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    posted a message on rune effects changing to random?
    Quote from Roger

    Let's look it in this way.

    Assume that when you get a Zod, you have to identify it to know if you can use it in an armor, helm, sword, axe or maul. And if you were trying to make a runeword, you had about 1/50 chance that it would form the runeword you were trying to do.

    Really doesn't feel so nice to get a Zod rune (one rune that probably 95% of D2 players have never found).

    Diablo is about grinding and farming loot, but making them incredibly insanely difficult to get loot only makes people give up on it.

    Good thing that we're not trying to build a runeword.
    Good thing that it will (likely) be easier to find a level 7 rune than a Zod rune (assuming you have half a chance to find one in a complete playthrough of Inferno.)
    Good thing we already know that the runes will fit into whatever skill we put them into.

    It's not that I missed your point, it's just that it seems to not really even be there.
    Posted in: Diablo III General Discussion
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    posted a message on Class Color Identification

    Quote from haticK

    If they do this then I think it will match the color of the resources.

    Agree +1

    Demon Hunter
    Posted in: Diablo III General Discussion
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    posted a message on Fury question
    I think we can look to D2 Assassin on this one. Cobra Strike anyone? If you charge up Tiger Strike and Cobra Strike and whatever else, you will gain all that damage back in Mana and Health. If you hit a nearly dead monster with the same charge-ups, you did not get restored for the full potential damage you could have done, only the damage you actually did. I find it very LIKELY that Fury will work the same way.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Kingdoms of Amalur: Reckoning... (An almost similar game-play with the original Diablo??)
    Add option for "I don't think the games will directly compete with one another, and one's success or failure will be independent from the success of failure of the other."
    Posted in: Other Games
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    posted a message on rune effects changing to random?
    But that's the thing. I don't see why it's such a problem that the runes are part of the epic treasure hunting game that Diablo is. That's all Diablo is and ever has been. Kill monsters, get loot, hope it's good. If it's not, bummer, time to go wash, rinse and repeat. That's how gear has always been, and runes are nothing more than gear.

    Seriously, you're going to have a harder time finding the specific helmet you're looking for than a specific rune. Because every unidentified "Iron Helm" is an almost infinite sea of possible Iron Helms. When you get into the legendaries... there's tons of those in this game, and you still have to hope against hope that you got a legendary instead of just a magic at all. And then there's rares in this game which are even HARDER to find. At least you know when you pick up a level 7 rune that there's an exactly 1 in 5 chance that it's the type you want.
    Posted in: Diablo III General Discussion
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    posted a message on rune effects changing to random?
    Quote from Seluhir

    Ska, that's what low level runes are for. Experimenting. If you're saying that being forced to experiment just because of failing at a guessing game is good design, I don't think we can really find any common ground here. Because that just seems like a bad idea to increase player frustration in the end.


    If you're saying that in a system as unpunishing and liquid in its skill system as this one, you will honestly throw away a level 7 rune without even considering working your build slightly to accommodate it just because it isn't the right color, then you're setting yourself up for frustration, and no change in game design will save you.


    Quote from Seluhir

    you assume more than 1 or two runes will be GOOD for each skill - which is more than I expect.

    And you have no way to know that, though I imagine it would be much more true if you were to append your statement like so: "You assume more than 1 or 2 runes will be GOOD for each skill in any given build." Sure, when you're a glass cannon Wizard, it's a bad choice to use a rune in a ranged move that will turn it into a weaker melee version of the move, but that weaker melee version would work in a melee Wizard build. When we've seen so very little of the rune system, we have only room to speak of its potential; not of pitfalls we have no reason to believe exist.
    Posted in: Diablo III General Discussion
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    posted a message on The Most Powerful Class For End Game
    My main is going to be the Witchdoctor, so good for me if he turns out to be easy. But I'm of the opinion that he's going to be very... squishy. Whatever prowess he has in the killing department is going to be paid for with his baby-soft skin.
    Posted in: Diablo III General Discussion
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    posted a message on Kinda bummed now
    I feel that Blizzard is aware that there needs to be a reason for the farming. I'm sure the arena will fill that for the most part, but then we don't know what else they're going to toss in for end game fun. Believe it or not, Blizzard isn't going to tell us everything. People will have to discover it on release.
    Posted in: Diablo III General Discussion
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    posted a message on The Most Powerful Class For End Game
    Demon Hunter. Her victory is not obvious, therefore, she has something up her sleeve.
    Posted in: Diablo III General Discussion
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    posted a message on rune effects changing to random?
    The random system is better. I have no complaints with having to modify builds based on what runes I do and do not have and what skills I do and do not like. Sure, it may take me rune after rune after rune to finally get the level 7 one I want, but who knows? Maybe by the time I've found it, one of the other runes I found along the way turns out being what I want more. I just think there's too many viable builds in the game for people to ever really know which one they WILL want once they actually have a level 60 char. They may have a plan beforehand, but that doesn't mean much in a game where the human mind can't process all the possibilities for fun builds, even if it spent an entire day trying.
    Posted in: Diablo III General Discussion
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    posted a message on Rune Effects - Teleport
    I saw that, but that was disintegrate, and involved a pool rather than a line. :|

    I got it, I got it. Your teleport becomes Leisurely Stroll. You walk calmly to your destination. Once there, you stop walking. If you are attacked along the way, you take damage. If you make it all the way without getting hit, you remain at the same level of health or higher than when you started.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Rune Effects - Teleport
    Yeah, but those effects are boring. I'm sure we can think of funner ones. Like maybe you go all Back to the Future and leave a trail of fire between the start and end points. :D
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Rune Effects - Teleport
    Sure, it's easy to think of effects for skills that actually do things, but what kind of changes will happen with teleport?

    All I can think of is maybe doing a small burst of arcane damage and knockback at the point of appearance.
    Also, maybe you can use it to teleport stuff away from you. "Bye bye, skeleton!" *SHWING* and it's gone.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What do you think about diablo classes and enviroment?
    Well, have you seen the dungeons in this one? The overworld wasn't that scary in D1 or D2, but what I've seen of the actual dungeons in D3 has been horrifying.

    As far as the classes go, I don't think they went anywhere crazy. I think the monk makes a lot of sense, as does the wizard and the barbarian. The witch doctor is more a step backward in time than anything. As for the demon hunter, sure, pistol-style crossbows is a little high-tech, but I think the idea is that they keep the secret of that kind of technology/magic to themselves.
    Posted in: Diablo III General Discussion
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    posted a message on DiabloCast: Episode XXII - Be Your Own Demon
    Quote from AcidReign

    My question is, is once you get to Inferno, do you start from Act 1 and have to power through it to Act 4 like NM and Hell? Or will it all be unlocked to begin with, since all the monsters are "flattened out" in the entire mode?

    Preeeetty sure you have to progress like the other difficulties.
    Posted in: News & Announcements
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