Attributes== The biggest change about Although attributes are automatically-placed in Diablo III is that they will no longer be player-assigned on level up. It was officially stated that attributes would be auto assigned, with single-stat increments depending on one's character class. As a result, it has become general belief two characters of the same class and level will have the same base strength, dexterity, willpower, and vitality as each other. That said, no two characters should likely have identical stats, since [[items|equipmenttraits]], [[rune|skill runescharms]] and other not-yet-revealed features will add different bonuses and otherwise modify attributes and character play styles. Though Blizzard has made several public statements in defense of this change, it remains one of the more controversial topics and caused intense debate among fans. See following sections for more coverage on this issue. More recently, although nothing specific was revealed, the [http://www.diii.net/blog/comments/jay-wilson-exclusive-full-transcript/ exclusive Jay Wilson interview by Diii.net[talisman]] conducted in October 2009 shed some light on what the development team is trying to do with , and the system: ::'''Diii.net''': ''People are wondering if there’s going to be some mechanism ability to allow greater character diversification in stats, given that we can not manually assign our own attribute points in Diablo 3. There will be something more than just finding +10 on an item. We’ll be able to do something more to differentiate our characters from others?''::'''[[Jay Wilsonsocket]]''': Yes. We’re stated in the past that we’re working on a new customization system. A system that’s part of your character building. Also that within the item space we’re looking for ways for more… we really prefer the single point stat customization be more item based. But we’re going to have a system to more or less replace the attribute point spending system. This topic came up again in an interview from Blizzcon 2009: very high level [[http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/gems]] ::'''Jay Wilson:''' Stat progression should allow for 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 much or what benefit you’re getting with them. You might make some obvious choices, for example, with more character variety as was possible in 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 thereII, 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 attributes could be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within placed wherever 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. The still mysterious stat customizing system was elaborated upon by Jay Wilson in an October 2009 interview. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/] ::'''''Diii.net: '''The [[Talisman]]. You said initially it was some sort of stat-boosting thing, but it’s been disabled for the past year and a half, in playable builds anyway. ::'''Jay Wilson: '''Mm-hmm. It’s still on holddesired.
::'''''Diii.net: '''People are wondering if there’s going to be some mechanism to allow greater character diversification in stats, given that we can not manually assign our own attribute points in Diablo 3. There will be something more than just finding +10 on an item. We’ll be able to do something more to differentiate our characters from others?
::'''Jay Wilson: '''Yes. We’re stated in the past that we’re working on a new customization system. A system that’s part of your character building. Also that within the item space we’re looking for ways for more... we really prefer the single point stat customization be more item based. <u>But we’re going to have a system to more or less replace the attribute point spending system. </u>
==Attribute Bonuses==
*+x% Spell Damage Bonus
*+x% [[Health Globe]] Bonus
==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 will have the exact same strength, dexterity, vitality, and willpower, as well as the same hit points, resource value, damage, and more. 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. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]
::'''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.
* Rerolling is fun but rerolling ''because of'' messed stats is not fun.
===Cons===
* What about [[hardcore]]? HC chars want/need to be built very differently than SC, since death is forever.
==Blizzard's Response==
The [[D3 Team]] has not 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." [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]