Based on the data mining that has been done. Diablo is THE ONLY prime evil in this game. The 2 planned expansions, in theory, will feature his brothers.
They will want to tell the lore behind them both, since there wasn't all that much in Diablo 2. Whatever classes come back or are created will be part of the lore behind Baal and Mephisto's stories. In my honest opinion, Blizzard has always been about a great story behind their games and this presents a great opportunity for them.
Now, they also wouldn't have planned expansions 18 months and 36 months out if they were only making 1 act and not adding cool features. Look for epic stories in these expansions!
I'm also a fan of a more structured PvP environment that they have in Diablo III, rather than the sitting in town while the majority of PvP games devolve into people being verbally abusive toddlers toward each other, ripe with racial, sexist and homophobic slurs. They do need to expand on the current PvP idea though, maybe add some objective based PvP and have fewer restrictions on their Arena.
I would love to see something like Alterac Valley in WoW. Where you do quests and take waypoints to push towards that sides "General/Prime Evil/Angel"
Also a PvP environment kind of like "Super Monday Night Combat"(Beta on Steam currently). Where you are able to summon mobs to push with you past the other teams towers to take destroy their generator.
This would make replayability huge on the PvP side. Instead of just duel/deathmatch style.
I mean, you could almost do a MOBA style system if you wanted. I think a solid chunk of the player base would embrace more developments in PvP down the road, as long as they keep it separate from the core game, and it doesn't delay the release at all, heh.
The "super monday night combat" I posted is kind of like the MOBA style you could use for Diablo 3. Doing it like DOTA/LoL/HoN won't work for D3 because of the leveling and diversity of skills in those games as you level. In Diablo we will all be level 60 aready. Allowing players to push with mobs helping them and upgrading their characters through certain buffs is the way to go.
I'm also a fan of a more structured PvP environment that they have in Diablo III, rather than the sitting in town while the majority of PvP games devolve into people being verbally abusive toddlers toward each other, ripe with racial, sexist and homophobic slurs. They do need to expand on the current PvP idea though, maybe add some objective based PvP and have fewer restrictions on their Arena.
I would love to see something like Alterac Valley in WoW. Where you do quests and take waypoints to push towards that sides "General/Prime Evil/Angel"
Also a PvP environment kind of like "Super Monday Night Combat"(Beta on Steam currently). Where you are able to summon mobs to push with you past the other teams towers to take destroy their generator.
This would make replayability huge on the PvP side. Instead of just duel/deathmatch style.
Different combonations of mobs will take certain types of skills, defensive and offensive to handle. And with the randomization in Diablo 3 these packs will always be changing. Every new enchanted pack should be its own "boss" in theory, at the higher difficulties. Earning the gear and knowing your class will be a true challenge. That is where the replayability lies. You have a neverending randomization of mobs and you're knowledge will be your power. I find it to be a great thing.
I think a dual form caster would be awesome. Each form using a different life globe but having a 3rd essence that uses both powers. Say there is a True form and a Shadow form.
This caster has high vitality and uses his life to power his skills. Changing forms changes the globe that he draws from. Skills from True Form heal Shadow form life and skills from Shadow form heal True form life. While the skills that use both forms heal them both. Knowing when and what to use will be a true test of skills for this player, as in the heat of battle he will have to not only micro his form, but the balance of skills he is going to use to defeat enemies.
This would be my favorite type of class to see...showing true skills in a player and what he knows about his character, because his life depends on it!
Some people say the new system doesn't provide any permanency or replayability for the playerbase. I completely disagree.
Based on how the skill system has changed recently, I love the customization we have available to us. I think the dev team has a lot in store for us as far as hell and inferno difficulty goes. Building your character one way based on one skill isn't how the game works anymore.
What I am saying here is that the enchanted monster packs, superuniques, and bosses will present a great challenge for players, especially in the higher difficulties. The way you think your character is going to work, probably won't work for every situation. You will rush in, thinking you have it and these mobs will pull something out you haven't seen before, or that completely counteracts your build. You will probably die and have to think of a way to deal with them. This means taking all of the itemization and skills at your disposale and applying your knowledge of the game to your benefit. Defeating certain packs of monsters will be based on your playstyle, and how well you can adapt the weapons at your fingertips.
This is a huge turn on for me in the ARPG genre, finally a game where the difficulty level is high, and progression is going to be based on how well you know your character, and how well you can adapt to situations.
They have said that the skill system will be easy to learn, tough to master. Chaining things together in the right way seems to be the key here. Survivability in Inferno will be based on your strategy and knowing you class instead of just being able to roll through things. The thing I am most looking forward to with Inferno is the item drops, we will be rewarded for the hard work and the dedication to the hardest mode.
I think the wings are awesome. They will look great on the monk with him flying around with a lot of his skils and the aura of his mantras. Definitely looking forward to getting my CE, sadly I will never use the WoW mount or any of those extras.
The new skill calculator should be up this week or next. Bashiok said the web team is working hard to get the update out and functional on the website. He also was questioned about the new item database and when that would be updated. Out of Bashiok normal form he answered with "Closer to release" instead of his traditional "Soon".
I think the game is getting very close to release and we are probably looking at April. There is some polish and probably a few tweaks to the rune system yet and the game will be good to go. I've watched so many playthroughs and streams of players and the changes to this current patch as very nice. New sounds, new graphics, and some pretty nice polishing so far. Wish I could test it myself!
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http://www.youtube.com/watch?v=FavUpD_IjVY
This video made me want to pull out D2 and massacre some cows!
They will want to tell the lore behind them both, since there wasn't all that much in Diablo 2. Whatever classes come back or are created will be part of the lore behind Baal and Mephisto's stories. In my honest opinion, Blizzard has always been about a great story behind their games and this presents a great opportunity for them.
Now, they also wouldn't have planned expansions 18 months and 36 months out if they were only making 1 act and not adding cool features. Look for epic stories in these expansions!
The "super monday night combat" I posted is kind of like the MOBA style you could use for Diablo 3. Doing it like DOTA/LoL/HoN won't work for D3 because of the leveling and diversity of skills in those games as you level. In Diablo we will all be level 60 aready. Allowing players to push with mobs helping them and upgrading their characters through certain buffs is the way to go.
I would love to see something like Alterac Valley in WoW. Where you do quests and take waypoints to push towards that sides "General/Prime Evil/Angel"
Also a PvP environment kind of like "Super Monday Night Combat"(Beta on Steam currently). Where you are able to summon mobs to push with you past the other teams towers to take destroy their generator.
This would make replayability huge on the PvP side. Instead of just duel/deathmatch style.
This caster has high vitality and uses his life to power his skills. Changing forms changes the globe that he draws from. Skills from True Form heal Shadow form life and skills from Shadow form heal True form life. While the skills that use both forms heal them both. Knowing when and what to use will be a true test of skills for this player, as in the heat of battle he will have to not only micro his form, but the balance of skills he is going to use to defeat enemies.
This would be my favorite type of class to see...showing true skills in a player and what he knows about his character, because his life depends on it!
Based on how the skill system has changed recently, I love the customization we have available to us. I think the dev team has a lot in store for us as far as hell and inferno difficulty goes. Building your character one way based on one skill isn't how the game works anymore.
What I am saying here is that the enchanted monster packs, superuniques, and bosses will present a great challenge for players, especially in the higher difficulties. The way you think your character is going to work, probably won't work for every situation. You will rush in, thinking you have it and these mobs will pull something out you haven't seen before, or that completely counteracts your build. You will probably die and have to think of a way to deal with them. This means taking all of the itemization and skills at your disposale and applying your knowledge of the game to your benefit. Defeating certain packs of monsters will be based on your playstyle, and how well you can adapt the weapons at your fingertips.
This is a huge turn on for me in the ARPG genre, finally a game where the difficulty level is high, and progression is going to be based on how well you know your character, and how well you can adapt to situations.
We will die, and it will be awesome!
I think the game is getting very close to release and we are probably looking at April. There is some polish and probably a few tweaks to the rune system yet and the game will be good to go. I've watched so many playthroughs and streams of players and the changes to this current patch as very nice. New sounds, new graphics, and some pretty nice polishing so far. Wish I could test it myself!