Since D2 has come out mana burn has become a staple in most games. Do you guys think someone will have a form of mana burn, mana drain, mana leak, etc? Do you also think you will be able to see a monster's mana?
In that same line of questioning, does everyone expect some sort of silence?
I don't think any of this is necessary in a hack n slash but if implemented correctly it could make for more strategy involved in battles.
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-Winged
I doubt that silence will make its way into Diablo III,
Unfortunately I can't say the same about mana burn, I just hope that they will have some sort of mana globes dropping in places where there are Monsters that can cast it.
I suppose it could slow things down, but when I was considering it. I was thinking primarily of a situation where you have casters sitting in the back raising skeleton corpses. You could silence them to stop them from making skellies for a bit. Perhaps a spell that reduces spell range would be similarly effective. Making them approach and get into you spell range.
That would require a slightly different approach to monster design in D3, since monsters don't use mana at all in D2.
In PvE, I don't see how it would be useful. Anytime you encounter an enemy, it's either to kill it or run away from it. As opposed to an RTS liek Warcraft, you can't harass your opponent. You just kill.
Thus mana burn can either:
a) be ridiculously fast, giving the player a major advantage or
be so slow that by the time it starts to have an effect the monster is already dead and the skill is thus a complete waste to use.
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I expect a little more depth in the monster category as far as abilities and AI. So I would expect either a single target mana burn for bosses with abilities that stun, curse, etc. Or a targetable aoe (like a curse) that quickly drains mana of weak casters quickly. (Maybe monsters in that area would be silenced but they would be smart enough to try to run out of the area to cast again. Combo bone prison with that spell anyone??)
It is not so cut and dry as kill or run. Or at least it shouldn't. In D2 they have aoe stun abilities, curses that confuse, spells that convert, etc. I think they will try to make situations where these type of disable spell become almost a must.
I don't really see a point in silence and mana burn. I you usually taking on a bunch of enemies at once instead of taking on enemies one or two at a time. If you do include it you would almost have to have it for bosses which would mean certain classes would be overpowered or there would be "must skills" for every class (depending on how you wanted to implement it).
i think it'd be ok for a melee class to have mana burn, but only if mass confusion and horrify will work in pvp. Then they would be a touch overpowered, though. Touch= ownably, unbeleivably
In that same line of questioning, does everyone expect some sort of silence?
I don't think any of this is necessary in a hack n slash but if implemented correctly it could make for more strategy involved in battles.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
Unfortunately I can't say the same about mana burn, I just hope that they will have some sort of mana globes dropping in places where there are Monsters that can cast it.
This would be annoying for pvp though.
In PvE, I don't see how it would be useful. Anytime you encounter an enemy, it's either to kill it or run away from it. As opposed to an RTS liek Warcraft, you can't harass your opponent. You just kill.
Thus mana burn can either:
a) be ridiculously fast, giving the player a major advantage or
be so slow that by the time it starts to have an effect the monster is already dead and the skill is thus a complete waste to use.
It is not so cut and dry as kill or run. Or at least it shouldn't. In D2 they have aoe stun abilities, curses that confuse, spells that convert, etc. I think they will try to make situations where these type of disable spell become almost a must.