I just think this is something that is going to be very hard to perfect. I don't know if there's some AI director thing going on here, but it would be nice if they dropped more intelligently. I found the frequency to be annoying at times especially since they get consumed even if you're at full hp, but then don't drop when you could really use them.
Hey guys I have some information from Blizzcon I would like to share. I'm not sure this information is out there already so sorry if it is.
Monk Skills *I was only to write down several skills, only for the monk*
Initial Demo Skills
Hands of Lightning (5/5)Combo Skill, Generates 3 Spirit Per Hit
300% weapon damage as lightning damage. Higher than normal chance to interrupt enemy attacks.
Circle of Wrath (2/5) Costs 25 Spirit
Heals monk/allies for 38-68 health. Deals 15-30 Holy Damage.
-----
Next Level: (3/5) 53-98 health, 20-40 Holy Damage.
Blinding Flash (1/5) Blinds enemies 3-4 sec., 20% reduced chance to hit.
-----
Next Level: 3-5 sec., 25% reduced chance to hit.
Long Reach (1/5) Combo Skill, 3 Spirit Per Hit
Allows him to hit several enemies a short distance away, 150% weapon damage
Tier 2
Lethal Decoy(1/5) 40 Spirit
Illusion, attracts enemies, then explodes for 10-20 holy damage
Demo Gameplay Impressions/Opinion
Monk: Very overpowered in the demo build. Hands of Lightning was able to destroy champion/unique monsters in less than 10 seconds, as well as destroy mobs with ease. Circle of Wrath was able to one shot most monsters and kept the Monk topped off in health during fights against harder monsters. I never felt any need to use Blinding Flash. Lethal Decoy seemed broken, it didn't attract enemies well and the damage was not good for its high spirit cost.
Demon HunterShe was fairly underpowered with her initial skills, if she was surrounded, she was as good as dead. Bola Shot took 2-3 hits to take down basic monsters(Zombies/Skeletons), so it was only effective if you kept retreating and firing. In addition, the AoE range was small. Vault was a good way to escape from enemy mobs, it doesn't go through doodads, destructibles, and monsters so it was not very good in compact spaces. Once Multishot or Fan of Knives was learned, she was great at taking down mobs of monsters.
WizardExcellent against crowds in the demo. Frost Nova with Unstable(?)Explosion was effective against crowds of monsters. Magic missle 2-3 shotted most basic monsters. Arcane Orb was underpowered somewhat, It took a 2-3 hits to take down the most basic monsters and the AoE was small. Energy twister was inaccurate but powerful against mobs when spammed.There wasn't much the Wizard could do to kill champions/uniques quickly.
Witch Doctor It played the slowest in the demo build. Demon Dogs were good at distracting monsters but did little damage. Poison Dart was decent, but did not do damage quickly. Suicide Zombies were effective against crowds, it was cool seeing the zombie crawling out and across the ground and then back into the ground again. Plague of Frogs was not very powerful since it was tier 1. The problem was the pathing of the frogs since they would go zigzag in random directions and often just hit walls even in compact spaces. Locust Swarm was amazingly effective against mobs(1-3) sec. kill time),and decent against champion/uniques.
Barbarian Very powerful in Blizzcon build. High Health/High Damage. Cleave was all you needed to get through the demo. Ground stomp was great but there wasn't much need for it. There weren't any new skills available I deemed overtly powerful. Frenzy increased attack speed by 20% on a proc, but I didn't feel much difference.
Developer Information
I saw a guy next to me talking with Kevin Martens and when he came into the D3 Demo Line he was talking about some information he learned from Martens. Most of it is fairly obvious:
1) In the Blizzcon Demo the monsters were debuffed versions of monsters in their current test builds. So expect the final game to be harder than it was in the demo.
2) They have gotten on a fast start with developing PvP, but they still have a large amount of work to do, especially on class balance.
3) On overall game progress: They are moving at a quick, steady pace, but still have much to do.
Thanks for the info. Can u explain one thing about the skill system to me? As I understand each char can learn 7 skills. So Im guessing there are obviously level requirements for some. So is it possible to fill out the 7 slots with low level skills and then youre unable to learn high level ones?
Yes its only 7 skills regardless of the tier/level. I assume many players would be able to respec later if they want to have room for higher tiered ones
thank you for rellaying finally! some valuable information, i've been looking for someone to post something like this since the first demo came out. One question. Does it feel similar to WoW in anyway whatsoever? i'm not complaining, i'd just like an honest opinion. The new traits system and the level cap announcement have me rather phased for the similarities.
It feels like 100% Diablo in gameplay. I did not have much time to do too much with runes, but I think that the system will work really well and we will not miss the skill tree.
How so aren't you "sold" on the health orbs? Could you go into detail on why you dislike them?
As someone said a couple posts above they just feel kind of arbitrary. They drop from some criteria that the game sets internally and if you do not need them they are completely useless, but when you need health regen you only get the 1 timed potion. It also just feels more "articial", like a power up from another game, and the one real thing I can point to that just does not feel like Diablo.
Well I know D2 gets pretty busy too. But the lighting in this game can just be so intense. More so though I was seriously if the players would ever get hit. It'd be satisfying to see more demos where shit is just so though that they are getting killed a lot.
Since when was D2 a game where you died a lot? Unless you were noob you only really died in Hell against immunes or when you lagged and got caught in a mob
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I just think this is something that is going to be very hard to perfect. I don't know if there's some AI director thing going on here, but it would be nice if they dropped more intelligently. I found the frequency to be annoying at times especially since they get consumed even if you're at full hp, but then don't drop when you could really use them.
Monk Skills *I was only to write down several skills, only for the monk*
Initial Demo Skills
Hands of Lightning (5/5)Combo Skill, Generates 3 Spirit Per Hit
300% weapon damage as lightning damage. Higher than normal chance to interrupt enemy attacks.
Circle of Wrath (2/5) Costs 25 Spirit
Heals monk/allies for 38-68 health. Deals 15-30 Holy Damage.
-----
Next Level: (3/5) 53-98 health, 20-40 Holy Damage.
Blinding Flash (1/5) Blinds enemies 3-4 sec., 20% reduced chance to hit.
-----
Next Level: 3-5 sec., 25% reduced chance to hit.
Tier 1
Lashing Tail Kick (1/5) 25 Spirit
10-20 Physical damage, knockback enemies
Long Reach (1/5) Combo Skill, 3 Spirit Per Hit
Allows him to hit several enemies a short distance away, 150% weapon damage
Tier 2
Lethal Decoy(1/5) 40 Spirit
Illusion, attracts enemies, then explodes for 10-20 holy damage
Demo Gameplay Impressions/Opinion
Monk: Very overpowered in the demo build. Hands of Lightning was able to destroy champion/unique monsters in less than 10 seconds, as well as destroy mobs with ease. Circle of Wrath was able to one shot most monsters and kept the Monk topped off in health during fights against harder monsters. I never felt any need to use Blinding Flash. Lethal Decoy seemed broken, it didn't attract enemies well and the damage was not good for its high spirit cost.
Demon HunterShe was fairly underpowered with her initial skills, if she was surrounded, she was as good as dead. Bola Shot took 2-3 hits to take down basic monsters(Zombies/Skeletons), so it was only effective if you kept retreating and firing. In addition, the AoE range was small. Vault was a good way to escape from enemy mobs, it doesn't go through doodads, destructibles, and monsters so it was not very good in compact spaces. Once Multishot or Fan of Knives was learned, she was great at taking down mobs of monsters.
WizardExcellent against crowds in the demo. Frost Nova with Unstable(?)Explosion was effective against crowds of monsters. Magic missle 2-3 shotted most basic monsters. Arcane Orb was underpowered somewhat, It took a 2-3 hits to take down the most basic monsters and the AoE was small. Energy twister was inaccurate but powerful against mobs when spammed.There wasn't much the Wizard could do to kill champions/uniques quickly.
Witch Doctor
It played the slowest in the demo build. Demon Dogs were good at distracting monsters but did little damage. Poison Dart was decent, but did not do damage quickly. Suicide Zombies were effective against crowds, it was cool seeing the zombie crawling out and across the ground and then back into the ground again. Plague of Frogs was not very powerful since it was tier 1. The problem was the pathing of the frogs since they would go zigzag in random directions and often just hit walls even in compact spaces. Locust Swarm was amazingly effective against mobs(1-3) sec. kill time),and decent against champion/uniques.
Barbarian Very powerful in Blizzcon build. High Health/High Damage. Cleave was all you needed to get through the demo. Ground stomp was great but there wasn't much need for it. There weren't any new skills available I deemed overtly powerful. Frenzy increased attack speed by 20% on a proc, but I didn't feel much difference.
Developer Information
I saw a guy next to me talking with Kevin Martens and when he came into the D3 Demo Line he was talking about some information he learned from Martens. Most of it is fairly obvious:
1) In the Blizzcon Demo the monsters were debuffed versions of monsters in their current test builds. So expect the final game to be harder than it was in the demo.
2) They have gotten on a fast start with developing PvP, but they still have a large amount of work to do, especially on class balance.
3) On overall game progress: They are moving at a quick, steady pace, but still have much to do.
Yes its only 7 skills regardless of the tier/level. I assume many players would be able to respec later if they want to have room for higher tiered ones
It feels like 100% Diablo in gameplay. I did not have much time to do too much with runes, but I think that the system will work really well and we will not miss the skill tree.
As someone said a couple posts above they just feel kind of arbitrary. They drop from some criteria that the game sets internally and if you do not need them they are completely useless, but when you need health regen you only get the 1 timed potion. It also just feels more "articial", like a power up from another game, and the one real thing I can point to that just does not feel like Diablo.
Since when was D2 a game where you died a lot? Unless you were noob you only really died in Hell against immunes or when you lagged and got caught in a mob