So are you satisfied with how these resource systems are coming together?
Arcane only regenerates from passive skills and other skills which the wizard will use to regenrate his/her arcane powers. Arcane doesn't regenerate by itself like mana.
Am kinda not happy with the Monk's resource system. It's similar to the barbarian's rage where you have to hit to gain, only differance is you have to make combo moves.
Well, that's only going to be odd / annoying if you have to go out of your way to make combos; judging by the gameplay videos combos are going to be very easy to pull off.
That all said -- they all look good. I'm a fan of the class-specific resource system and how each looks to be handled. Game on!
Arcane only regenerates from passive skills and other skills which the wizard will use to regenrate his/her arcane powers. Arcane doesn't regenerate by itself like mana.
Am kinda not happy with the Monk's resource system. It's similar to the barbarian's rage where you have to hit to gain, only differance is you have to make combo moves.
According to the video linked above, Jay describes Arcane Power as indeed regenerating. However, as you said, passive skills and abilities will help enhance her resource.
Maybe she'll have a ability to instantly regenerate her entire Arcane Power meter that then has like a five minute cool down, or something? Having only abilities that simply increases the regen rate sounds a little boring, imo.
I'm looking forward to how these resource systems shape out!
If the fifth class is indeed an archer class, does anyone have any speculations as to what their resource system might be like?
I've to say i'm kinda happy with the resources. They are simple and looks good enough.
Looks like the instability design is no more. I think they found that a resource that drives to much attention from the player (like something that might kill yourself) impacts the gameplay negatively. In the end this is just a way to "shape" each classes's gameplay...
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"In time the hissing of her sanity
Faded out her voice and soiled her name
And like marked pages in a diary
Everything seemed clean that is unstained
The incoherent talk of ordinary days
Why would we really need to live?
Decide what is clear and what's within a haze
What you should take and what to give" - Opeth
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Barbarian: Fury
Taking damage, and dealing damage increases fury. Certain abilities use up fury.
Witch Doctor: Mana
Traditional mana. Abilities consume mana which regenerates slowly over time. Has abilities to help regenerate mana.
Wizard: Arcane Power
Modified mana system. A set amount of that never increases as she levels. Regenerates fast.
Monk: Spirit
Combo abilities generates Spirit. Finisher abilities consume Spirit.
So are you satisfied with how these resource systems are coming together?
Well, that's only going to be odd / annoying if you have to go out of your way to make combos; judging by the gameplay videos combos are going to be very easy to pull off.
That all said -- they all look good. I'm a fan of the class-specific resource system and how each looks to be handled. Game on!
According to the video linked above, Jay describes Arcane Power as indeed regenerating. However, as you said, passive skills and abilities will help enhance her resource.
Maybe she'll have a ability to instantly regenerate her entire Arcane Power meter that then has like a five minute cool down, or something? Having only abilities that simply increases the regen rate sounds a little boring, imo.
I'm looking forward to how these resource systems shape out!
If the fifth class is indeed an archer class, does anyone have any speculations as to what their resource system might be like?
Looks like the instability design is no more. I think they found that a resource that drives to much attention from the player (like something that might kill yourself) impacts the gameplay negatively. In the end this is just a way to "shape" each classes's gameplay...