- OathofChaos
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Member for 15 years, 9 months, and 15 days
Last active Wed, Apr, 26 2017 18:11:14
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Jul 13, 2008OathofChaos posted a message on Diablo III - More DetailsDon't forget that the drops are on a person to person basis... like a credit system (or, at least that what I thought).... so it's easier to bypass items that you don't want // need. That'll also fix the problem of people just sitting behind to clean up the scraps.... if you call that a problem.Posted in: News
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Jul 13, 2008OathofChaos posted a message on Diablo III Thoughts From Ex-Blizzard EmployeeAs far as I thought, the first part of the Gameplay trailer was in the dungeon "Tristram Cathedral"... I was under that influence at least.Posted in: News
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Think about this:
Lets take Axe Mastery for example. If they decide to do 0/10 instead of 0/20... the skill would increase to the same level, 20% increased crit, but at a more rapid pace. Remember, on one of the panel discussions, they are working to make an epic game, not a game that penalizes the characters for being too low of a level based on build.
WoW's talent tree mechanic required a prerequisite skill amount to be completed to move on.... which prevented Rogues from saving up all their points to get the final tier of each to make them unbalanced, forcing them into one role or another... This was designed for game balance. The Synergy system with the 1.10 patch did the same thing, but on a different level. Now you don't have a Sorceress with 20 into Lightning Mastery, Nova, Frozen Orb, and various other skills which could very well over-power the class. Granted, I enjoyed my Nova-sorc... but being able to solo-clear Hell Baal pre-1.10 was a bit excessive.
Now, will we be able to hoard points to pick and choose from different trees? Who's to say? As far as 0/5, 0/10... I wouldn't mind as long as it's balanced. Having +skill items? I doubt we'll be seeing a + all skills, but I am pretty sure we'll see + to specific skills, maybe even whole trees... but remember... using WoW's talent tree model, skills that had less points to spend in them, like 0/2, increased quite a bit per point, 15%/30%, 10%/20%/30%... It will free up more skill points to better suit your character, even with a level cap of 100.
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By allowing a full-on PK system (or Griefing), you remove elements of low to mid game by allowing the camping // griefing // and terrorizing of players who are attempting to play the game at a normal and enjoyable pace. I understand there may be a "challenge" involved in running and hiding from, or preparing for someone who is decked out in gear they've worked hard for.... like some "uber-boss"... but lets face it... most true PvPers prefer an even playing field against equal-skilled players, not "Suprise! I killed you while you were trying to kill Baal.... and now you can't finish this run". I feel there is no real honor in PKing.
And while we're on the subject, PvP is much different than PK. Player Killing implies one-sided, oft overpowered and indiscriminate, killing based solely on the idea of "preying on the weak". PvP, however, implies an equal footing, skill versus skill, matchup against two players. Never should those two be associated with each other.
That's my 2gp at least.
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I think that both should work out quite well.... By making gold easy to come by, you're increasing the amount of money in the realm, thus depreciating the value of the gold with ever increasing potential... WoW in Legacy (Pre-AQ) had a very high valued gold system... if you had over (and held onto) 200g, you were considered rich.... but the muddflation weakened the current currency to neigh worthless.