Thanks for the update!
Does anybody know the tracklist on the Diablo 15th Anniversary Music CD?
- Anatidaus
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Nov 11, 2011Anatidaus posted a message on BlizzCon Merch, BlizzPlanet Giveaways, Blizzcon Videos, Cain Spoiler?, Fan ArtPosted in: News
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Mar 3, 2011Anatidaus posted a message on Fourth Batch of Screenshots and ArtMmm... I can feel the nostalgia coursing through my vains. I have the urge to play some classic Diablo I now.Posted in: News
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Feb 7, 2011Anatidaus posted a message on The Death of Your Followers (and Attack Rating)*selective hearing kicks in* Beta? Where?!Posted in: News
Anyway, while it's too bad there will be one build type less to create, it sounds like its for the best. Besides, there will be such a vast variety of other builds based on skills and traits alone that my thirst for customization will be justly satiated. - To post a comment, please login or register a new account.
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Anyway, thanks for the hard work
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http://www.sc2pod.com/trackers/blue/?id=10076#21864
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I remember reading at one point that the reason equip requirements is based on level is because Attributes are auto-distributed. I assumed this meant that, because each class will have attributes distributed in different ways, each class would also have different level requirements for equipment.
Let's say that a Heavy Ax requires, in theory, 75 Attack. Supposedly, the Barbarian would achieve that level of Attack around... let's say level 30. But a Witch Doctor wouldn't have that much attack until level 35. Thus the level requirements for Barbarian and Witch Doctor would be 30 and 35, respectively.
Do you figure Blizzard would do something like that, rather than give all classes access to the same equip at the same time? Or is that way more complicated than necessary?
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Still, it would be nice if Blizzard created something that wasn't just copied from WoW. I'd probably still enjoy the Druid's energy resource... I just hope they try some other ideas first.
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This idea sounds great to me because it makes sense - lore wise - and also provides a sense of strategic tension. Here's how I envision this concept:
The strategic tension is the same as that of First Person Shooters: you are limited to a certain amount of ammunition which forces you to make strategic decisions based on how much of that ammo you have left. When you have max ammo, you can go guns blazing... when you are at half-ammo, you can go guns blazing, but at the same time look for cover/escape routes so you can reload... when you are out of ammo, you resort to other tools in order to provide yourself enough time to reload. Maybe the DH could be allowed to reload at any time - whether she has an empty quiver or not at the simple expense of having to wait that 5 seconds to finish reload (a.k.a. in-between-battle-resource-regeneration)
Heck, I don't know how much people loved/hated arrows and bolts from Diablo 2, but they could bring that back if they wanted with this system. Reloading takes 10 arrows from your quiver, or whatever. Maybe only skills require ammo, but your standard attack doesn't. Just throwin' out ideas...
Anyway, this sounds fun so I hope Blizzard at least internally play tests this idea... or finds another system that's even more fun!
*edit*
I should also say that I like how a system like this would prevent mindless/endless spamming of giant arrow spread skills... that just ain't cool.
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According to the video linked above, Jay describes Arcane Power as indeed regenerating. However, as you said, passive skills and abilities will help enhance her resource.
Maybe she'll have a ability to instantly regenerate her entire Arcane Power meter that then has like a five minute cool down, or something? Having only abilities that simply increases the regen rate sounds a little boring, imo.
I'm looking forward to how these resource systems shape out!
If the fifth class is indeed an archer class, does anyone have any speculations as to what their resource system might be like?
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Barbarian: Fury
Taking damage, and dealing damage increases fury. Certain abilities use up fury.
Witch Doctor: Mana
Traditional mana. Abilities consume mana which regenerates slowly over time. Has abilities to help regenerate mana.
Wizard: Arcane Power
Modified mana system. A set amount of that never increases as she levels. Regenerates fast.
Monk: Spirit
Combo abilities generates Spirit. Finisher abilities consume Spirit.
So are you satisfied with how these resource systems are coming together?
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I doubt we'll have to worry about that, since runes aren't socketed into equipment, right?
I am a little bit worried that our stash and inventory will be a little overloaded with gems of all types, of various levels...