Auto-Switching Skill When No Resource is Disabled
When the Beta started an interesting feature was present. If you have a resource-spender skill on your Right Mouse Button and kept clicking it in the eventuality of running out of resource you automatically switched to your resource generator skill. This feature has sadly been disabled. Nevalistis explains why below.
"Savior," the Diablo Rap by Have No Fear and the Space Bards
Originally Posted by Blizzard (Blue Tracker/ Official Forums)
♫"...Barbarians, Witch Doctors, holy warriors - the Crusaders,
take the luck to Diablo, but please don't please dont forget to bring your prayers..."♫
In this edition of the Artisan Showcase, take a step into the battle raging within Sanctuary and immerse yourself in "Savior," a Diablo rap music video created by the combined talents of Have No Fear and the Space Bards.
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Lastzoul's Fire Crusader
Lastzoul has a new build from the Beta, this time for the Crusader. It relies on increasing the Crusader's fire skills with a lot of +Fire damage and uses the pretty powerful Maximus.
A mechanic like having your resource generators automatically kick in after being spent damaged the integrity of any build. It's essentially adding another skill slot. The real problem with the mechanic is that it automatically encourages players to play a certain way (Ex: don't equip res. generators in skill slots, always allocate "buff" in newfound skill slot, only have access to res. generators when you are below minimum res. cost of res. spender skill). What I'm trying to say is it increases the player standard for character optimization. While Diablo 3 offers complex player builds (at least that is the goal they are trying to refine with RoS) I believe build integrity largely encourages using the most out of simplicity as well. Things get too complicated when you have to factor in a mechanic such as this.
The fire crusader is a pretty awesome build. In fact, I'd have to say it is my favorite build I've come across so far in general. I'm very excited to try something comparable to it upon release. Crusader is looking so sick in that armor!!
EDIT: I would also like to add the fact that we should look at the simple challenges of playing the game. One of them can be resource management. I understand it's not critical if you, let's say, Right Click one-too many times (instead of shooting an arcane orb, you swing with your wooden wand) and miss an attack. It will likely not affect you in a typical encounter. So what I'm saying is, consider having to manage your own resource instead of clicking like a madman and having the errors/auto-skill dictate when you stop.
Am I the only person who feels like having to "manage resources" is actually not fun at all and detracts from the experience of "blow up everything, collect loot"
Laughing at "gamers like you these days" when this whole "resource management" garbage for a game about straight-up killing things is completely new. If anything you're the example of what's wrong with games: adding needless complexity so you feel like you're accomplishing something totally hard and worthwhile when you are, in fact, making numbers go up on a spreadsheet and shifting the colors of some pixels on a screen. Get a grip and try to have fun, don't pride yourself on being good at "difficult" games.
Also, I don't believe Sabvre intended to mean that players should pride themselves on being able to play "difficult" games, but rather not (arguably further) dumb down a system in which complexity and difficulty is important to the majority of the player base. I understand that when trying to prove our point on here sometimes statements can be abrasive, but that is just the nature of debate sometimes.