- brimg
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Member for 12 years, 8 months, and 23 days
Last active Sun, Dec, 11 2011 10:23:40
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Oct 11, 2011brimg posted a message on Diablo III Beta Key SweepstakesA little sick of needing FB / Twitter for so many key contests. C'mon Blizz, you have enough P.R., you don't need me to whore out my profile for you.Posted in: News
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Sep 30, 2011brimg posted a message on DiabloCast: Episode XXVIIIEven though the square layouts of D2 were possibly unrealistic, it never bothered me. I think I will miss their openness. The above-ground areas in D3 seem too one-dimensional (so far), and it just doesn't feel like much of a game if there's only ever one choice for which way to go.Posted in: News
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Aug 3, 2011brimg posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from xRand0mH3rox
The idea behind the recent rune ideas that Jay talked about in the interview gave me the idea to solve the problems most of us have with this new skill system. It is ok to swap the skills without any consequences, but the skills could be made like runes.
If we insert a skill into a slot, it is unmastered, so it can be changed any time, like in the current concept. But every slot would have a mastering option. 30-60 is 30 levels, divided by 5 is 6. So the characters would get one mastering points every 5 level after level 30, which means 6 points total.
Every slot would have 3 master level, like advanced, expert and master.
If someone starts to master a skill, that would be locked into the slot. Mastering would give affixes semi-connected to the skill, like increasing critical-chance or resource pool maybe.
So basically it would keep the skill changing option to experiment any time, but if someone wants to really go deep into customization and maxing out the potential of a character, mastering a skill would be a choice to go as well, and it would make the skill build locked.
I really like this idea, I think it is similar to mine above, where I proposed a 4-total-skill-point system, whereas yours is six, and slightly more flexible. I hope the devs read this and consider refining something along these lines and seeing how it plays. -
Aug 3, 2011brimg posted a message on Skill Points Removal Fuels Game ControversyTwo proposals:Posted in: News
A) Bring back 'skill points', but give one major and two minor per character. So each player has six skills... one major buffed, two minor buffed, and three regular. This adds further customization on top of the six skills one makes their build from. I think it can greatly add to the complexity of the game, while avoiding the pitfalls that made skill points unfun.
A lock-in system for old characters. Once you've found a skill set you love, you can lock it in, announcing to the world that that is who your character is.
Thoughts on the removal of skill points:
1) They now CAN make a 1/2 skill system not viable, by balancing the game to need more than 1/2 skills. If Whirlwind can kill every monster on screen, every time, then it will have a cooldown or resource cost to make that impossible. You will need to fill that gap with another skill, either an attack or a resource regen. Then, this can be repeated until you need at least 3 skills to have no downtime, etc. The only way you would be able to get away with only using 1/2 skills is then if those skills are to weak to clear the screen of monsters by themselves.
2) The skill point system in D2 was dumb for the reasons Mr. Wilson states... having to save points while leveling is just against the way one feels a game should be played. As others point out, the synergies made it worse. Anyways, who wants to play a game for 3 hours, and have cast the same spell 30,000 times, and nothing else?
3) I think what players will miss is the sense of identity that comes with choosing a certain build. Who knows if the barbarian you see is really into swinging axes, or just testing it out before swapping skills? When every player of a certain class can wake up tomorrow and respec the same way, that makes one feel not unique.
4) Similarly, players seem to be worried about the current degree of customizability. In D2, even two characters with the same skills could (theoretically at least) have a different point spread, and therefore a different emphasis on different skills. It seems like what Mr. Wilson was saying was that they couldn't build this degree of complication into D3 without it being only skin deep... it would seem like there were a lot of choices, but really there were only a couple ways to do it 'right'. Yet the idea of two characters choosing the same 6 skills, but playing them slightly different, is interesting. One character might use skill A as a main attack, and B situationally, while another uses B regularly, and A only occasionally.
5) Replayability vs. time. The nice thing about the system laid out for D3 is the ability to play around and test a skill/build. Once you find one you consider optimal for you, bam, you're an axe barb. But tomorrow, you could be a sword barb, and that makes the original choice less meaningful since there was no cost in making it. A system with locked-in builds helps replayability, and is good for those who can/do play a lot. A system with respecs is good for those who shouldn't have to play for 10 hours just to try out swords instead of axes. I feel for both groups.
Thanks for reading. Edit: inadvertent smiley, lolz. - To post a comment, please login or register a new account.
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Are you liking the animations?
What is your left mouse button and at what level did it get there?
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- See #4.
2. What toggle options will you turn off? Or what do you want to be a toggle option, so you can turn it off?
- I really wish I could toggle the skill UI and especially the little menu. They'll all be keybound.
3. What is your FAVORITE part of the game so far?
- The lack of potion spamming and Town Portal hacks. Also, crafting!
4. What is your biggest concern?
- Although I like respecs, and am ok with the lack of skill points, I think only needing one of each class is a big minus.
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EDIT: F that, you can even put a Horde symbol on your Diablo banner.
Crossing the line right there. Very disappoint.
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Haha. I'm going to try to remember to look out for yours - post a pic when you get into beta I wonder how many times when I saw someone wearing an awful color combination they were actually colorblind...
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http://diablo.incgamers.com/gallery/showphoto.php/photo/6311/title/banner-creation/cat/630
ANYWAYS, CAN SOMEONE IN BETA TELL ME IF THERE IS A LOBSTER ICON. I WANT A LOBSTER.
Thanks.
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"If you pass up an unexplored wing of a dungeon because you found in there what you needed for a quest already, you get the feeling while playing that something of consequence could still be in the dungeon."
I assume this means that NPC conversations will depend on your exploration status, and I think this is a pretty neat way to create immersion in Sanctuary, and add a sense of mystery to the play environment.
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I prefer the feeling good of obtaining better items than the disappointment of becoming less powerful. I understand the need for a trade-off to make such a feature balanced... mine was simply much more gold. Making the price increase exponentially could keep the perfect items from everyone's hands. I was looking for a more steady progression than a random progression.
Also, I think that with the ability to lose stats, the feature would only be used on items with good stat combinations, but poor values. And this would be counter productive toward it being a gold-sink, since it wouldn't be used as often.