- Jackzor
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Member for 15 years, 9 months, and 29 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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For ease of comparison, there are pictures of each character below, along with a short description of each character. More in depth information on the skills and traits of each class can be found in the wiki links before each description.
Barbarian: A melee battler who relies on heavy armor and brute force to avenge the destruction of the Worldstone and sacred Mount Arreat. Even though the Barbarian is returning from Diablo II, many skills have been added for Diablo III, such as Ground Stomp and Hammer of the Ancients, which are mixed in with more familiar skills including Whirlwind and Leap Attack. Despite many changes, the overall playstyle of the Barbarian in Diablo III should be similar to the previous incarnation. Barbarians utilize Fury, which builds up when dealing and recieving damage, as their resource. Some of the Barbarian's skills cost no Fury, and others, such as War Cry, build up Fury for early on in combat.
Demon Hunter: Quick ranged attackers who thirst for vengeance against the monsters who destroyed their towns and families. A Demon Hunter relies on quick movement through Vault to create distance between themselves and advancing demons, while also utilizing traps to create chokepoints and ranged attacks to slow and damage enemies. The Demon Hunter features returning Amazon skills, currently limited to Multishot, although more Amazon skills could be introduced in some form. The Demon Hunter's resource system is currently under development, but it appears as though they may use two different pools. Hatred is a quickly regenerating resource used for low cost and burst damage skills, while Discipline is a slowly regenerating resource used for more strategic skills and gadgets.
Monk: Fast, combo-based melee fighters who spend much of his life honing their bodies to be an instrument of their one thousand and one gods. The Monk features a combination of holy and martial arts skills, along the lines of Seven Sided Strike, while also adopting the Paladin's auras. Not much is known about these auras other than the fact that they are part of the Monk's skillset, and short descriptions can be found in the wiki link above. The Monk also features some hybrid healing and attacking skills, which could prove invaluable if there is a lack of Health Globes in a tough situation. Monks use Spirit as their resource, which builds up when the Monk uses any of their three step combo skills and is consumed when using signature moves similar to Breath of Heaven or Wave of Light.
Witch Doctor: A voodoo spellcaster who hails from the Tribe of the Five Hills of the Torajan jungles in southern Sanctuary. Witch Doctors can use a variety of mid ranged spells such as Firebomb or Locust Swarm along with their pet Zombie Dogs or Gargantuans. The Witch Doctor also has a wide range of summon-based attack spells along the lines of Plague of Toads and Wall of Zombies, which summon minions for a short period of time to deal damage. Witch Doctors use Mana as their resource, which functions the same as in Diablo II.
Wizard: Supremely confident masters of the magical arts working towards personal gain and reputation. The Wizard is a long ranged attacker that has a wide range of skills based around Arcane, Lightning, Cold and Fire damage. The Wizard features versions of many different Sorceress skills, such as Meteor, Hydra and Teleport. The Wizard also has control over a few ray based skills, namely Ray of Frost and Disintegrate which can be used to devestating effect. Wizards also seem to have a few melee based and armor skills; Diamond Skin and Spectral Blades among others, which opens up the possibility of Battle Mages who get up close and personal with the minions of the Burning Hells. Wizards use Arcane Power as their resource, which is fast regenerating and capped at 100 but is otherwise similar to Mana.
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What are you trying to say? Of course a gold economy would be broken without enough gold in it, just like it was broken in D2 with enough gold in it. Same goes for if farming gold becomes a drawn out, boring process. And its not like you won't have to farm for runes. You'll have to do that too. You'll just also actually care about the amount of gold you have as well. All it does is add gameplay hours, and chances are the best way to get gold will also be the best way to get most other stuff anyways.
And as far as not having as much gold as people who have steadily been playing the game, that pretty much goes for everything in the game. I don't see why more dedicated players shouldn't be rewarded. You can't talk about how you want there to be a learning curve but then say that people who continuously play should be on the same playing field as people who don't.
Without PKing, the griefers wouldn't be there in the first place. And that situation could just as easily be solved by a votekick system which wouldn't also be able to be used to grief. And if you want to PvP, theres a dedicated arena for that. Complete with ranks and records. So pretty much the same as D2 minus the griefing.
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And bells are a huge part of real-life religious rituals for monks that the D3 Monk is based off of. I personally think the skill is pretty sweet, not to mention useful, seeing as line damage is always a good thing in Diablo. If you don't like it, theres another 29 skills to choose your 7 skills out of. And it was part of a group of concepts they showed off, and as such isn't in the latest build we've had access to.
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