Actually, you have 9 hotkeys. At least there used to be some way to alternate between two sets of mouse click skills, similar to how weapon swapping used to do in D2(as a side effect of weapon swapping, but still, the mouse actions did change when you swapped). So you can have the five numbered keys, the two active mouse button keys, and the two alternate mouse button keys. Still, not very easy to open up a skill to 'do nothing.'Quote from SFJakeHotkeys are VERY limited. Even if you could, it would be illogical to do this. Why? Because you have 7 hotkeys, and 6 skills, and need 1 for potions. Both of your mouse buttons will absolutely HAVE to have a skill binded to them or you can't have everything accessible at once.
Its not that I wouldn't be for an option to not attack, but I think this game needs more hotkeys in the first place, otherwise its pointless.
10/19/2011 9:20:42 PM
Posted in: Diablo III General Discussion
10/19/2011 9:13:41 PM
Phrayed, replying to a troll invariably makes YOU a troll as well. Shut up and let the thread get back on topic. I don't even know who you're fighting with, nor would I bother addressing this post to them, because clearly they aren't listening to sense anyways.Posted in: Diablo III General Discussion
So, who has any opinions on the idea of limiting skill swapping to runes (cannot remove runes outside of town, ergo cannot change runed skills outside of town; but adding runes or changing unruned skills remains possible anywhere)?
10/19/2011 12:39:49 PM
Personally I see nothing wrong with allowing skill swapping whenever/wherever. What I believe will be even more important than that, and will alleviate the issue completely (or nearly), would be to simply not allow -rune- swapping outside of town. The impact of that would be that you cannot remove a skill with a rune in it, because you cannot remove the rune, therefor if you want your twitch-action skill swapping on the fly, you need to leave your skills unruned, which is the only way that unruned skills will finally be viable (something Blizzard tried to argue was the case some time ago), because it will allow you to swap in whatever extra skill you need for the right situation, even if it isn't at 100% effectiveness. This allows you to freely test your skills at low levels, when there aren't runes at no penalty or extreme time cost running in/out of town, but once the game really starts picking up, you no longer have that luxury anymore, as you will likely be using runes in most if not all of your skills.Posted in: Diablo III General Discussion
10/15/2011 11:41:57 PM
Posted in: Demon Hunter: The DreadlandsQuote from Hycoolio
i. While its hard to ignore that on paper it looks like the monk and barb's resource system, im not sure it will feel that way when you play the game. You also have an additional resource to mix things up (how many of each skill-type you want to have in your build, focusing on hatred spenders/generators/ discipline). Anything that improves gameplay imo. Tho i would like to see some more interesting discipline skills, but thats just a personal preference.
ii. This is the case for 3 of the other classes aswell. Wizards will run out of energy pretty quick, and have to use weaker skills while they are low, JUST to wait for energy to refill so you can cast high cost skills. I dont see this system being so different from the DH system. The only difference is that you generate resource when using the skills as a DH instead of having a very high resource regeneration as a wizard (altho you can rune signature skills for the wizard to generate small amounts of energy aswell). The effect is pretty much the same.
iii. Yes DH seems weaker than other classes in the current beta, and the new system doesnt seem to change that. But i trust Blissard to balance it properly until release. Its not an imbalance in the current system per se, but rather an imbalance in the damage output of the skills. Also the beta has content just up to lvl 8 or something and we really cant tell how the DH plays later in game.
i. The only significant difference is the DH attacks at range, and has a second resource for support skills (instead of being free for the Monk, or costing fury as the Barb). These are not very large differences (although there is the added difference of DH has a passive gain, Monk has no gain/no loss, and Barb has passive loss of resource, I'm not sure that will be a very significant difference)
ii. There is a large difference between the physical classes having to use generators and the way the Wizard/WD "have to use weaker skills while they are low, JUST to wait for energy to refill", and that difference is the Wizard/WD -don't- have to use those weaker skills. They can simply walk away and wait for their energy to refill, which for the Wizard, is likely to be the way many players treat it so they can have as many high-value skills on their list as possible. This is especially important to the DH who is supposed to have a mix of discipline and hatred skills. Having to divide their attention three ways (Hate spenders, hate generators, and disc skills) makes it very difficult to specialize any build, and as we all know, the compliment to specialized is weak (jack of many trades, master of none). This won't be completely true, but that is how people will perceive it, and more importantly, how the DH already feels (at least to me).
iii. I agree right now we can't tell anything about class balance, but that is placing a lot of hope into Blizzard having some serious balancing already in the pipeline, as there are a lot more than just the Demon Hunter skills to be fixed (specifically a lot of runes and passives that simply don't feel impressive enough at all).
10/14/2011 11:42:58 PM
Posted in: Demon Hunter: The Dreadlands
That assumes that they don't move skills around so there can be some offense in the discipline skills. Personally, the way I read your post is 'the disc skills (almost) suck, so I'll be using 90% hatred skills.' That does not agree with the vision we were described of (somewhat) alternating between the two. The fact that nobody likes the disc skills enough to play with them is a much bigger problem than the hatred running out, IMO. The reason disc regens so slowly is supposed to be because it provides much bigger splashier effects(or at least, that's how I read their early announcements regarding discipline). Not because I'm only going to use it to 'teleport'(vault) once per encounter.
10/13/2011 9:58:16 PM
Posted in: Diablo III General DiscussionQuote from BluefoxNL
These numbers are just examples but will illustrate how its working
solo game play = monster value 1 (value = strenght / damage/ hp of monsters)
2 player game = monster value 1.5
This will mean that you are 2 times as strong as being solo. Because alone = 1 with 2 = 2
But the monsters have "only" grown 1.5 times. So actually you gain a 0.5....
I just like hard games so imo joining a 4 player game (which should mean monsters strenght increase by 4) is alot more fun. I dont like 1 hit = kill games.
This is the part some people have problems with. You say you want a harder game, but also show how more players actually makes the game easier overall.
The suggestion I'm making (taken from the D3 forums, not my original idea) is that we allow players to create games at 'max players' where no matter how many people are in game, the monsters are as strong as if there were 4 players in the game. This would have no effect on loot, and may or may not affect exp, but would allow people to play the game at its absolute hardest (max strength enemies, and no allies). This is a fairly weak suggestion, as it's a very small group of people who would really want to use it and a number of people who don't want it will use it mistakenly expecting better loot, but as someone who would enjoy having it available, I feel the need to suggest it anyways.
10/13/2011 2:14:16 AM
There is actually a discussion about this on the D3 forums (where I can look, but not contribute sadly), and a point that came up a few times by several people suggested an interest in /players even if it doesn't increase loot/exp. As someone said here, Inferno will be soloable already, but what if I want to challenge myself, and really see what my limits are? I can't join a multiplayer game and run off to the stuff I want to do because everyone in the party is placed on the same quest, and you won't have access to anything beyond that, and all the special spawns before that will already be dead/despawned. So either I inconvenience three other people asking them to sit in town and suck their thumbs while I go play with the ugly monsters, or I just have to accept that the end of the game has come, and there are no more challenges for me in PvE. If I still want new items despite this, I either endure the tedium of slaying the same mobs over again trying to find items, or I realize the majority of my game is now work and either buy items or quit the game(I'll admit to a little hyperbole, but that's the idea anyways). And to answer those who ask why I would still want items when the game is already too easy, there will still be pvp (where competition will lead people to feel like it's either the best or nothing).Posted in: Diablo III General Discussion
10/12/2011 11:33:34 PM
Another thing about grenades, even post-change, is that they really should be awesome. I don't like that grenades are a hatred generator, because in my opinion/my expectation would be that when you throw a handful of grenades at people, they should all go BOOOM!! That should be a huge effect, and the big effects go on the spenders, yes? Part of the problem I see with the grenades is that there are only three of them and they spread out in a strange line (have you ever scattered seeds/pebbles/anything and had them land in a line perpendicular to you?), pause a little, don't even end up where you thought they would (they bounce a little past your cursor), don't interact with anything inbetween you and the target(physics issue I wouldn't expect to be addressed at all), and then the fuse on them is just too long for a far too unsatisfying boom.Posted in: Demon Hunter: The Dreadlands
I want a fast spray of grenades (like a handful of 5-7 grenades) that fan out seemingly randomly (probably in a fixed spread, but not in any easy to recognize geometric shape) and explode almost on contact with the enemies for a nice satisfying blast sending targets flying and showing off some moon physics when it gets kills. This may need to be a rune effect on the skill, but still, the grenades are subpar in almost every way in the current beta implementation. Just my opinion...
10/11/2011 8:06:20 PM
Oh, I know canceling only exists in our current very primitive beta build, but that it was even confused as an intentional feature by Bashiok suggests they are experimenting with similar ideas, and something like canceling still has the potential to exist, and given creative enough players, still be broken. I have faith that Blizzard will be able to squash such exploits should they exist in the future, but it still may happen (and people may forget that it's fixed and using old websites for suggestions, build their 'UBAR LE3T WIZ' using outdated information/ideas, leading to slightly disproportional amounts of 2hander sorcs existing).Posted in: Wizard: The Ancient Repositories
All in all though, since your only source of loot is what you get, and what's on the AH, having a popular choice actually makes it easier for people who know better or don't care enough to min/max EVERY little thing (since the non-popular items will cost much less for only a slight reduction in overall quality). If it is a gross disparity, however, and 2handers can double the dps of wand+orb/shield, then that would be a problem that again, I'm hoping Blizzard is able to fix.
In short: Blizzard, why can't I post this somewhere you can read it?
10/11/2011 4:19:26 PM
Attack speed definitely affects the cast speed of spectral blades, so there should be an equal proportion of wizards with giant swords as tiny ones (assuming things like animation canceling don't break attack speed's importance). It is unconfirmed, however, whether or not weapon speed is going to affect other skills once the change to spells using weapon damage is implemented, but it is highly likely that it will (since clearly the code already exists to make it so if they deem it necessary). Now, whether that means wizards can gain dual benefit from +attacks per second AND +casting speed is another question entirely (and one that I am a bit curious to hear the answer to).Posted in: Wizard: The Ancient Repositories
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