What elements from Diablo 1 will be making a return in Diablo 3?
(monsters, spells, items, game mechanics, ideologies, areas)
I know personally I would love to see Blood Star come back as a spell.
Elemental was also a really cool spell id like to see the Witchdoctor get.
- Kaanin
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Apr 9, 2009Kaanin posted a message on Fan-made Warcraft 3 / Diablo 3 game. Diablocraft III?HAHA! For all those complaining that Diablo 3 was looking too much like Wacraft this brings the fear to a while new level!Posted in: News
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However I made a realization, respec allows us to do 4 build character progression.
That is to say you can use respec to make your character level up faster by making the fastest/most powerful build for the current difficulty you are in, then you respec when you hit the next difficulty and do the den of evil quest.
So you would have 4 different builds each one specialized for...
Normal(<Lvl20)
Nightmare(<Lvl40)
Hell(<Lvl50)
Farming/PVP(>Lvl60).
So for example looking at the Barbarian, Warcries are something every good Barbarian should invest in, however, the early game cries are useless! Its not until you get to BO & BC that they are good, but you don't get those until level 24 & 30, and even then they are annoying because you constantly have to recast them since they don't last very long since their so low.
With respecs you can just save the points you would have put into cries and instead invest them into other skills that are more useful, then respec later when you have enough skill points to make cries actually useful.
All in all I think these respecs will make leveling a character a more indepth process and much more fun since you will invest and depend on a wider variety of skills as you progress to that beautiful 99.
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Diablo 1 was the Warrior, Rogue, and the Sorcerer.
The Barbarian is the spiritual successor to the Warrior,
The Amazon is the spiritual successor to the Rogue,
The Sorceress is the direct successor of the Sorcerer.
Those are the core classes in Diablo. The Necromancer, Paladin, Assassin, and Druid, are all experimental off classes.
If you look around, you'll see that out of all the experimental classes the Necromancer is the most popular. In-fact if you go back a bit through the news archives you'll find there was a small uproar when people found out the Necromancer wasn't coming back.
The Witchdoctor is the spiritual successor to the Necromancer,
that pretty much "cements" the Pet/Curse Archetype as a new Core Class. Leaving the Paladin, Assassin, and Druid out in the cold.
As you can see the Paladin and Assassin are coming back in the form of the Monk. So already you kinda have your wish, the Paladin is coming back, or at least the bastard child of the Paladin and Assassins love making.
The Final class will be a Ranged fighter, its a core type to Diablo, and without it, all Bow weapons in the game would be worthless. I wouldn't be surprised to see the Druid and come back in some sort of Amazon/Druid Animal Wilderness Bow using Hunter kind of Hybrid like the Paladin/Assassin Monk.
In the end many players love the Paladin, I wont argue that, but there are ALOT more players who love the Barbarian, Sorcerer, Necromancer, and Amazon, and we cant bring back EVERY class, some of em have got to go to make room for new classes, new ideas, and improvements.
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(monsters, spells, items, game mechanics, ideologies, areas)
I know personally I would love to see Blood Star come back as a spell.
Elemental was also a really cool spell id like to see the Witchdoctor get.
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Good idea, good catch.
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These were added to the wiki here.
http://www.diablowiki.com/index.php/Main_Page
And diablo-source even made a skill calculator here.
http://www.diablo-source.com/index.php?cmd=skill
So what about Blizzon2009? I know some names and stats have changed, some things have been removed, some added, wheres the info and why haven't we begun collecting it all and updating the wiki? I wanna see what some of the new abilitys and names n stuff are.
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In the event the spell kills a monster, it keeps going, or recasts.
So say a magic missile hits and kills a monster, instead of having it just stop there, have it keep going.
If a lighting bolt kills a monster it would jump off and hit 1 more monster chain lightning style.
Or say the witchdoctors firebomb lands right on a monster and the explosion kills the monster, have the firebomb fly off at an odd random tangent and blow up again.
For a frost or arcane type nova spell if it killed a monster, a new nova would cast from that monster.
Not particularly good for tough monsters that don't die easily, and even worse if their spread out, but devastating against weak monsters that die in 1 or 2 hits...especially in large groups.
Imagine having a high level char then going to a low level area and casting arcane nova in the middle of a fallen camp and watching every single fallen within the nova die and spawn a new nova, and then the ones that die from that spawn a new nova too in a giant chaint till their all dead!
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It seems to me that the Chance to Hit listed in the character sheet is just flat out wrong.
Barbarian is my favorite class, but every time I try to play one my fun seems to be ruined by constantly missing melee attacks.
I decided to make a WarCry barb to avoid doing melee, and he is quite fun but I decided to do some experiments.
I'm in Act2 Nightmare and I only have a 55% chance to hit the spear cats.
After running several tests, counting my hits and misses, after 100 swings, I had only landed 33 of them.
Even in the past with my previous barbs that had a 95% chance to hit (the max) I still don't seem to be hitting 95% of the time, it feels more like 60%.
What is going on! This is driving me nuts! Does anyone have any answers?
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I think it would have a bunch of unseen side effects. I think it might ruin dueling as a whole.
You would have players who would refuse to duel unless there was an ante.
You would have players who would refuse to risk their gear or gold in an ante, and will only duel without one.
You would have players who would refuse to duel unless the ante was in there favor.
You would have players who would refuse to duel because they might lose their gear.
You would have players who would refuse to duel unless they absolutely knew they would win the fight.
In the end I think it would kill dueling.
You cant just duel anymore, you have to argue and fight for 10 hours straight over if there will or will not be an ante or corpse looting, then argue that their wager is worth more then yours, or that their character is more powerful and likely to win.
The playerbase will become all broken up and seperated, dueling will just be not worth the hassle that comes with it.
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I'm not sure if your trolling or not. I'm gonna give you the benefit of the doubt though, just this once.
Jay Wilson, Lead Designer on Diablo III, disagrees with your statement about their intentions.
http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/
Jump to 7:50 to hear the specific part.
For those who don't want to watch the video, here is what Jay says.
"There's a couple of issues there, hell difficulty did not span to the full game, it kind of loses its validity around level 80. We have to make some kind of adjustment to make sure we are using all the levels we are allowing the player to go to...The player will go to wherever is the most efficient place for them to go...A good example is in World of Warcraft, they focused on quests, they keep you from grinding a single monster until your eyes bleed, because quests were a more efficient way to level then grinding. What we really need to do is find a more efficent way for players to do what they want to do at the end game of Diablo, something that gets them to play more of the game as a whole." - Jay Wilson
So no, endless boss runs will NOT be the endgame for D3, and the developers have said they do NOT want it to be. It can still be Diablo without mindless mf/exp runs.
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In D2 you had Normal, then Nightmare, then Hell, but after Hell difficulty there was nothing to look forward to, nothing else to do, nowhere else to go, and you were still quite a long ways away from level 99. Is that the reward? Nothing extra, nothing to do? That's terrible!
Id much rather have the game just keep offering a higher level of difficulty until I can just no longer handle it. Doing Baal runs all day because he was the toughest thing in the game, and therefore gave the highest EXP, is dreadfully boring and repetitive. By having something that is ALWAYS tougher, you will be able to play the entire game over and over rather then just the small 1% at the end.
Even when you reach 99 and can no longer level. It would become a testament to your skill and character build to show how far you can get before you simply cannot go any further. You might be able to brag about how good your char is by how far they were able to get.
Having something to look forward to is the reward for getting stronger. Having nothing is the exact opposite.
Why not?
By having it be random quests, you ensure players will always be doing something different and new. Killing new monsters, fulfilling different goals, running different areas. Much better then killing the same Boss over and over and over until your 99.
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I think way too many have you have become comfortable with the idea of having a singular task be the end game.
There are SOOOO many ways to keep end game content interesting and varied, let me list a few that come to mind:
The idea is simple.
Players will do whatever is most effective for their goal (loot/exp/running).
Its Blizzards job to make sure whatever is the most effective, is the most fun.
The best course of action is to ensure the most effective methods are constantly changing as your character levels, and, there are multiple most effective methods.
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Go check he 2008 interviews, i think its in there.