I still find it strange for a caster to be wielding an axe though. hehe. (Is it strange to think that different classes should have different weapons? @.@)
I am guessing that eventually they will limit people to using items for their own class, eventually.
I think it could be beneficial to have variations of viable uses for "exotic" choices on class weaponry.
For example the more casual player might feel more comfortable using a wand that although lacks in damage has a very appealing cast rate enabling them to spam spells at will. On the other hand, other more adventurous players might make different skill choices that might have better synergies when using a high damage yet slower weapon.
As I mentioned before, if they do this properly they can open up endless variations of VERY viable builds that players will enjoy using.
Good writeup Cherbdown! I don't wanna be THAT person, but I though the change from "skill A does 200 damage" to "skill A does 120% weapon damage (WD)" was kinda a straightforward and simple concept to understand why they did it...It makes WAY more sense to use WD instead of a skill's base damage. I'm really happy Blizz changed it, it was definitely for the better.
I just went through all the 2 handed weapons, just the 2 handed weapons (for consistency reasons). The best ones from each type of 2 handed weapons' damage was very similar to each other, whether it's staves or axes. This makes obvious sense, since every class' skill damage depends on WD. OK, this was straightforward and everybody probably knew it beforehand, so yeah was just sayin.
And the only downside to this is that it wasn't initially implemented!
Yes, it is nice and a simple straight-forward system.
But it does feel strange, not only by making a wizard make strong spells with a big bad mundane axe, but also by making the high-end wands, daggers, staffs, etc do comparable damage to the high-end swords and axes. It does feel very strange to see a barbarian stomping Diablo with a giant Axe and a witch doctor stabbing him in the back with a tiny nice looking ceremonial dagger doing about the same damage.
Early game will be fun to see a lot of wizards walking around with an axe or a maul since these common items should have a lot more base damage than the others. If they don't we should also see some dual-wielding barbarians wearing wands.
If it bothers you (you were the last post not singling you out) then just consider that in any fantasy setting any magic weapon would be created from rare materials, magic stones and imbued with glyphs and runes - the weapon is merely your conduit for channeling magic energies - you're still utilizing those stones/glyphs/rare materials - they just happen to be bound up in a sword/axe/dagger whatever.
At least that's how I'm looking at it - point the sword at enemy - channel disintegration spell using sword as focus = more dead baddies.
I think it would make more sense to have magic damage and cast speed as seperate attributes. Then you could attach bonuses to whatever gear you want. Like, if you wanted to make magic based skills work best with specific weapon types, you could just give those weapons less weapon damage and speed bonuses, and put lots of magic damage and cast speed bonuses on instead. The idea of casting damage being effected by weapon damage, so that the same weapon types appeal to all classes, is crazy. It blurs a traditional class distinction - weapons. It's possible to argue that this streamlines balance control. But t think it is more accurate to say this is jsut straight up laziness.
I don't think it's a game breaker or anything, and I'm not upset over it. Definitely disappointed though.
I don't see a problem with it either. Attack power is a very generic term that can refer to just about any damage type.
On a side note it would be great if all the inner workings of the game were transparent enough that I don't have to leave the game to go look something up. I always wished D2 was like this.
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But,
I still find it strange for a caster to be wielding an axe though. hehe. (Is it strange to think that different classes should have different weapons? @.@)
I am guessing that eventually they will limit people to using items for their own class, eventually.
Why?
No good reason really. Just a hunch.
-ZTZaorish
For example the more casual player might feel more comfortable using a wand that although lacks in damage has a very appealing cast rate enabling them to spam spells at will. On the other hand, other more adventurous players might make different skill choices that might have better synergies when using a high damage yet slower weapon.
As I mentioned before, if they do this properly they can open up endless variations of VERY viable builds that players will enjoy using.
Like any tool that increases man's efficiency in doing something, wands and other magical weapons should increase damage of the caster.
Some nice picture or videos about how skills are affected by different weapons?
Barbs using wands gives you a faery aura which turns all other players within 45yards into females wearing pink armor.
Wizards using 2h battle axes lose 100% movement speed and are unable to attack.
I just went through all the 2 handed weapons, just the 2 handed weapons (for consistency reasons). The best ones from each type of 2 handed weapons' damage was very similar to each other, whether it's staves or axes. This makes obvious sense, since every class' skill damage depends on WD. OK, this was straightforward and everybody probably knew it beforehand, so yeah was just sayin.
And the only downside to this is that it wasn't initially implemented!
But it does feel strange, not only by making a wizard make strong spells with a big bad mundane axe, but also by making the high-end wands, daggers, staffs, etc do comparable damage to the high-end swords and axes. It does feel very strange to see a barbarian stomping Diablo with a giant Axe and a witch doctor stabbing him in the back with a tiny nice looking ceremonial dagger doing about the same damage.
Early game will be fun to see a lot of wizards walking around with an axe or a maul since these common items should have a lot more base damage than the others. If they don't we should also see some dual-wielding barbarians wearing wands.
At least that's how I'm looking at it - point the sword at enemy - channel disintegration spell using sword as focus = more dead baddies.
I don't think it's a game breaker or anything, and I'm not upset over it. Definitely disappointed though.
oh, I thought I could get those lovely unicorns...
On a side note it would be great if all the inner workings of the game were transparent enough that I don't have to leave the game to go look something up. I always wished D2 was like this.