For review's sake, Bashiok offered a quick recap of the basics of the Barbarian's Fury system:
Official Blizzard Quote:
The barbarian fury system works off of the idea that [highlight]as he gets more into the battle, doing and taking more damage, he builds up this power which lets him unleash more damage[/highlight]. That idea is ingrained in the way he plays and the way his skills look and work. And the visual style of the resource system itself, of the three fury orbs, is sort of a molten lava. Which again plays into his very physical earth-shattering flavored skills.
The Witch Doctor's energy system is fairly self-explanatory since we all know how it will function, but in case anyone had not seen official Blizzard words on it:
Official Blizzard Quote:
We've stated that [highlight]only the Witch Doctor is planned to use mana[/highlight] at this point in time [...]
As far as the other two announced classes and one unannounced class, scant information, if it can be called that, has been revealed. Anyone that is knowledgeable in the workings of Blizzard, however, should be familiar with these nebulous replies that often raise more questions than they answer:
Official Blizzard Quote:
I think when we unveil the resource system the Wizard uses it will actually make a lot of sense.
[...]
The other class' resource systems play very much into what each class is, their flavor and kit, and individual style in approaching combat.
The major motivation for offering different energy types for each character is, of course, to offer unique and different play styles for each character, as opposed to with Diablo II, where essentially all casters played the same way and all melee characters played the same way, thus, hopefully, offering some better degree of variation. Whether this proves to work will only be revealed as more of the game is released and we all get to see more of what the systems will offer.
To see more on this topic, you can see more of the discussion via our Blizz Tracker here.
Ugh, this forum needs a head-bang-against-wall smiley. Each response that has jumped on me has misquoted and blown out of proportion what I said. To accuse me of over-reaction is such complete pot/kettle madness, and with a big dose of strawman fallacies to boot, that this 'discussion' is worthless.
You know, I'd love for Diablo 3 to be a great game, and leading up to this point everything I'd seen has looked quite on the right track. But it's naive to take every idea Blizzard expresses as brilliant right off the bat. They are a venerable and good company that has produced a long run of fun games. They are not the holy church of perfect gaming.
My best guess is I've been scapegoated here by people who are tired of a lot of the whining that has been directed at everything in D3's development by the truly tiresome and absurdly vocal segment of Blizzard's fandom that want nothing to change, ever, from the previous games. I am not them, thank you very much, and I don't think most of this forum's population is either or I would never have posted here in the first place. But please try not to let yourselves drift too zealously far in the opposite direction.
Now, peace, please!
Lets see.
Something that doesn't make the Wizard suddenly become nothing when he's out? Or otherwise make him a "spam your best ability forever" because you have what feels like unlimited mana?
I agree
Example from currently unknown 5th class (we'll assume it's a Ranger esq. class):
- Opening Abilities Available: [Mark of the Hunter] - [Armor Pierce] - [Multishot] - [Etc]
From here we would combo out fo the opening move ^ , be able to cancel out of the combo and restart, or switch combo's to another finisher.
- Secondary Tier Abilities: [Find Weakness] - [Piercing Strike] - [Seeking Arrows] - [Etc]
-Third Tier Abilities: [Cripple] - [Dancing Blades] - [Precision Volley] - [Etc]
- Finishers: [Prey on the Weak] - [Heart Strike] - [Lock and Load] - [Etc]
Basically you have buffing / debuffing combos, single target high damage combos and AOE damage combos. Thought it would be cool to see implemented.
If this were the case though going back to my point on cancelling out of a combo or switching into another combo... obviously the later combo moves wouldn't be as powerful if you didn't start then from the original ability.
This was just a very abstract cool way of designing a different style of energy system for a very diverse class which uses both ranged and melee combat to its fullest.
I don't think you read my whole post, please define how the monks "combo".
Well said
Well that actually clarified things for me, glad to see they implemented this instead of the assasin style floating orbs.