I'm not "forum savvy" so I'm just posting a link to the page with the blue.
Official Blizzard Quote:
We have no idea how the unattuned system is going to work. Or if it'll end up working at all. We're trying out some different options, but we're not likely to reveal much until we're more certain. Maybe it'll be something we feel comfortable discussing at BlizzCon? ... maybe not.
On a slightly related (?) note we're playing around with having skill swapping locked to being in-town only. We're definitely not sold on it, but it could appear at some time in a beta patch, so FYI. Just be aware it's only something we're trying, and not a permanent solution.
update:
Official Blizzard Quote:
As a follow up, there's no concept of 'in combat' or 'out of combat' in the game, so that's not something we can just hook in to. There could be. We could take programming time dedicated to other features and design and build out a 'combat state' system, but that's programming time away from something else.
But the town idea... oh gawd.. im so happy they are not sold it on.
edit: ok EVEN if you are for the town idea, please "like" the following post, Ardikus (Burnzor on b.net forums) posted it, and its a valid question. here
But the town idea... oh gawd.. im so happy they are not sold it on.
*holds your hand in support*
Screw that town thing! I wanna customize everywhere!
Also the runestone thing at Blizzcon... hm, they might be comfortable discussing it in a MONTH?! Is that game really that far from being done? We might miss January it seems. :<
edit: Also gratz on the 1000th post Moles... Molster!
But anyways, on topic about the skill swap in town only I can still see people just standing in the room outside of the boss chamber and then using the Stone of Recall to go back and switch out their abilities. So I could see that as a possible work around for that.
And I hope unattuned runes don't make it in the game....
The problem is that, if it wasn't for online only, I'd be testing build offline. But I can't do that. There is no cheat mode, and there is no way for me to try stuff easily. I really like the system as it is for testing purposes. Knowing that there is no other way to test stuff up easily, then I kind of want it to stay as it is...
But anyways, on topic about the skill swap in town only I can still see people just standing in the room outside of the boss chamber and then using the Stone of Recall to go back and switch out their abilities. So I could see that as a possible work around for that.
And I hope unattuned runes don't make it in the game....
Thing is, we've no idea about the cooldown on the SoR. Could be a full hour. Thankfully there are also waypoints. So far Act 1 has been chock-full of them but in the later game... who knows. No skills swap restrictions I say!
All I know is, by the time launch hits, the rune system better be different then what it is now(this new system doesn't make for a fun game).
Hm, that's a interesting idea, and will lead to more skillful pay/planning. I'm sure many will probally hate it, but I kind of like it. However I'm not sure how much of a point such a system would be in D3, since there aren't many active skills in the first place.
Thing is, we've no idea about the cooldown on the SoR.
It has 0 cooldown in the beta.
I'm aware. But why add a cooldown at a stage where the entire gameplay is about an hour? 'Tis called testing purposes. :]
There will be a cooldown in the final version, you can count on that.
While having flexibility is one thing, being able to swap without restrictions at all renders a lot of skills useless to ever have on your bar when you can just swap to them when needed.
A good example would be Threatening Shout for Barbarian - whenever you face a unique monster or boss you could easily swap to it, apply the debuff, swap back to another skill and get the full benefit of the ability without ever needing to actually have it be "a part of your build". There has to be consequences at some point and there has to be a reason to justify having an ability like Threatening Shout on your bar at all times. Being able to swap out anytime does not accomplish that.
Given how easy it is to return to town, I don't see an issue with that restriction. Perhaps they can come up with a smoother way to deal with it, but for the time being it accomplishes the goal of having to make choices in abilities but still being able to swap them if you want to.
edit: Also gratz on the 1000th post Moles... Molster!
Holy .., did being a mod just inflate your post counts or smt
Back on topic, locked to town does not buy me either, it need to have some kind of restriction but that's not it. I'm also glad they took the beta to actually test thing that might not be in whatever product they're building (same with sc2 PTR testing, where they put balance changes just to mess around)
Thing is, we've no idea about the cooldown on the SoR.
It has 0 cooldown in the beta.
I'm aware. But why add a cooldown at a stage where the entire gameplay is about an hour? 'Tis called testing purposes. :]
There will be a cooldown in the final version, you can count on that.
I could have sworn they said it would have no cooldown.
But regardless, I believe free swapping is a good idea. If you level up outside of town (I'm sure about 99% of lvling will be) you have to wait until you have time to go back to town to test out a skill? Then what if you test out the skill and you don't like it, you have to wait for a cooldown or until you find a WP to go back? Later on it might not be detrimental, but if you only have 3 or 4 active skills and you're stuck with a lemon you could be potentially screwed.
I could have sworn they said it would have no cooldown.
But regardless, I believe free swapping is a good idea. If you level up outside of town (I'm sure about 99% of lvling will be) you have to wait until you have time to go back to town to test out a skill? Then what if you test out the skill and you don't like it, you have to wait for a cooldown or until you find a WP to go back? Later on it might not be detrimental, but if you only have 3 or 4 active skills and you're stuck with a lemon you could be potentially screwed.
Just my thoughts.
Well hopefully I'm on the wrong and not you. Either way we're both on the same side with the skill swapping, so you are officially a comrade.
The stone will not have a CD. The whole point of that system was maken going back to town easy and as fast as possible, so not worried about that.
Should also add to the post. I agree that there needs to be some sort of restriction on your spells, but that to me, is via out of combat, not going back to town (which kills their whole design theory). Also in our poll thread, the community agrees out of combat is a good solution.
@pro hehe, I was sitting at 50+ posts a day for a good week+ a little crazy I am
All I know is, by the time launch hits, the rune system better be different then what it is now(this new system doesn't make for a fun game).
How can you expect a system that has been in the work for an amount of time calculcated in "years" to change in a matter of months?
Or if you could be more specific about what is wrong with it? I'm curious.
WTF are you talking about, they just pulled this "NEW" rune system out of their ass, the system they've been working on for a ton of years, was literally just changed.
they said if the "new" rune system didn't work (aka the unattuned runes), they will just use the current rune system that we know (all 5 runes can drop and we already know what they are).
I think the current rune system is fine, I also think what they want to do sounds very good as well and trust that if it makes it in, its because it rocks. So not worried about what happens with runs at all.
The stone will not have a CD. The whole point of that system was maken going back to town easy and as fast as possible, so not worried about that.
Should also add to the post. I agree that there needs to be some sort of restriction on your spells, but that to me, is via out of combat, not going back to town (which kills their whole design theory). Also in our poll thread, the community agrees out of combat is a good solution.
@pro hehe, I was sitting at 50+ posts a day for a good week+ a little crazy I am
What designates "out of combat"? Does that mean you're not currently being agro'd or does it mean with no monsters in sight?
Personally in the throws of battle I doubt I'll be taking a moment to ponder my skill choice, while taking constant damage. And if you're not agro'd then it's as simple as walking out of sight of the enemies. Your nerf means practically nothing on these conditions. And if you're for "haven't been attacked in 30-60-120 seconds" group then I would basically have to sit and wait for the invisible cooldown for 30 seconds to 2 minutes, which is aggravating and removes suspension of belief.
Im the "you have not been attacked for about 10 seconds max and no monsters in view".
but regardless a long CD or going back to town are both not part of their original design of "keeping with the action" (at least to me)
Im the "you have not been attacked for about 10 seconds max and no monsters in view".
but regardless a long CD or going back to town are both not part of their original design of "keeping with the action" (at least to me)
Hmm, this seems like a good middle area. But still I vote for free changing, though I would be happy with either.
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Official Blizzard Quote:
We have no idea how the unattuned system is going to work. Or if it'll end up working at all. We're trying out some different options, but we're not likely to reveal much until we're more certain. Maybe it'll be something we feel comfortable discussing at BlizzCon? ... maybe not.
On a slightly related (?) note we're playing around with having skill swapping locked to being in-town only. We're definitely not sold on it, but it could appear at some time in a beta patch, so FYI. Just be aware it's only something we're trying, and not a permanent solution.
update:
Official Blizzard Quote:
As a follow up, there's no concept of 'in combat' or 'out of combat' in the game, so that's not something we can just hook in to. There could be. We could take programming time dedicated to other features and design and build out a 'combat state' system, but that's programming time away from something else.
But the town idea... oh gawd.. im so happy they are not sold it on.
edit: ok EVEN if you are for the town idea, please "like" the following post, Ardikus (Burnzor on b.net forums) posted it, and its a valid question. here
Screw that town thing! I wanna customize everywhere!
Also the runestone thing at Blizzcon... hm, they might be comfortable discussing it in a MONTH?! Is that game really that far from being done? We might miss January it seems. :<
edit: Also gratz on the 1000th post Moles... Molster!
Ha. Bagstone.
Ok, you figured it out XD.
But anyways, on topic about the skill swap in town only I can still see people just standing in the room outside of the boss chamber and then using the Stone of Recall to go back and switch out their abilities. So I could see that as a possible work around for that.
And I hope unattuned runes don't make it in the game....
Ha. Bagstone.
Hm, that's a interesting idea, and will lead to more skillful pay/planning. I'm sure many will probally hate it, but I kind of like it. However I'm not sure how much of a point such a system would be in D3, since there aren't many active skills in the first place.
How can you expect a system that has been in the work for an amount of time calculcated in "years" to change in a matter of months?
Or if you could be more specific about what is wrong with it? I'm curious.
There will be a cooldown in the final version, you can count on that.
Ha. Bagstone.
A good example would be Threatening Shout for Barbarian - whenever you face a unique monster or boss you could easily swap to it, apply the debuff, swap back to another skill and get the full benefit of the ability without ever needing to actually have it be "a part of your build". There has to be consequences at some point and there has to be a reason to justify having an ability like Threatening Shout on your bar at all times. Being able to swap out anytime does not accomplish that.
Given how easy it is to return to town, I don't see an issue with that restriction. Perhaps they can come up with a smoother way to deal with it, but for the time being it accomplishes the goal of having to make choices in abilities but still being able to swap them if you want to.
Holy .., did being a mod just inflate your post counts or smt
Back on topic, locked to town does not buy me either, it need to have some kind of restriction but that's not it. I'm also glad they took the beta to actually test thing that might not be in whatever product they're building (same with sc2 PTR testing, where they put balance changes just to mess around)
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I could have sworn they said it would have no cooldown.
But regardless, I believe free swapping is a good idea. If you level up outside of town (I'm sure about 99% of lvling will be) you have to wait until you have time to go back to town to test out a skill? Then what if you test out the skill and you don't like it, you have to wait for a cooldown or until you find a WP to go back? Later on it might not be detrimental, but if you only have 3 or 4 active skills and you're stuck with a lemon you could be potentially screwed.
Just my thoughts.
Ha. Bagstone.
Should also add to the post. I agree that there needs to be some sort of restriction on your spells, but that to me, is via out of combat, not going back to town (which kills their whole design theory). Also in our poll thread, the community agrees out of combat is a good solution.
@pro hehe, I was sitting at 50+ posts a day for a good week+ a little crazy I am
WTF are you talking about, they just pulled this "NEW" rune system out of their ass, the system they've been working on for a ton of years, was literally just changed.
I think the current rune system is fine, I also think what they want to do sounds very good as well and trust that if it makes it in, its because it rocks. So not worried about what happens with runs at all.
My only worrie is what they will do with skills.
What designates "out of combat"? Does that mean you're not currently being agro'd or does it mean with no monsters in sight?
Personally in the throws of battle I doubt I'll be taking a moment to ponder my skill choice, while taking constant damage. And if you're not agro'd then it's as simple as walking out of sight of the enemies. Your nerf means practically nothing on these conditions. And if you're for "haven't been attacked in 30-60-120 seconds" group then I would basically have to sit and wait for the invisible cooldown for 30 seconds to 2 minutes, which is aggravating and removes suspension of belief.
but regardless a long CD or going back to town are both not part of their original design of "keeping with the action" (at least to me)
Hmm, this seems like a good middle area. But still I vote for free changing, though I would be happy with either.