I personally don't like the reload mechanic idea. One, it just doesn't fit the rest of the mechanics. What would they have in the orb? Arrows? Plus, only part of the DH skills are arrow based. What about all of her trap and shadow spells? Would they also fall under the reload mechanic? Would you be able to spam these non-stop? Third, a lot of the skills for every class has cooldowns already so that really wouldn't work as an alternative for the specific energy source for only some of the skills. Lastly, what if you don't even have a bow/xbow equipped? What if you play the DH with a sowed and board? Overall, the specific of this idea makes it unuseable really.
I'm still guessing some sort of balance system with two separate energy sources. Where am I getting this from (dare I say it...) WoW.
Wow recently added a couple new energy sources and it appears that diablo is following many of their similar mechanics.
Barb=warrior (fury/rage) that builds as you do damage.
Wizard=hunter/rogue (arcane power/focus/energy) - set pool limit that regens very quickly.
Wd=Mage (mana) - pool that increases as you level.
Monk=rogue/death knight (spirit/combos/(runic power?(sorry forgot the name)) - combos that you build and using combos builds a separate pool to cast other spells like the death knight (not the actual runes, the second energy pool that grows from using runes).
There is only one resource left
DH=Druid where casting a spell from a certain school raises one pool and the other the opposite.
I could see them doing this between the focus/precision/accuracy of shooting arrows or other tactical attacks like grenades and the more chaotic/darkness of shadow spells. Traps would kind of fall in the middle. It is even possible with a trap limit that they wouldn't even need energy to cast to stop you from spamming them.
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Im still going with a balance type system between two different aspects. Like the druid from wow now has. CAsting one type lowers that one and raises the other. then you get a buff (like %crit chance) on the other type so you start using that one. Balancing back and forth. I could see shadow and her marksmanship needing this balance. when she is using shadow, its more chaotic while her bow skills require focus. then her traps could be neutral so you always have something ti rely on.
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I'm still guessing some sort of balance system with two separate energy sources. Where am I getting this from (dare I say it...) WoW.
Wow recently added a couple new energy sources and it appears that diablo is following many of their similar mechanics.
Barb=warrior (fury/rage) that builds as you do damage.
Wizard=hunter/rogue (arcane power/focus/energy) - set pool limit that regens very quickly.
Wd=Mage (mana) - pool that increases as you level.
Monk=rogue/death knight (spirit/combos/(runic power?(sorry forgot the name)) - combos that you build and using combos builds a separate pool to cast other spells like the death knight (not the actual runes, the second energy pool that grows from using runes).
There is only one resource left
DH=Druid where casting a spell from a certain school raises one pool and the other the opposite.
I could see them doing this between the focus/precision/accuracy of shooting arrows or other tactical attacks like grenades and the more chaotic/darkness of shadow spells. Traps would kind of fall in the middle. It is even possible with a trap limit that they wouldn't even need energy to cast to stop you from spamming them.
Find any Diablo news? Contact me or anyone else on the News team
Find any Diablo news? Contact me or anyone else on the News team
Find any Diablo news? Contact me or anyone else on the News team
Find any Diablo news? Contact me or anyone else on the News team