For all the people that worried if Mana globes were going to be scarce to the Wizard later in the game, heres the answer if you havent already heard it. Maybe this will put some end to the topic!
"1UP: In creating this game, would you say that the character classes and their powers drive the rest of the game, or are their powers created as a result -- or solution -- to problems presented by the game? JW: Probably the best way to describe it is that initially, when we're doing skills for a class, we're not thinking anything except "what makes this class awesome? Why do I care about this guy?" Then you say, "Because he can hit the ground and create a small localized earthquake that destroys everything in front of him." That sounds pretty awesome; that sounds like a guy that I'd want to play. So early on, that's really our fixation: What is going to make this class sing? But that only really drives the first half-dozen skills. After that, we start getting into what mechanics have we put in the game that we want this class to take advantage of. For example, with the Wizard, we gave her a passive skill that causes enemies to drop mana orbs -- just like health orbs. So that's a mana-recovery mechanic for her; it plays into her resource and plays into the health-orb system. "
Only the Barbarian has Fury! It's instead of mana, only with Fury, you have to fight to fill it up, so you can use stronger skills! However, if you stand, it starts to drop! If you stand for awhile, your Fury can drop down to zero!
Yes. That's to prevent the Barbarian from turning into a magical class. You are forced to bash monsters with your plain attack skill for a while before you can use special abilities. Otherwise everyone would be just spamming skills like WW and Hammer of the Ancients constantly, and never use the plain old weapon.
I really didn't like his answer...
It's like he wants to impress as with those over the top massive destruction abilities, like big earthqueakes and explosions... For me gameplay and strategy is what make a class, not what visually it does...
Not just that part but the whole interview was a shame imo.
It would be so much better if he just 've said ''second option''.
It's like he wants to impress as with those over the top massive destruction abilities, like big earthqueakes and explosions.
Well, that's mainly because of the new-generation gamers. For the most part, they're only interested in the stuff he mentioned, and that's why he did this the way he did, in my opinion. Sorry if that comment offends any next-gen gamers, we still teh luvs u gyus
It's like he wants to impress as with those over the top massive destruction abilities, like big earthqueakes and explosions...
What? He said that they only design a skill on the first impulse of it being satisfying in ways that make a class unique and awesome. What's wrong with that? What part of the second half of the paragraph didn't you understand:
"But that only really drives the first half-dozen skills. After that, we start getting into what mechanics have we put in the game that we want this class to take advantage of."
Of course they want to impress people with 'big earthquakes and explosions'. Sophisticated mechanics will hardly catch the eye first, don't you think? Ultimately, the game would become boring if there wasn't for that visceral feel of the combat. If there is no feeling of velocity and impact, no auditory and visual sattisfaction from the things you do, then the mechanics themselves only make half of what makes a Blizzard game. Keep that in mind.
You also say that the strategic aspect of a game is important for you. Don't forget that the devs have stated multiple times that D3 will be ways more strategic than D2. They have also exampled how they will achieve this. So unless I don't see the big picture here, then you obviously don't.
I didn't know this, and I find it very interesting. I can't believe they won't drop mana orbs automatically though, I would hate having to w8 constantly for my mana to recharge...
but I trust they will make the right decision in the end one way or another.
well fox you have to add in all the fun stuff +int dmg/increased mana rate/+overall mana i dont know the stats but im sure as you level the rate will too and there are sure to be gear that will help with fury/mana/health.
What? He said that they only design a skill on the first impulse of it being satisfying in ways that make a class unique and awesome. What's wrong with that? What part of the second half of the paragraph didn't you understand:
"But that only really drives the first half-dozen skills. After that, we start getting into what mechanics have we put in the game that we want this class to take advantage of."
Of course they want to impress people with 'big earthquakes and explosions'. Sophisticated mechanics will hardly catch the eye first, don't you think? Ultimately, the game would become boring if there wasn't for that visceral feel of the combat. If there is no feeling of velocity and impact, no auditory and visual sattisfaction from the things you do, then the mechanics themselves only make half of what makes a Blizzard game. Keep that in mind.
You also say that the strategic aspect of a game is important for you. Don't forget that the devs have stated multiple times that D3 will be ways more strategic than D2. They have also exampled how they will achieve this. So unless I don't see the big picture here, then you obviously don't.
I didn't like his answer because the person from the interview asked something about the class creation process in a strategic point of view and he just said the first step to creat a class is what visually it does. Since the first actions defines the whole project, it's like what the class do visually is a priority. And this whle thing about viceral action... Don't get me wrong, i'm not a complainer. It's just that I would prefer much more get back to the D1 times of fearsome action then D2's insanity.
And after that he just give a terrible exemple of how they are making the strategic part of the class. Make wizard's drop Mana Globes it's far from what i expected. And a game be more strategical then D2 is not a big deal... Space Invaders are more strategic then D2 O.o
And i'm not just talking about this part of the interview. I'm talking about the whole interview. He keeps just talking about explosions, gore, DoW big monsters eating the smaller ones... Give priority to this kind of stuff is just lame imo.
And I guess Masgistrate are right... But I hope this bullshit his talking is just for publicit's sake, not how he and the team thinks :3
no i doubt it.. they arent gonna put skills there that you're forced to use no matter what it is.. but its there to help.
quoting myself here:
well fox you have to add in all the fun stuff +int dmg/increased mana rate/+overall mana i dont know the stats but im sure as you level the rate will too and there are sure to be gear that will help with fury/mana/health.
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"1UP: In creating this game, would you say that the character classes and their powers drive the rest of the game, or are their powers created as a result -- or solution -- to problems presented by the game? JW: Probably the best way to describe it is that initially, when we're doing skills for a class, we're not thinking anything except "what makes this class awesome? Why do I care about this guy?" Then you say, "Because he can hit the ground and create a small localized earthquake that destroys everything in front of him." That sounds pretty awesome; that sounds like a guy that I'd want to play. So early on, that's really our fixation: What is going to make this class sing? But that only really drives the first half-dozen skills. After that, we start getting into what mechanics have we put in the game that we want this class to take advantage of. For example, with the Wizard, we gave her a passive skill that causes enemies to drop mana orbs -- just like health orbs. So that's a mana-recovery mechanic for her; it plays into her resource and plays into the health-orb system. "
and yes he does.. 2 so im sure each class will have similar skills to help in pve.
http://www.diablowiki.net/Juggernaut_Skill_Tree
http://www.diablowiki.net/Battlemaster_Skill_Tree
It's like he wants to impress as with those over the top massive destruction abilities, like big earthqueakes and explosions... For me gameplay and strategy is what make a class, not what visually it does...
Not just that part but the whole interview was a shame imo.
It would be so much better if he just 've said ''second option''.
Well, that's mainly because of the new-generation gamers. For the most part, they're only interested in the stuff he mentioned, and that's why he did this the way he did, in my opinion. Sorry if that comment offends any next-gen gamers, we still teh luvs u gyus
"But that only really drives the first half-dozen skills. After that, we start getting into what mechanics have we put in the game that we want this class to take advantage of."
Of course they want to impress people with 'big earthquakes and explosions'. Sophisticated mechanics will hardly catch the eye first, don't you think? Ultimately, the game would become boring if there wasn't for that visceral feel of the combat. If there is no feeling of velocity and impact, no auditory and visual sattisfaction from the things you do, then the mechanics themselves only make half of what makes a Blizzard game. Keep that in mind.
You also say that the strategic aspect of a game is important for you. Don't forget that the devs have stated multiple times that D3 will be ways more strategic than D2. They have also exampled how they will achieve this. So unless I don't see the big picture here, then you obviously don't.
dude, stop being a troll.
I didn't know this, and I find it very interesting. I can't believe they won't drop mana orbs automatically though, I would hate having to w8 constantly for my mana to recharge...
but I trust they will make the right decision in the end one way or another.
I didn't like his answer because the person from the interview asked something about the class creation process in a strategic point of view and he just said the first step to creat a class is what visually it does. Since the first actions defines the whole project, it's like what the class do visually is a priority. And this whle thing about viceral action... Don't get me wrong, i'm not a complainer. It's just that I would prefer much more get back to the D1 times of fearsome action then D2's insanity.
And after that he just give a terrible exemple of how they are making the strategic part of the class. Make wizard's drop Mana Globes it's far from what i expected. And a game be more strategical then D2 is not a big deal... Space Invaders are more strategic then D2 O.o
And i'm not just talking about this part of the interview. I'm talking about the whole interview. He keeps just talking about explosions, gore, DoW big monsters eating the smaller ones... Give priority to this kind of stuff is just lame imo.
And I guess Masgistrate are right... But I hope this bullshit his talking is just for publicit's sake, not how he and the team thinks :3
Oh shi--
quoting myself here: