- Jackzor
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Member for 15 years, 9 months, and 22 days
Last active Thu, Dec, 1 2016 18:16:48
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HabeasPorpoise posted a message on Diablo Cutscenes rated by BBFCAww man, only 32 minutes? I was hoping for some MGS4 cutscenes.Posted in: Diablo III General Discussion -
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ScyberDragon posted a message on Skills and Guns (WIP)post this.Posted in: Completed Work Area - To post a comment, please login or register a new account.
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In order to give players an incentive to refresh their Mantras (which, if you didn't know, currently function almost identically to Auras), there has been talk of implementing short term bonuses to Mantras when the player first activates them.
Official Blizzard Quote:
I thought one of us had already posted on this but I'm having trouble locating it... NO MATTER!
We're toying around with making mantras more of an active ability currently. Right now it's just a really short duration buff, which isn't very cool, as stated. What we think will be cool, is that when hitting the button to cast a mantra you get a super-mega buff (or effect) for a short time, and then the buff would lower to its normal levels after.
You can see that design currently on a couple skill descriptions on the site, they're just not reflected in-game.
Keep in mind it's still all of course in testing.
This gives mantras a more 'use oriented' flavor. So while it's a short duration that's OK because you want to hit the mantra button more than once every two minutes, it becomes an active skill. So far we think it's working pretty well.
What we don't want is to have long duration buffs or toggles, because then it may as well be a passive. We want our active skills to be active, and so hopefully this change achieves that.
Mantra of Evasion - Recite a Mantra that grants you and all allies within 40 yards a 30% chance to dodge attacks. Lasts 120 seconds. Dodge chance is doubled in the first 3 seconds.
Mantra of Healing - Recite a Mantra that causes you and all allies within 40 yards to gain increased Life regeneration by 106.4 Life per second. Lasts 120 seconds. Life regeneration is doubled in the first 3 seconds.
Mantra of Conviction - Recite a Mantra that causes all enemies within 20 yards of you to take 20% additional damage. Lasts 120 seconds. Additional damage is doubled in the first 3 seconds.
Previously the sections about the first three seconds weren't included in the skill description, and the change to the other mantra, Mantra of Retribution, is currently unknown. Each skill currently has a cooldown of 30 seconds, so this change would most likely make it advantageous to simply use the Mantra every thirty seconds.
These changes have also raised questions about the Wizard's Armors and the Barbarian's Shouts. Although the Barbarian gains fury from some of his shouts, the Wizard currently gains no bonus from refreshing her armors, and it seems as though a similar incentive could be used for both classes. If that happens, and when the Mantra change is implemented, you can be sure we'll let you know.
So what do you think about the Monk's Mantras? Should they just be passive skills? Should you just toggle them on and off? Or do these changes provide enough of an incentive to refresh the Mantra every 30 seconds? Be sure to discuss your opinion in the topic below.
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In regards to skills, @Diablo had this to say in response to a question about the available number of active skills per character.
Official Blizzard Quote:
Diablo: @crafty_deluxe Wizard has the most with 25, the rest have either 21 or 22. Currently. Abilities will likely change before release.
Official Blizzard Quote:
Demon hunters are able to pepper the battlefield with scores of arrows and projectiles, or snipe distant enemies with a precision undreamt of by other heroes. Their arsenal includes longbows, guns, grenades, hand-thrown weapons, and even dual-wielded crossbows.
Official Blizzard Quote:
There are no guns in Diablo. Shame on anyone who wants otherwise! SHAME.
It's an error in the text, and will be corrected.
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In a thread started by our own Sixen, Zarhym made a lengthy response describing the reasoning behind the color choices for Hatred and Discipline.
Official Blizzard Quote:
White and black, for example, would be bad. One purpose of the color scheme is to ensure it's very readable when your focus is on the game world and not the UI. Given the dark vibe of Sanctuary and the way the UI fits in with that feel, black simply wouldn't pop out at all. It'd be much more difficult to track your Hatred (which is the resource you'll be managing most frequently) peripherally when background colors are so frequently on the darker end of the color spectrum. Just the same, the suggestion of white for Discipline seems only to stand in contrast to black which, again, just wouldn't work.
Hatred was given a deep red color to give it plenty of distinction from barbarian Fury, plus red is just an angry color (refer to my avatar and personality). We also mixed in a bit of black with the red to further push Hatred toward the demon hunter's color kit.
Now, given that both resources are displayed in a single globe, it's really important to us that the colors effectively oppose one another. Unlike the color red thematically fitting Hatred, Discipline isn't a concept that has such a universal color representation. As such, the most important thing becomes readability. And the best way to make sure Discipline stands apart from Hatred is to make it color opposite, which is blue. White could have been used, but it would overpower the red-colored Hatred due its value strength (we want the values to be close together) and white doesn’t support the notion of these concepts being opposed to one another. And once again we mixed in some black with the blue to fit with the demon hunter color kit.
Zarhym's response also caused people to point out that red and green, not blue, are complimentary colors. Zarhym was quick to point out that there were other problems with using green.
Official Blizzard Quote:
It's not that we overlooked green, we just definitely didn't want to go with that. It's way too tied to poison in Diablo. It wouldn't feel right.
Not only would a green resource globe look a bit too close to a poisoned health globe, but red and blue are actually farther apart on the color spectrum than red and green. By pointing out a post on theSkaBoss, Zarhym pointed us all to a small lesson on the color spectrum, which actually matters more than placement on the color wheel when distinguishing colors.
Many games (including the previous Diablo games) use red and blue as opposites, because what matters most is how far apart they are on the color spectrum, not whether or not they sit across from each other on the color wheel. As a result, if you want to make them as distinguishable as possible, blue and red is really the only choice. For the same reason that they didn't go for a 'yin-yang' design as suggested by some members, red and blue allow you to get a good idea of how much of each resource you have while still keeping your attention on the action.
So, after those lengthy and sometimes sarcastic explanations, what do you think about the Demon Hunter's resource globe? Has your opinion changed or does it remain the same? Feel free to discuss your views in the topic below.