- falcompsx
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Member for 13 years and 11 days
Last active Thu, Sep, 21 2017 22:59:37
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- 559 Total Posts
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Sep 10, 2011falcompsx posted a message on Much Ado About ColorsI like it, but i'd prefer to have the red shifted slightly toward orange just a tad more then it already is, and shift the blue just a tad towards purple, and maybe increase the dark shadows in them a bit. But they do look good as they are.Posted in: News
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Aug 30, 2011falcompsx posted a message on Character Resource PagePosted in: NewsQuote from PantheraOnca
Quote from falcompsx
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will.
/snip
Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here.
While the other classes have new resources, someone had to have mana.
While the WD could POTENTIALLY be SoL and mana-dry, he has means for restoring some amount of it (I think one skill might by default, and there's a regen passive, and maybe others could be runed to do so). I also think that he'll simply have MORE resource than anyone else. While a barbarian will always only have 100 fury (barring some passive) the WD will be gaining mana with each level, and items (i don't think items will increase other classes' caps, more likely their regen rate or ability costs, but we don't know for certain yet).
In other words, I think the WD will be able to go through say, 4 encounters worth of combat before he's out of mana, whereas every other class will empty their resource every fight. With a long-term resource like this, the WD has the potential to be extra powerful in bursts (i.e. boss fights) while pacing himself when that power isn't necessary (standard monsters) so that his regen can (completely) offset his ability costs when not in "boss mode" consumption.
Hey look, an actual constructive post!
Time will tell how the WD mana management will play out i suppose. I guess I just like the idea of fury that you could be at a very low level(maybe ~10) leap into a pack of enemies generating some more, taking some damage, and just using appropriate skills to balance spending and regenerating the resource. With mana its a much more passive management in that you just have to not overuse it and you'll be ok. Definately will have to play all 5 classes and see how they work once the games out, but its fun to speculate sometimes. -
Aug 30, 2011falcompsx posted a message on Character Resource PagePosted in: News
no way, really?Quote from Doomscream
Yes, yes. Because this hasn't been beaten to death before... People will always complain no matter what. If mana was not represented, people would have complained. I think it's nice that we have the classic rpg energy source in D3 still.
Mana, as a resource, is a part of the WD's gameplay,
I never said i can't handle it, i just stated an opinion that it didn't seem fun to me. I'd rather play a class that has regen mechanics built in. Running to town to buy mana pots doesn't count. Don't put words in my mouth.Quote from Doomscreamif you can't handle it than it's not for you. You will get punished if you can't handle the resource of your class no matter which you've chosen, that's the whole point. Moreover changing things just for the sake of changing is more than flawed. -
Aug 30, 2011falcompsx posted a message on Character Resource PagePosted in: NewsQuote from Doomscream
I guess it sounds like brain effort for managing your resource.Quote from falcompsx
My thoughts on the WD mana resource are summed up nicely in this article.
" Fall too low and you may find yourself hopelessly thirsting for Mana in the heat of battle. "
That doesn't sound fun.
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will. Barbarians will never find themselves hopelessly needing rage, taking damage and other skills they have will create rage, it will be a constantly changing resource. Wizards replenish quickly enough to always be able to do something, but slow enough to limit them to a reasonable amount of power. Spirit for the monk also sounds like it will never leave you feeling helpless.
On a side note, I've noticed this community has a real big issue with resorting to differing opinions. If you're relatively new to the forums(like myself) the members such as yourself, Doomscream, and there are others that act the same way, just get personally attacked for having an unpopular opinion. Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here. -
Aug 30, 2011falcompsx posted a message on Character Resource PageMy thoughts on the WD mana resource are summed up nicely in this article.Posted in: News
" Fall too low and you may find yourself hopelessly thirsting for Mana in the heat of battle. "
That doesn't sound fun. -
Aug 29, 2011falcompsx posted a message on Diablo 3 Beta: What to ExpectI can't help but be curious, but how much of these systems were available in the beta played during the Aug 1st reveal? Were they not implemented in that or was there just not enough time to get any feedback of value to give us? I know Scyberdragon wont be able to answer this but maybe Sixen is lurking around and could give us some ideas? Did you get to use the follower at all? or the blacksmith? or was that day's playtime just too limited to experiment enough to matter?Posted in: News
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Aug 4, 2011falcompsx posted a message on More Beta Buildupif the way wow patches are run is any correlation, generally posting of the official FAQ / overview(patch notes type stuff) is a sign that the release is only days away. Fingers crossed!Posted in: News
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Apr 7, 2011falcompsx posted a message on How will set items work?Perhaps one way to approach set items would be to make them an extension of regular magic/rare items. In D2, magic items were usually in the form of <item name><suffix>, something like Helm of the Boar. What if they extended this to another level and occationally you might find something like <prefix><item name><suffix> resulting in something like Rampaging Helm of the Boar. "Rampaging" would be the set, this would control your set bonuses. The set bonuses would scale with level, so a Rampaging set, is always a rampaging set and always appropriate for your current level. The base item and magic suffix would not scale, but rather be regular stats based on what item you have. So a Rampaging Plate Helm of the beast, would look different, and have different stats then something like a Rampaging Skull Cap of Elements. One would be a clear upgrade, be still desirable to you, and still would give you access to the set bonus if you had the full set, or partial set. Since the set bonus itself scaled with level, you could aim to gear with Rampaging gear all the way to level cap, without one piece ever being overpowered. This would also put some sort of value into the set type you decide to go after.Posted in: News
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And yet here you are, following every piece of news about this terrible game.
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What I'd like to see, is getting CC and CD under control so they aren't they only viable way to increase damage meaningfully, and most importantly, add some new affixes that are equally powerful. Something along the lines of...
% damage increase to crowd controlled targets(or break it down to burning / bleeding / poisoned / frozen / etc...individual increases could have higher numbers than the blanket all CC targets affix to balance it some and add some variety)
% duration increase to crowd control abilities(this would have synergy with the previous afix. allowing for a different sort of "trifecta" option for drops.
% IAS for X seconds after a critical hit
% increase to short-term buff durations
finally if they added some rules to loot, to make certain afixes mutually exclusive to help promote variety.
Trifecta items certainly work in the game right now as a way to scale damage, but as the only viable option, it makes gearing quite boring.
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But we want to have fun as fast as possible!!! :-P
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Simple, some people are so concerned with their epeen, that if someone else gets to p100 before them they get all bent out of shape. Although most of us, myself included, dont care one way or the other what level others are.
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Um... i thought they were on sale tomorrow April 24th?
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It wouldn't cause Boss only farming either. The only reason people only farmed bosses in D2, is because only bosses in D2 dropped any good piles of loot. D3 fixed this. closing off and funneling us through the world sent the opposite message. Blizzard can't make up their mind. Do they want us to farm where we want to farm like they claimed by making elite packs worth killing?(which is a success, they most definitely ARE worth killing!!) or do they want us doing "XXXX-runs" by funneling us through a preset path, over and over and over?
The original idea for inferno was basically what we eventually got with the MP system. A way to farm anywhere you want to get the loot you want. Only problem is, they neglected to open up the world and give us the "anywhere" part. We can start as one of a dozen or so locations in an act, and then finish the act. Thats fine, and I enjoy doing that, but i also see great value in saying ok, i just killed siegebreaker and want a change of scenery without losing my NV stacks....oh wait, i can't just choose an Act 2 waypoint, i have to start a new game.
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the day they implement a non-voluntary griefing system like that, is the day i quit the game. Luckily for me, its almost certainly never going to happen.
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i think his point is that he can see the name, but has to press ctrl to see the tooltip that shows the item level.
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