Admittedly, I would probably like an actual Wii port for the game. Being able to aim with the wiimote would solve the issue of skills that need a targeting cursor (such as meteor, leap, etc).
Though, I do hope they won't require actual motion controls... lol
- Sethala
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Nov 16, 2011Sethala posted a message on Spike TV, Facebook Initiative Info, CE Items Update, Bipolar AH, Error ReportingPosted in: NewsRE CE wings...I am pretty sure there is also an official Blizzard quote somewhere in the forums that says the wings can be taken off, put in your shared stash, and worn by other characters. The biggest question was what happens in Hardcore mode if you die
Bashiok clarified his statement yesterday, saying that the items are actually per character, not just one per account. So, no worries if your hardcore character dies while wearing the wings, as the next character will have her own set. - To post a comment, please login or register a new account.
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Though, I do hope they won't require actual motion controls... lol
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Keep in mind that the damage is almost identical; a total of 5% weapon damage over the full duration, or less than 1% per second. It's less, yes, but not significantly so. Further, the AP cost hasn't changed, so the damage per AP ratio has improved. Lastly, note that if you're figuring this out all mathematically, note that any damage dealt with the new blizzard after the three second mark is all bonus damage; even if an enemy only stays in for four seconds, they're taking more damage than they would have taken under the old blizzard for three seconds. It also means you have more time to cast the blizzard and then lure enemies into it, as opposed to casting it in the middle of a fight. Basically, it's overall a better skill, and the only drawback is a slight decrease in DPS, but a significant increase in total damage for any enemy in it longer than 3 seconds.
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Class: Demon Hunter
Build: Silly theme
Basically, this is my attempt to take advantage of a lot of rocket-firing skills. Since most of them are area attacks, I took Impale and Hungering Arrow for single-target attacks.
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Plus, the UI's not set up for it at all.
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I agree with this. If there is a fee, I'd say a small gold fee, and only have it apply at later levels (level 40 at the earliest), as that gives you levels 1-30 to freely swap between skills you've just learned, and levels 30-40 to experiment once you have all skills unlocked before you have to think about getting a "fixed" build. The fee should also be small, and entirely gold-based (and not scale upwards based on how many times you've changed; we don't want someone to "run out" of respecs).
I also agree with tying the skill changes with difficulty level. Perhaps in Normal mode, you can swap skills freely, in town or in a dungeon, without any sort of cooldown. Nightmare mode, you trigger a short (30 sec) cooldown swapping skills outside of town, but you can go to an altar to swap skills freely with no cooldown. Hell and Inferno mode, you can't swap skills at all unless you're at an altar. This could also be tied in with the gold cost; swapping is free on Normal and Nightmare, but Hell you have to pay a fee. This means you can swap freely to experiment on lower difficulties, but you're discouraged from clearing a dungeon as one spec, then TPing back to swap to your boss-killing spec.
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On the other hand, this isn't intended to be like WoW where there's a set cookie-cutter spec for each class; this is a game where there's supposed to be a huge number of viable specs for each class. So, making swapping specs too restrictive will hurt that aspect of the game.
I think the limited 30-second cooldown method right now is a mistake, personally. I agree with needing a nephilem altar to swap skills. I also think that this can be a good addition to gameplay, by having altars show up in various dungeons as well as in town; perhaps some in randomized spots, and some in fixed locations (when I played through the beta, one of the levels in the cathedral had an altar right next to the entrance, if I remember correctly).
As for having a fee to respec, again this isn't the type of game to require a set, optimized build, but I do agree that a small cost isn't bad. However, if a cost is added in, I believe it should be based on character level as well, and be completely free at lower levels (probably not charging anything until 40, at the earliest), so someone playing a new class the option to swap skills and abilities freely while they're learning the class. (This is especially true since you can learn a new skill while leveling; you don't want to force players to pay a fee just to use that new skill.)
Also, I wouldn't object to the limitations on skill swapping being based on difficulty level. Say, on Normal mode, you can swap skills freely wherever you are, not requiring an altar or triggering a cooldown. In Nightmare, you can swap skills freely and trigger the 30 second cooldown, or if you're at an altar, there's no cooldown triggered. In Hell mode, you have to use an altar to swap, but some altars can be found inside dungeons, as well as in town. In Inferno mode, you still need an altar, and there are no altars inside dungeons, only in town.
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Bashiok clarified his statement yesterday, saying that the items are actually per character, not just one per account. So, no worries if your hardcore character dies while wearing the wings, as the next character will have her own set.
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As far as stat balancing goes, I agree that a lot of games seem to be really different between caster and melee stats. Vanilla WoW was pretty bad, especially at lower levels, with almost nothing aside from spell rank and talents contributing to caster damage; you almost never saw anything with +spell damage, +crit, etc until Molten Core. Even after vanilla though, things were still different until they changed Int to give spell power (before Cataclysm, Strength or Agility were key stats for melee, while the Intelligence stat was nothing but a slightly bigger mana pool and a little crit for casters, not something that increased damage by very much). League of Legends also has this problem, with physical classes/builds getting attack damage, attack speed, crit, life leech, and cooldown reduction, while ability power classes/builds getting ability power, cooldown reduction, and sometimes mana/mana regen, if they actually used mana.