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.
i think you've been out of the loop :(... we won't see d3 in 2010 at all. its going to be cataclysm and sc2.
And who says they can't change this? Maybe they just haven't thought of something better.
Different systems for different chars, genious. IF they can make it work.
Hopefully they can figure out the item balancing issue that Bashiok mentioned in the same thread according to every character's energy type.
No one, I don't think :confused:
While working this graveyard shift at work I wrote down some simple ideas for what the wiz could use as their energy power. Basically, it's the DK rune system from WoW, but fitted for D3. Bear with me and my cheesy names.
They would have 1 or 2 'glyphs', depending on what would work better for the feel and pace of D3, at their disposal. 1 or 2 storm, arcane and conjure for each of their trees. Also, like the DK's rune system, they would have 'Mental Energy', at their disposal.
As they use a certain spell it would activate a glyph that would reward them with a certain ammount of Mental Energy. For a simplier spell such as an 'ice bolt' or a 'lighting bolt' (for lack of real spells) it would activate 1 of their glyphs and give them about 10 or so Mental Energy. Now, as spells become more complex and more powerful, the requirements to use them becomes more demanding. So, as you move to things like 'metoer' and 'chain lightning' it might cost 2 glyphs, like 1 storm and 1 conjure, and on top of the glyphs it could use Mental Energy. Even some spells could rely on just using only Mental Energy and have cooldowns on the spells to prevent excessive usage.
Just my thoughts, but I think that the DK's rune system would work well with the wiz for D3.
I guess I just didn't like that part for the DK, but for that class, I guess its fine - however, for the Wizard, his basic power should be plentiful and available from the start of a fight.
Why does it bore you? Why do you not like variety in the game? How do you think this will negatively affect the game? What would your factual basis be?
You should consider looking at the game another way.
Even if that was the case, we can be excited and enjoy anything we want. I don't get why close minded people, already hating the game, would bother posting in a forum like this, especially if thats what you have to add.
agreed
agreed
You saying that they should have glyphs and always have the MP, you could come into battle using complex, powerful spells. Then, assuming your MP would be regenerating, you can continue using those spells. Basically there would be no point to have the glyphs as you would never need to use simple spells.
@Seth, since quoting seems to be a pain on my phone. There would be 2 glyphs per tree. 6 total. I don't know if you meant 5 total or 5 per tree. But giving you buffs on top of it just being you source of energy would be to over powered, I would think.
Oh, I just meant that there would be more because it would allow the system to be more dynamic than just unlocking spells. If all it did was slow my gameplay by forbidding me from casting what I want to cast than I don't fully agree with you. If it, say, increased FCR as higher ones were reached, then gameplay would be faster and I think it would be more viable.
It isn't that I misunderstood what you were saying, I said I was adding to it
The differentiated energy sources may indeed pose balance issues but it sure will contribute towards making D3 the best game in the anthology.
Doesn't matter what the other classes use, so long as it makes sense