and if not how many frames are you going to try to limit them to so some one dosen't die just to stop the fight so the others can get some free time on the boss?:Mooo:
I believe that the bosses are immune during the kill animation. This gives you tome to relax and enjoy the show. It also gives you time to try and collect a few health orbs since you will need it if your partner has just died.
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I also rewatched the siege breaker video over and over again. It doesn't seem like anyone is attacking him during the kill animation. This could just be so people could focus on the animation or that the players knew that their attacks did nothing during the attack.
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and if not how many frames are you going to try to limit them to so some one dosen't die just to stop the fight so the others can get some free time on the boss?:Mooo:
I'm hopeful that actions won't be based on FRAMES but rather actual durations. I always thought that breakpoints we're counter-intuitive.
I think there are drawbacks to both making the boss immune and leaving him vulnerable. If foes are immune then party members can still drink potions, move to strategic positions or make an an escape. If they're vulnerable then dying can be considered either abusive or tactically saavy...
I think that if a boss does a kill animation like ripping the barb's head off, it will spawn health globes around the battlefield causing players to get them. So you wont just stand there and wait.
I hope you will be able !! I want my team save me just before I die from the "kill motion"
This made me think about the freezing attacks used by some characters. Maybe if your cold attacks were strong enough, they could freeze the boss for a moment, possibly delaying/interrupting a finishing move. Then again, I dont believe you could actually freeze any boss in diablo 2 so i highly doubt this will happen. Of course if they would be immune to attacks during a finishing move, then this wouldnt happen. I vote for this to only happen when you are doing an asinine amount of cold damage, otherwise just slow them down just a little bit. Im going back and forth about whether that would be cool or not.
well.
Time will always restrain in "frames" when we can attack on screen, but going to a rendered device allows the game to calculate actions independently of the renderer. IMO this is an inferior system, as now hits do not necessarily coinside with the actuall blow.
Its taken some of the feel out of the game, from the looks of it. Not so much feedback on strike. Torchlight and wow are perfect examples of this failing. I like sprites. I wish they had gone sprites in 1920x1080 ROFL.
Considering they are talking about having a max of four players per game and that bosses will most likely have massive amounts of hp, i think it would be best to allow us to continue doing damage to the boss while its doing its finishing move. If a fight were to take several minutes, and you just so happen to be on the verge of killing the boss/monster, i would think there would be a lot of adrenaline running within you if you were also about to die as well. Lets say you were a party of 4 and one or two of your party members already died in the fight. Now its just you and someone else. Then you are on the verge of taking the boss down. The boss proceeds to do a finishing move and your other friend has virtually no health. Oh! but the boss is invincible now! i bet that would be a real wtf. lol. imo ofc
Then you are on the verge of taking the boss down. The boss proceeds to do a finishing move and your other friend has virtually no health. Oh! but the boss is invincible now! i bet that would be a real wtf. lol. imo ofc
lol, exactly !!
It's why I want to continue the damage during the "move"
I just don't understand why somebodys want the boss invisible during the move ???
From an animation/programming stand point, it would be pretty hard to animate so many different kill animations and then to add that you can kill the boss during these animations makes it close to impossible. They would have to animate the monster dropping the hero, the hero landing, and every variation of the kill animation being stopped at any point of that animation. You can see how this would be almost impossible to do from an art/programming perspective.
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i do agree with you scyberdragon. perhaps its okay for the hp bar to still be effected though. haha maybe the monsters can just wiggle a little bit. this doesnt mean i'll complain if blizzard tries to do all those animations the best they can anyways.
that is why i was asking one dieing should never be a tactial choice and hc players can't use it also if you can kill him the amout of added work would be a ton but be sides that if they go the lazy route and he kills the hero any ways then he died that would be like wtf he is dead but killing the hero still
that is why i was asking one dieing should never be a tactial choice and hc players can't use it also if you can kill him the amout of added work would be a ton but be sides that if they go the lazy route and he kills the hero any ways then he died that would be like wtf he is dead but killing the hero still
I think you always having a tactic to avoid the "move".
Quote from scyberdragon »
From an animation/programming stand point, it would be pretty hard to animate so many different kill animations and then to add that you can kill the boss during these animations makes it close to impossible. They would have to animate the monster dropping the hero, the hero landing, and every variation of the kill animation being stopped at any point of that animation. You can see how this would be almost impossible to do from an art/programming perspective.
it is like bringing a low lvl guy along just to use him to stop the boss to drop your most powerfull skills on him whit out him moveing
not like this lol, more like a patern the boss do. Like many game adopt.
example: Each time the boss roar, everyone must take distance before he jump on the ground.
Or an invincible boss each time he's invoking, he's vulnerable but beware when he finish the spell...
that would be cool with the kill motion thing like when the siege breaker picks you up and they kill the boss while the siege guy has you up in there air and you fall down on your back and jump back up on your feet that would be so cool!
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I'm hopeful that actions won't be based on FRAMES but rather actual durations. I always thought that breakpoints we're counter-intuitive.
I think there are drawbacks to both making the boss immune and leaving him vulnerable. If foes are immune then party members can still drink potions, move to strategic positions or make an an escape. If they're vulnerable then dying can be considered either abusive or tactically saavy...
Good point... Blizzard won't that !! they want keep you in action.....
waiting and see a partner die without having possibilities to do something are not funny... So I doubt !!
I think you'll be able to kill him before he finished "kill motion".
The "kill motion" is like a hurry up !! a last call, that push players to do them best skill.
Time will always restrain in "frames" when we can attack on screen, but going to a rendered device allows the game to calculate actions independently of the renderer. IMO this is an inferior system, as now hits do not necessarily coinside with the actuall blow.
Its taken some of the feel out of the game, from the looks of it. Not so much feedback on strike. Torchlight and wow are perfect examples of this failing. I like sprites. I wish they had gone sprites in 1920x1080 ROFL.
lol, exactly !!
It's why I want to continue the damage during the "move"
I just don't understand why somebodys want the boss invisible during the move ???
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I think you always having a tactic to avoid the "move".
http://www.havok.com/index.php?page=havok-animation
Havok having a system with fluidity blending animation.
it is like bringing a low lvl guy along just to use him to stop the boss to drop your most powerfull skills on him whit out him moveing
in the end i think makeing him immune and droping heal globes is a good idead you can reset up better then free shots at a boss
not like this lol, more like a patern the boss do. Like many game adopt.
example: Each time the boss roar, everyone must take distance before he jump on the ground.
Or an invincible boss each time he's invoking, he's vulnerable but beware when he finish the spell...