I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
SkillPane.stl
"Skill Runes begin unlocking at level {s1}"
(Looks like the rumor about rune effects unlocking as you level may be correct).
Powers.stl
Skill names and descriptions appear relatively unchanged. (minor tweaks here and there)
* Several CC spells seems to have had their damage component removed (like Frost Nova and Ground Stomp)
SkillKit\*.skl
* Passive skills look largely unchanged
* Active skill data has increased per skill -- it looks like 5 additional levels per skills (probably the level each rune effect is unlocked), For example (not sure which offset is which rune yet)
Bash: 13, 26, 20, 6, 35
Cleave: 38, 48, 29, 17, 8
Affixes.stl
* New affixes: DamageVsElite, DamReductionVsElite, ReducedLevelReq, Bleed, bunch of WeaponHitxxx (blind, freeze, fear, immobilize, knockback, slow, stun), more Sockets mods, and Indestructible.
I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
More to come...
Making a lot of radical changes to shit so close to release...
Rollback Post to RevisionRollBack
"When men are most sure and arrogant, they are commonly the most mistaken, and have then given views to passion, without that proper deliberation and suspense which can alone secure them from the grossest absurdities"
I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
More to come...
Making a lot of radical changes to shit so close to release...
Eh... you have to admit removing skill points was a rather fast and random change too.
I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
More to come...
Making a lot of radical changes to shit so close to release...
Remember that these changes have been in process for months now and are not necessarily new to the dev team. Simply tested internally for a long time before being introduced to the general public.
I am liking what I'm seeing. Somehow I love things split up into categories. :>
Also Sabvre, did you mean to change skills on the fly? Or just the ability to change skills altogether? The second one - God no.
No wonder Jay's post is taking forever to be published. Its probly 10 pages long trying to explain the giant changes right before release. It will be interesting to see if we are getting new skills or just moving skills around.
Where are you getting this from? The main site hasn't even updated with patch notes or anything :P.
But wow, this sounds exciting! 'Terror', 'Decay', and 'Voodoo' sound awesome for the Witch Doctor! Funny how they went from 'Voodoo' to 'Physical Realm', back to 'Voodoo' again :P.
This probably means that there's going to be A LOT of Passive reworking. I do admit that I miss the distinction between the Physical Realm and the Spirit Realm for the WD's spells - I feel the physical/spirit realm was one of the things that made the WD the WD and I was really happy when they first re-sorted his skills into those two categories. I hope it still exists to some extent.
SIX categories could look a little messy in the interface, though. I wonder if it's possible that given how there are so many categories now, each class is getting a couple more skills. Really not sure how I feel about this yet, since what spells one would consider 'Primary' or 'Secondary' could vary from person to person and build to build.
But wow, this sounds exciting! 'Terror', 'Decay', and 'Voodoo' sound awesome for the Witch Doctor! Funny how they went from 'Voodoo' to 'Physical Realm', back to 'Voodoo' again :P.
Yeah, I wouldn't assume anything beyond them using a different sort of organization for spells. The 3 common categories may mean that all spells are in 2 different categories or something...not sure yet.
I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
More to come...
Making a lot of radical changes to shit so close to release...
Remember that these changes have been in process for months now and are not necessarily new to the dev team. Simply tested internally for a long time before being introduced to the general public.
I am liking what I'm seeing. Somehow I love things split up into categories. :>
Also Sabvre, did you mean to change skills on the fly? Or just the ability to change skills altogether? The second one - God no.
On the fly - and for free.
Rusty hearts is a F2P Korean action mmorpg. They have an unlimited respec IN TOWN and for an increasing gold cost. I like that concept.
Ah thanks for the explanation, guys. Hopefully we'll get patch notes soon :P.
But if they are indeed patching now, then where's that article from Jay explaining the new skills/rune system? I thought that was supposed to come out before the patch.
This change doesn't seem to solve one of the problems I had with the previous system though - think of how limited your stash space is and how many sets of armour/weapons you need for all the different runes? Like imagine having 5 sets of pants, one for each rune for Plague of Toads, or 5 sets of headgear for the runes for that skill. Then imagine needing items for all the runes for all the skills for all the classes in the game :S.
I'm still not sure if having runes being tied so closely to items is a good thing. I get the feeling that I'll feel compelled to hoard a lot more than in D2.
This change doesn't seem to solve one of the problems I had with the previous system though - think of how limited your stash space is and how many sets of armour/weapons you need for all the different runes? Like imagine having 5 sets of pants, one for each rune for Plague of Toads, or 5 sets of headgear for the runes for that skill. Then imagine needing items for all the runes for all the skills for all the classes in the game :S.
They'll increase stash size after some time after release. Just that huge initial surge of data coming from launch is too intensive where it originally. No worries there!
This change doesn't seem to solve one of the problems I had with the previous system though - think of how limited your stash space is and how many sets of armour/weapons you need for all the different runes? Like imagine having 5 sets of pants, one for each rune for Plague of Toads, or 5 sets of headgear for the runes for that skill. Then imagine needing items for all the runes for all the skills for all the classes in the game :S.
They'll increase stash size after some time after release. Just that huge initial surge of data coming from launch is too intensive where it originally. No worries there!
Even with more stash space a system like that would just be completely ridiculous.
I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
SkillPane.stl
"Skill Runes begin unlocking at level {s1}"
(Looks like the rumor about rune effects unlocking as you level may be correct).
More to come...
When you think about it, this isn't a radical change, it's just a flavor change. Honestly, the skill tree names were too generic. "spiriit spender" "spirit generator" "hatred spender" "hatred generator". Now the classes have names for each category that makes sense and sounds more like the D2 trees. I like it as I like having small flavor text like this to match the class theme.
I'm wondering how this rune system will work out, seems a shame to remove runes from drops.. However, this could give characters that reach level 30 something to get when they level. Since you unlock all your skills at 30, you could then start to get the more impressive runs with each level beyond instead of just stat boosts. I kind of like that idea, as leveling without unlocking something feels slightly dry to me.
Oh boy... Next week could be very very interesting. Can't wait to see a write/patch notes about all this.
Note about radical changes: You have to think that Blizzard has had a lot of time working on this and they have stated long ago that everything was still being worked on. So, they have had the time to work on this and make sure it's what they want to be "perfect". It just seems radical because rather than everything changing over many months for Blizzard, we get these changes in one day and have to cope with it. I personally can't wait to see the news, very exciting!
I'm just starting to poke through some of the changes in Patch 13 figured I'd post things as I see them.
SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
More to come...
Making a lot of radical changes to shit so close to release...
You guys can't assume just because this is the first time you've heard of it, that it's a change that JUST happened. I can almost guarantee you that these have been in the works for months.
Rollback Post to RevisionRollBack
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SkillsUI.stl
* 3 extra categories have been added for each class (total of 6)
* All classes have "Primary", "Secondary", and "Defensive" as their first 3 categories now
* Barb: "Tactics", "Might", and "Rage"
* DH: "Archery", "Devices", and "Shadow"
* Monk: "Conviction", "Technique", and "Focus"
* WD: "Terror", "Decay", and "Voodoo"
* Wizard: "Arcane", "Conjuration", and "Mastery"
SkillPane.stl
"Skill Runes begin unlocking at level {s1}"
(Looks like the rumor about rune effects unlocking as you level may be correct).
Powers.stl
Skill names and descriptions appear relatively unchanged. (minor tweaks here and there)
* Several CC spells seems to have had their damage component removed (like Frost Nova and Ground Stomp)
SkillKit\*.skl
* Passive skills look largely unchanged
* Active skill data has increased per skill -- it looks like 5 additional levels per skills (probably the level each rune effect is unlocked), For example (not sure which offset is which rune yet)
Bash: 13, 26, 20, 6, 35
Cleave: 38, 48, 29, 17, 8
Affixes.stl
* New affixes: DamageVsElite, DamReductionVsElite, ReducedLevelReq, Bleed, bunch of WeaponHitxxx (blind, freeze, fear, immobilize, knockback, slow, stun), more Sockets mods, and Indestructible.
Items.stl
* Crafted set names: Cain's Honor, Captain Crimson's Attire, Aughild's Treasured, Asheara's Bindings, Guardian's Regalia, Demon's Carapace, Sage's Wisdom, and Hallowed Armaments.
Making a lot of radical changes to shit so close to release...
Heres to hoping they get rid of skill swapping!!!!!
Eh... you have to admit removing skill points was a rather fast and random change too.
I'm liking what we are seeing man!
I am liking what I'm seeing. Somehow I love things split up into categories. :>
Also Sabvre, did you mean to change skills on the fly? Or just the ability to change skills altogether? The second one - God no.
Ha. Bagstone.
But wow, this sounds exciting! 'Terror', 'Decay', and 'Voodoo' sound awesome for the Witch Doctor! Funny how they went from 'Voodoo' to 'Physical Realm', back to 'Voodoo' again :P.
This probably means that there's going to be A LOT of Passive reworking. I do admit that I miss the distinction between the Physical Realm and the Spirit Realm for the WD's spells - I feel the physical/spirit realm was one of the things that made the WD the WD and I was really happy when they first re-sorted his skills into those two categories. I hope it still exists to some extent.
SIX categories could look a little messy in the interface, though. I wonder if it's possible that given how there are so many categories now, each class is getting a couple more skills. Really not sure how I feel about this yet, since what spells one would consider 'Primary' or 'Secondary' could vary from person to person and build to build.
The mpq files are available if you know where to look. (For those that know what they are doing, the new build number is 8610).
Yeah, I wouldn't assume anything beyond them using a different sort of organization for spells. The 3 common categories may mean that all spells are in 2 different categories or something...not sure yet.
Or it could be the atrocity idea from Reddit about locking different skill types to different slots ^^
On the fly - and for free.
Rusty hearts is a F2P Korean action mmorpg. They have an unlimited respec IN TOWN and for an increasing gold cost. I like that concept.
But if they are indeed patching now, then where's that article from Jay explaining the new skills/rune system? I thought that was supposed to come out before the patch.
This change doesn't seem to solve one of the problems I had with the previous system though - think of how limited your stash space is and how many sets of armour/weapons you need for all the different runes? Like imagine having 5 sets of pants, one for each rune for Plague of Toads, or 5 sets of headgear for the runes for that skill. Then imagine needing items for all the runes for all the skills for all the classes in the game :S.
I'm still not sure if having runes being tied so closely to items is a good thing. I get the feeling that I'll feel compelled to hoard a lot more than in D2.
They'll increase stash size after some time after release. Just that huge initial surge of data coming from launch is too intensive where it originally. No worries there!
Yeah, & you're really bright.
Even with more stash space a system like that would just be completely ridiculous.
When you think about it, this isn't a radical change, it's just a flavor change. Honestly, the skill tree names were too generic. "spiriit spender" "spirit generator" "hatred spender" "hatred generator". Now the classes have names for each category that makes sense and sounds more like the D2 trees. I like it as I like having small flavor text like this to match the class theme.
I'm wondering how this rune system will work out, seems a shame to remove runes from drops.. However, this could give characters that reach level 30 something to get when they level. Since you unlock all your skills at 30, you could then start to get the more impressive runs with each level beyond instead of just stat boosts. I kind of like that idea, as leveling without unlocking something feels slightly dry to me.
Note about radical changes: You have to think that Blizzard has had a lot of time working on this and they have stated long ago that everything was still being worked on. So, they have had the time to work on this and make sure it's what they want to be "perfect". It just seems radical because rather than everything changing over many months for Blizzard, we get these changes in one day and have to cope with it. I personally can't wait to see the news, very exciting!
You guys can't assume just because this is the first time you've heard of it, that it's a change that JUST happened. I can almost guarantee you that these have been in the works for months.