Didn't D2 have spells that was kindof charged? The powerful spell meteor for example. It took a while for it to land, giving the sense of a powerful impact. But you could still cast it without charging.
And to say that immobilizing yourself for casting powerful spells is bad... It existed in D2 for gods sake.
Fist of heaven required you to stand still a bit after you cast it, so that is a kindof charge.
Other immobilizing spells:
Strafe, Inferno and Arctic Blast.
Atleast Strafe was a powerful spell that immobilized you. And it did that so you would stand still while it autofired on enemies.
So why wouldn't charging be impossible? Immobilization existed, and spells that took time to land existed. I see it as possible for those two to combine, but only for a few rare spells.
FoH and other paladins direct damage spells (HB and BH) have draw backs because the paladin are not a spell caster like the necro and the soc and it would be unfair to those 2 classes if he could cast powerfull spells just like then. Thats why FoH are slow, BH have a terrible hitbox and HB damages only one kind of enemy. The wiz spell will not have this kind of drawback because he/she is a spellcaster.
Strafe, Inferno and Artic Blast don't have casting times, they are channeling, and channeling do not disable your character because you're damaging the enemy while you stand still - wich means you can kill/slow then before they reach you, unlike a charging up spell that don't klill stuff while you're casting it and will leave you exposed.
I have nothing against spells that take time to land, thats why the meteor thing are ok to me hehe
However i agree with "charging up" only if:
1. You can move while casting
2. Like you said, if you stop cancel the casting the spell are launched in a weaker version.
3. Also, like you said, this must be a exception, not a rule. In other words, spells looks effortless except this special charging up spells.
yes how terrible of me to make a suggestion for the game
It was terrible and you shouldn't do it again. And from your suggestion i can only assume that you never played any diablo game before which makes you just another one who doesn't understand teh first thing about a diablo game and tries to ruins it with stupid ideas, and i see my other post got deleted, so here it is again.
To answer your first post, we don't want/need gey charge up to cast spells because diablo is a fast paced games.
If you want a better rpg experience, then i suggest you find something else then Diablo.
Moving while casting could work, but then the spell type is very limited. I mean how are you supposed to move while aiming at the same time? It would be limited to autofiring spells or AOE spells like D2 Nova.
.
If you aim only after charge the spell you can walk while charging.
It was terrible and you shouldn't do it again. And from your suggestion i can only assume that you never played any diablo game before which makes you just another one who doesn't understand teh first thing about a diablo game and tries to ruins it with stupid ideas, and i see my other post got deleted, so here it is again.
To answer your first post, we don't want/need gey charge up to cast spells because diablo is a fast paced games.
If you want a better rpg experience, then i suggest you find something else then Diablo.
actually i have played both diablos and d2 since .07 so i have some experience with the games. and if you actually read the posts you would see that this topic isnt about charging attacks its about adding some sort of visuals to indicate the power of an attack other than just how pretty the particles look. so before you come out with your flaming at least read the posts
actually i have played both diablos and d2 since .07 so i have some experience with the games. and if you actually read the posts you would see that this topic isnt about charging attacks its about adding some sort of visuals to indicate the power of an attack other than just how pretty the particles look. so before you come out with your flaming at least read the posts
A simple edit in the attack animation to emphasize some sort of preparation and release would be nice as long as it doesn't take too long. And in a side note.... though the many people who post on this site have never actually devoted time to the original 2 titles many of us on here have played the series since the games where first released so saying that you have played them for roughly a year and a half doesn't pull any weight... but then again I regress in the case that I have simply misunderstood an innocent remark of basic understanding for a qualitative proclamation.
But anywho, as far as some sort of charge-up that would allow for multiple intensities of the same skill... I think it could work fine in Diablo3 as long as there isn't too many degrees of charge. FableII has pretty much the exact type of skill charge-up that has been talked about here where you have five levels of the same skill and the length of time the skill charges determines the strength of the skill used.
true. but u also have to remember these effects are still in the beta or even earlier than beta.. stages. many charges are yet to come as we all know. Blizzard will makes things flow. I wouldn't lose sleep over it.
If you want charging spells, you need to enable movement (not force the player stand still). They had plenty of those in Nox... except Force of Nature actually did make you stand still, but it was a deadly 1shot kill bouncy spell.
There isn't anything particularly wrong with charging spells and Diablo, really. Stop looking at WoW and use your imagination.
I hadn't thought of that. I don't know why I didn't realize that, it's not even like Diablo III is an MMO. In that case, I would whole-heartedly accept them. However, they should be equal on all characters, I'd think. As in, I don't want my Wizard to have twenty change-only spells and then the Barbarian have only, say, two.
if a charging system is actually implemented i envisioned that the initial charge to have the spells ready to be fired would be fairly quick for most spells, then the longer you charge it the more powerful the attack becomes. that way you can still spam spells as well as also being able to fire a big ass attack. it would probably put more emphasis on players using disable skills which stun the enemies for a certain amount of time, giving you the time to charge a huge attack to wipe them all out in 1 blast.
perhaps charging time can also be affected by the skill level of a particular spell. the more points/mastery you have with a skill the faster it will charge to full power
That would be really annoying though if you were interrupted by a mob while charging your uber spell.
They said that the Disintegrate spell would do more damage the longer you focused it on the mob. Also they said that they did not like the idea of charge up skills for the barbarian because it would not work for multiplayer well.
Charging wouldn't be fun.. you would always want to use the most powerful form of the spell which would lead to frustration in many situations where you would be more confortable with instant powerful spell.
Maybe if the damage was always the max but the radius of an AOE attack was larger if you charged it... then there would be more situational use if there was to come a huge huge amount of monsters you could charge up a big boom right there. If there were smaller packs of monsters you would use the instant version because you don't need so huge radius.
That would be really annoying though if you were interrupted by a mob while charging your uber spell.
Nox force of nature is uninterruptable... You're just stuck in it, lol
And the warrior had no charge up spells. I don't think it needs to be symmetric.
PvE wise, charge up spells would work just fine if they were very powerful. For PvP, they would be spells that you use only in very, very specific situations.
I'm personally against it, Diablo is a 'hack and slash' game, so anything to slow it down seems counter intuitive.
I was thinking, however, that you may like the idea of an exhaust system. The more powerful a spell is, quick succession of spell casting, how much damage your character takes, etc., could determine a characters "recuperation level" (an algorithm reflecting your mana/health regeneration).
Things like:
Reduced running speed accompanied by an animated limp
Character holds their damaged arm [slight attack/cast speed reduction] (barbarian drags axe on floor creating sparks/glowing mana emanats from wizards wounds).
Blurred/dimmed vision
Accuracy reduction forcing character to compensate in aiming (this would only affect ranged attacks, would need to create a similar concept for melee)
Semi-responsive controls could ensue after battles take tolls on your character (i.e. changes in direction are slower).
This way you can have fast paced battles and the physical repercussions to the character you're seeking without hindering the battle system.
This would certainly add to the "+hp/mana over time" usefulness found in items. It could also help teammates know when a good time to grab a health globe would be.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
FoH and other paladins direct damage spells (HB and BH) have draw backs because the paladin are not a spell caster like the necro and the soc and it would be unfair to those 2 classes if he could cast powerfull spells just like then. Thats why FoH are slow, BH have a terrible hitbox and HB damages only one kind of enemy. The wiz spell will not have this kind of drawback because he/she is a spellcaster.
Strafe, Inferno and Artic Blast don't have casting times, they are channeling, and channeling do not disable your character because you're damaging the enemy while you stand still - wich means you can kill/slow then before they reach you, unlike a charging up spell that don't klill stuff while you're casting it and will leave you exposed.
I have nothing against spells that take time to land, thats why the meteor thing are ok to me hehe
However i agree with "charging up" only if:
1. You can move while casting
2. Like you said, if you stop cancel the casting the spell are launched in a weaker version.
3. Also, like you said, this must be a exception, not a rule. In other words, spells looks effortless except this special charging up spells.
It was terrible and you shouldn't do it again. And from your suggestion i can only assume that you never played any diablo game before which makes you just another one who doesn't understand teh first thing about a diablo game and tries to ruins it with stupid ideas, and i see my other post got deleted, so here it is again.
To answer your first post, we don't want/need gey charge up to cast spells because diablo is a fast paced games.
If you want a better rpg experience, then i suggest you find something else then Diablo.
If you aim only after charge the spell you can walk while charging.
actually i have played both diablos and d2 since .07 so i have some experience with the games. and if you actually read the posts you would see that this topic isnt about charging attacks its about adding some sort of visuals to indicate the power of an attack other than just how pretty the particles look. so before you come out with your flaming at least read the posts
A simple edit in the attack animation to emphasize some sort of preparation and release would be nice as long as it doesn't take too long. And in a side note.... though the many people who post on this site have never actually devoted time to the original 2 titles many of us on here have played the series since the games where first released so saying that you have played them for roughly a year and a half doesn't pull any weight... but then again I regress in the case that I have simply misunderstood an innocent remark of basic understanding for a qualitative proclamation.
But anywho, as far as some sort of charge-up that would allow for multiple intensities of the same skill... I think it could work fine in Diablo3 as long as there isn't too many degrees of charge. FableII has pretty much the exact type of skill charge-up that has been talked about here where you have five levels of the same skill and the length of time the skill charges determines the strength of the skill used.
There isn't anything particularly wrong with charging spells and Diablo, really. Stop looking at WoW and use your imagination.
perhaps charging time can also be affected by the skill level of a particular spell. the more points/mastery you have with a skill the faster it will charge to full power
They said that the Disintegrate spell would do more damage the longer you focused it on the mob. Also they said that they did not like the idea of charge up skills for the barbarian because it would not work for multiplayer well.
"One does not simply rock into Mordor."
"There's no I in Team America!"
Maybe if the damage was always the max but the radius of an AOE attack was larger if you charged it... then there would be more situational use if there was to come a huge huge amount of monsters you could charge up a big boom right there. If there were smaller packs of monsters you would use the instant version because you don't need so huge radius.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
And the warrior had no charge up spells. I don't think it needs to be symmetric.
PvE wise, charge up spells would work just fine if they were very powerful. For PvP, they would be spells that you use only in very, very specific situations.
I was thinking, however, that you may like the idea of an exhaust system. The more powerful a spell is, quick succession of spell casting, how much damage your character takes, etc., could determine a characters "recuperation level" (an algorithm reflecting your mana/health regeneration).
Things like:
This would certainly add to the "+hp/mana over time" usefulness found in items. It could also help teammates know when a good time to grab a health globe would be.