- BarlowEnter
- Registered User
-
Member for 13 years, 2 months, and 12 days
Last active Wed, May, 30 2012 04:31:43
- 15 Followers
- 696 Total Posts
- 3 Thanks
-
Aug 25, 2011BarlowEnter posted a message on New Class Skill VideosI ran in here because I found myself suddenly reading a thread that is titled "New Glass Skill's View". And I was like "Oh Wizard, oh what you had for me today."Posted in: News
-
Aug 22, 2011BarlowEnter posted a message on DiabloCast: Episode XXII - Be Your Own DemonHeavely randomize Inferno's areas. Act 1 cross into Act 3's stuff. Ramp up the replay ability.Posted in: News
-
Aug 18, 2011BarlowEnter posted a message on Inferno RevealedPosted in: NewsQuote from Malificent42
...but give players another reason to run through ALL the content in Inferno - to see if they can get the bosses they couldn't get in Normal/Nightmare/Hell.
Has to be elements that will make players want to run and complete the Inferno level repeatedly. Having to explore new content in the Inferno level will only be an one time thing.
I was thinking perhaps maps can be heavely randomized to the scale of sometimes running into dead ends, make the idea of constantly recreating the level works as an interesting end-game mechanic. Act 1's dungeon crossing into Act 3's area, that sort of thing. The uglier the better. -
Aug 18, 2011BarlowEnter posted a message on Inferno RevealedThe add on rewards for completing the level. Wouldn't it creates shortages on having players to do co-op plays with? Due to having to find players that are at the same prgression in Inferno, the effort of completing all the Inferno areas will be a solo mission.Posted in: News
-
Aug 17, 2011BarlowEnter posted a message on Inferno RevealedMy guess is, each of the team members doing co-op plays at Inferno will have to do everything just right, not attracting too many demons at once.Posted in: News
Everyone's stunning, curses, freezings better not be wasted on the same target. Classes such as Wizard, Witch Doctor cannot get a scratched on them at the level. Get in, and get out. Quick like a cat. Grab and run. -
Apr 1, 2011BarlowEnter posted a message on How will set items work?Posted in: NewsQuote from Splitdogg
Wait so you want the items to self-destruct after 30 days? Or on a certain day of each month? Either way doesn't really appeal to me, to be honest.
I was trying to make it more like something to be collected by multiple players group. Such as a clan. For the set to maintain its puzzle shifting event-status, it might need to be destroy at the end of every month to allow some of the set items' pieces which always has the better odds, to be actually liquidated into the D3 economy. Make the idea of collecting the higher- odds-to-be-appointed set piece, always has its value. Rather is for players to have strong identity in clan, or overall allowing the set items to become a genre by itself.Yeah, I don't relish the idea of anything I find (let alone a set piece!) just disappearing.
And a genre that its power is more neutral, it should stands out because it has interesting effect that differ from anything on the battle field. It might work best for pvp/clan war. -
Mar 31, 2011BarlowEnter posted a message on How will set items work?Posted in: NewsQuote from chrismas
Sure. I just didn't particularly like the options in the vote over what I had in my head at the time.
Just wish I can really push this concept into the dev team's head. Make them give a good mind spin on the idea.
I always want to see something that stands more encrypted, something more neutral, in powers' terms.
A Soldier Angel Set: (Becomes Tyrael's race of angel) Lightening bolts human who doesn't follow the rules to obey the being that's in possession of the full body set. All sets will self-destruct at the end every month. Clan stock up on possible pieces each month is the more efficient method.
#Set items' treasure find worth will be determin by the pieces that is descripted to have the better odds of becoming the selected piece every month.
I really don't know how this sounds really. Had this idea in my mind for awhile now. Of course I think alot on this for pvp use. -
Mar 30, 2011BarlowEnter posted a message on How will set items work?Posted in: NewsQuote from chrismas
Other:
None of the above options that they are currently playing around with really.
Well there's no reason for them to not play around with using set items as puzzle pieces. I think it's a safe zone to play with what could become of the set items in the future after the release. Powerful in a having a secretive, unique set items skill gift gifted to the set. Make it more like an event for treasure find.
If they catch this I think there will at least be some thoughts on how to deal with something in this way. And that's more content for us.
Making it sounding in anyway like runewords however, is definitely not the way to go. -
Mar 30, 2011BarlowEnter posted a message on How will set items work?Set items with skills that distinct from anyother content stats in D3's universe.Posted in: News
Set items not for completing a set to use as a collected gear. (no value for sell/saved)
A specific set item stats that require different gear piece every month but with due expiration date to dispatch the completed set at the end of each month (hypothetically a month).
Value for trading and collecting will be the gears that has high percentages on being included into the blueprint/recipe each month.
If this kind of set items is consider valuable for pvp use than the dispatching/regathering process will be worth it to take part in the collect for magic find. -
Mar 4, 2011BarlowEnter posted a message on Magic Find and Skill TiersI cannot believe I'll say this, but it's kind of a happy ending for the matter surrounding what constitute a good magic find logic.Posted in: News
It really makes me juice up for everything that's coming out of D3. -
Mar 4, 2011BarlowEnter posted a message on Magic Find and Skill TiersMaybe for stating the obvious of what he means by not being frustrated at early stages.Posted in: News
It is also being thought out for how wizard can utilize first formed spell lines for survival. Allowing Wizard and other casters not force to bash around with a wooden bat through early dungeons up till the first boss. -
Mar 1, 2011BarlowEnter posted a message on The Diablo Chronicles: SocketablesWell that's good. Real good. Mines are like a super game xDPosted in: News
-
Mar 1, 2011BarlowEnter posted a message on The Diablo Chronicles: SocketablesThey really should expand the idea of randomness into other stuff too.Posted in: News
Storytelling for example could be another mechanic that will make the process of grinding beyond magic. Not the general story arch, but short, simple stories puzzling togather. No need to participate like some goddamn quest, but already being in one by playing through your work on treasure finds, twists coming from generator.
If they're capapble of producing randomness into dungeons/maps. I don't see why they won't do this.
Is this the same thing I'm referring to as a story generator?You won't be running through the same content time and time again because we have the adventure system for sidequesting now. No more runs, no more boring grinding. -
Mar 1, 2011BarlowEnter posted a message on The Diablo Chronicles: SocketablesThat's a real good point, and right under our nose, I somehow forgot what we came into Diablo for.Posted in: News
Treasure find process will be repetitive, and it is what we do in Diablo. Though I don't think to not grind will be an option, in your term, the grind is what we do for the real juice in D2.
No one will really play this game just to play the story, I mean for serious players. And this game is all about serious play.
That will translate into D3. -
Mar 1, 2011BarlowEnter posted a message on Two Stashes, No Jewels, New Shrines and the Enigmatic SentryI get the feeling shrine was never considered into D3 up until this point into the development.Posted in: News
Maps are made already, and now brain picking ideas about what to enchant us with. Doesn't that contradict D3's goal to gameplay completed packaging with storyline?
Maybe random short story generator shrine can give storytelling another interpretaion of its meaning. - To post a comment, please login or register a new account.
0
You might argue that it had only shaken the scene slightly, but never the less, it's there in the video.
0
Therefore it shouldn't be leaving you with any spare hand to do exploding-palm or Megaman beaming-missile launcher attach to your right arm.
The character will have to depend on that giant sword, and the effects it comes with. Making the most use out of it for its stats will have to cover the stats of the gearing of two weaponry: Shield + Sword, or dual weapon-wielding.
0
0
What I'll say is that there should be an option to let players to not have purple, magical bloated animal gas, and limbs spilling away at a battle field you're staring into, and sharing with, with this other person who are doing the effect every five second or so, and the earth will quake along with it, clack clackety clack!
Sacrifice is the one skill I really have problem with, you're also welcome to share what other skills you might be afraid of having to face with your fellow teammates throwing them down one at a time, watching your own sanity going some place far, far away in the upcoming D3 beta, and hope there's an option ready for you in your gameplay to kill the effect.
0
The single sword wielding Barbarian was in the option for what kind of Barb you're building for in Diablo 2. The 2nd picture is a Defensive Barbarian's build in detail. And I know there's a footage somewhere where I've seen a female Barb wielding a single sword held by both hand. Though will there be viable builds for the feature, that we can still not say for certain.
I for one, would still like to see ancient giant swords, swords that will have to be held in both hands, heavily crested, magically finished, scattered in the land of D3. Grace to make heavy blows with the sword, trying to slice open dark gods' stomach in Diablo 3.
0
Or you're living in the center of a torch-hot wooded area, burnning away soulessly miles after miles into the land of Oz.
0
"Fight!"
0
If we can do pvp with the character we leveled, and not the Blizzcon 2010 pvp demo's programmed character, it would make the experience of playing with the character really worth it.
And I still don't know when, at what level, can we let our characters enters the arena.
0
0
The avatar looks angelic, had made me thought I was talking to a girl ):
Was disapointed to find that you're a dude Would be cool if a girl can talk like that.
What about the Hellraiser's hook-tools, it would be the gore D3 needed.
0
Did you see what I saw? The little holes punctuated at the crazy speedo...
Is that only for breathing...or watering?
0
I don't think there's anyway Blizzard will want to make the monk class into something of a sadists. If they did, it will probably be something like this.
0
0
0
Edge-lings will appear at the edges of your screen. One of the team members will have to turn its running mode into walking (this feature is in D2) The player who is tracking the monster will need other team members to help him/her not to be surrounded/blocked by the horde, while the player who is tracking the demon needs to watch and see when he should pause when the monster pause.
Never break the distance between him and this monster at the edge of the computer screen. And the player will use its range skill to kill it when the monster is making long pauses like eating grass, or distracted by triggered objects such as exploded barrels intentional destroyed by the players.
More co-op play's strategy and flavours can be introduced by these type of monster's existence.
It could be the size of a fleeing dragon. Or a gibbering goblin with a healthy pot of gold.