It is hard to say, now that they have dropped Willpower from the game. We do not know how much Fury generation will scale in regards to the choice of weapon the Barbarian wields. Since they are going to have more affixes in Diablo III than Diablo II, I see no reason as to why they would not have very slight beneficiaries. I do not think there will be a blanket stat. This can be a common modifier on class-specific equipment, kind of like +skill in Diablo II.
I was a bit vague in my post, so I will clarify:
Class-specific gear will always exist, and will likely drop for every character. Putting stats that only affect a specific resource is okay, because a Monk picking up an orb with +Arcane Power regeneration as opposed to picking up an orb with +Faster Cast Rate is going to feel indiffierent. As long as it is not placed on rares, sets and uniques that everyone can equip, there can really be no serious harm.
Most importantly, it means no more mana leech. Mana leech... potentially the most essential stat for physical characters in Diablo II (plus Life Leech if you are of the melee sort). This means every class will be designed to sustain their resource throughout combat scenarios to keep them fun to play.
At this point it leaves resource modifiers as something you can have, but do not need. You can choose between a claw with +Spirit Regeneration, or a claw with +Precision. My point still stands that there is no reason not to have resource-related affixes on equipment that is designated for a particular class, as every class is designed for being able to be able to sustain their resources without it.
- italofoca
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Member for 15 years, 9 months, and 4 days
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Roselhort posted a message on Mana-Related Item AffixesPosted in: Diablo III General Discussion -
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DKR_87 posted a message on Pics I Found-UpdatedHere are a few pictures I found elsewhere. I have not seen them (after searching around) on this site, and I thought they were good pics, so here ya go.Posted in: Diablo III General Discussion
4th difficulty reveal/confirmed
Below is a Wizard armor spell breaking up...unsure of what it is
Below is the Monk's Blinding Flash skill
Below is the Wizard's Blizzard skill
Below picture is of 'Slaughtered Calf Inn'
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Gheed2010 posted a message on now playing - Torchlight IIThis is much, much higher quality than previous vids, and plays in 720.Posted in: Torchlight
http://www.gamespot.com/shows/now-playing/?event=now_playing_torchlight_ii20110629 -
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LordTaterTot posted a message on Diablo III: Dune Thresher sculptureThought I'd show you all the next Diablo III creature sculpt I did:Posted in: Fan Art
I'll take some better pics soon, this pic looks more squished than it actually is. -
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Audio posted a message on Boss difficultyPosted in: Diablo III General DiscussionQuote from "italofoca" »Imo bosses should have 3 components to make it more chalenging:
1. The less important one, the bosses should require some level of strategy. Like knowing their moves and the right times to attack, using part of the enviorment at your advantge (like hide behind a column to avoid a powerfull spell), etc...
2. Good evasion. Bosses should fill the entire screen with special attack of multiple parterns and you must avoid then, like those old school arcade spaceship games.
3. Limited area. You shouldn't be able to retreat as you like. You have to kill the boss or die, no third option.
4. As all classes of diablo are DPSers i think most bsses should have a significant HP regenration. You have to kill then fast, you must be competent and focused or else eh will kill you because you run out of health/energy.
Thats my opnion. Those elements are only nessecery on hell though. In normal the game should be relativekly easy and nightmare should ve a middle ground.
I like that.
-In normal, a boss should just wander around using regular attacks with little health regeneration. You can use exits as you like.
-In nightmare, a boss would start to use SOME special skills that require you to move or attack at a specific time. They should also have slightly more health regenerations. You can use exits, but when you do they regain 1/2 of their lost health.
-In hell, a boss should use mostly special attacks that require you to move or react at a specific time, the spells would be much larger (AoE) and they would have significant health regeneration. All exits are blocked. -
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CrazyCapnMorgan posted a message on Poll: The Wait for Diablo 3I realize that some of us are a little frustrated at Blizzard for prolonging the creation of Diablo 3. I am no different. The purpose of this poll is to let of a little steam but not to the point where you're blowing off so much steam that you make an embarrasment out of natural spring geysers and saunas all over the planet. Just a brief opinion will do. Nothing outrageous or speculative. I realize we all have differing opinions so, at least as it concerns this particular thread, let's have a small amount of tolerance for other people's opinions, no matter how "wrong" their opinion seems to you.Posted in: Diablo III General Discussion
Allow me to set the example...
Blizzard, I realize that you really want to make a great game in Diablo 3 and I'm cool with that. In fact, I hope you make this the best game you will ever create. But, uh.....can it be done a bit faster please? Thanks. -
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luc1027 posted a message on chain kills in diablo 3?Posted in: Diablo III General DiscussionI'd love to have the Unreal Tournament or Quake sounds in it (with an option to turn it on/off ofcourse). M-m-m-onster kill!
I doubt Blizzard will do that !! it's broken the fealing of d1 they try to bring back !
I would rather they do not go with other game styles and do it their own style and try to keep a lot of the things that made Diablo great. I never really liked Zelda and I am not a big fan of God of War.
The primary quality of blizzard is to analysis all gameplay of others games and pointing the best features and make it better ! -
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KonataX posted a message on 5th Class Known InformationBlizzard already made a ranger and it did not use summons at allPosted in: Unannounced Class
but instead did massive damage with a bow =3
it was in warcraft 2 so blizz can still make a ranger and be different than other companies rangers
however im not entirely expecting the class to use bows im expecting more throwing weapons but due to not looking at the barbs skill tree in a while im not sure if the barb used throwing weapons or not lol
i actually want to see a rouge with a skill tree myself xD
also in diablo 2 polearms went pretty much unthemed by any class
the barbarian usually could use any weapon but no real reason other than personal liking lol
so i would not be surprised if bows existed but werent a theme of any char only due to throwing weapons existing =3 -
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Zhar posted a message on Charm ideaOoooh, now I see what you mean :D.Posted in: Diablo III General Discussion
However, health and cold damage equaling resist may get somewhat confusing..
As well as having different types of magical properties resulting in completely different ones..
So, may I suggest having different "types" of charms, not magical properties.
For example, offensive, defensive, neutral, evil, good, ect types of charms.
So if you place a defensive charm next to a good charm, you would get increased health regeneration.
And if you placed a defensive charm next to an evil charm, you would get "attacker takes damage of X"
Defensive beside a neutral charm would result in extra defense.
Offensive next to a neutral charm would grant you increased physical damage.
Offensive next to evil would grant lifesteal.
Offensive next to a good charm would grant manasteal.
And so on.
These types would be varying in strength, so that it would add more diversity.
edit: And yes, I know that life/mana leech won't be in D3, was just suggesting them as an example. - To post a comment, please login or register a new account.
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This is 7 slots (6 skills + auto attack).
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Even though I’ve a strong left-wing ideology I agree with many, many points in the libertarian agenda. However i think libertarians, in their love for the free market, overlook market failures.
One of the biggest one is the regional development lock ups. This phenomenon happens when some kind of life destroying issue occurs (ex: natural disaster, oil leaks or an underdevelopment area who suffered historical abuses like colonization or war) but the economical private agents won't mobilize resources to solve it. Basically because the amount of resources required to make the rebuilding of an entire region be a profitable business is so large that individual companies won't take the risk - and coordination of multiple companies to release a massive investment is not something that happens in an blink of an eye. People would suffer and die waiting for an reaction from the private sector. Not to mention the fact that only an ahdnful companies in the planet have enough resources to make massive investments like rebuilding a city or creat a indutrialisation program.
The libertarians I know tend to use arguments like: it's the population fault to live in an risky area or not solve their social issues - why should the private agents suffer for someone else’s mistakes? They don't agree development locks are an market failure to be regulated. I just think that property rights shouldn't be more important than life, liberty and opportunity.
If you live in a rich country, development locks might sound like an too specific issue. But in some countries, like Brazil, around 60% of the territory is under an development lock. An entire continent (Africa) might be in a development lock, while a good portion of Asia is in the same situation. Actually every rich country I'm familiar with the economic story got rich by the actions of public and private sector coordination in attempt to eliminate development locks (England is the big exception).
Right now the only social technology I know that is able to eliminate development locks is an good government. One that uses taxes, protectionism and many other things libertarians tend to hate.
In the context of the thread, I hope Ron Paul at least gain influence in the US’s politics. I surely prefer an libertarian right-wing then an conservative one. Libertarian views in economics are great and they tend to be really reasonable. US might be entering a economical wasteland soon and development lock ups might appear in the poorest areas. Liberal economic policy might make the country go back to tracks but won't solve regional issues that demands public intervention and those regional issues might grow in an deadly economic ineficiency problem.
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I still believe in 2011 release.
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Summons + ranged attacks + damage not based on weapons = OP ungeared toon.
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The problen is the DH and Monk. The DH have to vault like 5 times to kill 3 scavengers wtf ?! Not too mention the attack skills looks underwhelming.
The monk part of the video is disgusting. He just enters the fight start to spam his skills like crazy until the monsters die. It's almost like the guy is using his skills randomly =_='
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Hmm.. i don't think so.
Hybrid characters already have the major advantage of combining damage and tank potential. If you're allowed to keep the power of both schools say farewell to all WD builds that don't use one of the two minions. In my opnion in order to use pets you should naturally loose raw firepower.
And i don't think we have to divide skills points at all. We can choose seven skills, problably raise 4 or 5 to max level. You just have to sacrifice one of your 5 attack skills to have a maxed out summon. Big deal, people will hardly need more then 2 or 3 attacks skills anyway. It's like trading a skill you barely use for a permanent tank.
When i think about build diversity I exclude the weak builds (naturally). Diversity is na high amount of strong strategies, not a high amount of strategies.
If you can have a summon w/o loosing spell damage then every Wd will use both. It's like in D2, if you allow people to summon stuff w/o loosing significant damage potential, people will allways play with summons (all amazons use valkyrie, all assassins use shadows, all druids uses bear/wolf, all necros use golems).
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Don't be stupid.
When flipping a coin the chance of heads in attempt one is the same as in attempt 1027, but not the same in 1027 attempts. You're looking at the probability of the drop while you should be looking at the expected value of getting the drop.
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For the sake of easy argument, imagine item A drop with 50% prob in a run. In one run you have 50% prob of getting item A and 50% of not getting item A. The expected amount of droped items A is 0.5
In two runs you have 25% prob of getting two itens A, 50% chance of getting one item A and 25% chance of getting no item A. The expected amount of droped itens is now 1 (50%*1+25%*2). Each time you make another run, the expected value of getting your item will increase (and the expected value of getting nothing will decrease). What remains constant is the prob of getting a item in that particular try, not in the whole experiement (total runs).
Jesus...
And the systen says that each person have a individual drop. When you kill monster, the drop experiment is rolled for each player individually. Unlike other games where the experiment is rolled once and the result divided among players.
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Gameplay ? Dude, whos talking about gameplay ??? The OP opened a discussion about graphics of itens in your inventory. He didn't mentioned gameplay anywhere. Now if don't want to talk aboout anything besides gameplay, don't go in a graphicsn thread and start a discussion about something totally irrelevant (to the topic).
We are discussing item icons. Any little thing that is not itens icon should not be mentioned in this thread.
On Topic: I like (most) of then to be honest. In D2 they itens were kind photorealistic because the game was. Since D3 looks stilyzed i believe the itens should also look that way. But i agree that monk's claw in the first video looks pretty bad.
And i don't think they are undetailed... Look the gloves, the scale mail. Pretty cool imo.