If you had linked the rest of my comment, you'd see that a good way to overcome the itemization problem would to give all of the different classes their specific "blue orb" names, but overall having it be labelled "skill energy", so any item giving you a +5 to skill energy would be the same for every class, no matter what their "blue orb" is full of.
And if that isn't a run-on sentence, I don't know what is.
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It's time to welcome the other 80% of the color wheel to a Diablo game.
I tend to get the idea that we just don't have a clue here. We shouldn't have one either. Don't forget how long ago D2: LOD was published. Don't forget how much software, hardware, and driver technology has advanced since then.
I think Blizzard knows what they are doing. I've no doubts that there will be a lot of different things altered within the game just because of technology. I'm sure they are going to try to wring as much functionality as possible from DX9c and DX10 (without forcing the game to DX10 and Vista), as well as the video cards that are far more advanced now. You also have to consider that there is a new game engine.
You can't compare D2 and D3 skills, or anything else that lies under the hood, simply because of the vast difference there is in the technologies used for each game. Don't get your heads all worked up. I can see an ASUS, AMD, AM2+, SLI board with an nVidia chipset and 2 new nVidia cards to be forthcoming.
If you had linked the rest of my comment, you'd see that a good way to overcome the itemization problem would to give all of the different classes their specific "blue orb" names, but overall having it be labelled "skill energy", so any item giving you a +5 to skill energy would be the same for every class, no matter what their "blue orb" is full of.
And if that isn't a run-on sentence, I don't know what is.
Then it becomes absolutely redundant and pointless to start giving something that is linked a different name. It confuses players that don't understand that +5 energy gives them +5 fury, rage, polka-dot pajamas, etc. This is an issue.
Everyone knows what mana is. Everyone knows that mana is used for abilities and skills. Not everyone knows what fury, rage, whatever is. If it behaves and acts like mana and other classes have mana then there is absolutely no reason to give it an arbitrary label.
Which. Was. My. Point.
I can guarantee that the #1 question asked on forums would be "Does +energy gear give me Rage/Fury/Mana/Whatever?" If you can't see how arbitrary something like that will be then I'm sorry. If the mechanic is different than that is a different story, however, the only thing we can go by is the gameplay video and the video showed it acting just like mana. It didn't charge when he took damage, it didn't charge when he did damage. It was full. Like mana.
It's not my problem that you don't like the idea, but the fact remains that since it acts a lot like mana, that may very well be what they're doing.
Besides, if someone's not astute enough to figure out that "skill energy" applies to their class no matter what, then they obviously aren't old enough to be playing M-Rated games, much less Diablo in the first place.
Granted, it is a bit of a redundancy, but so far as we know right now, that's how they're doing it.
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It's time to welcome the other 80% of the color wheel to a Diablo game.
How about the characters that will use both magic and phisical skills
like the paladin or amazon of Diablo II
the pally had physical attacks like charge, smite, etc., etc.
and at the same time had magical attacks like FoH and Blessed hammer, etc. etc.
and the zon had phisical skills and magical skills at the same time as welll
same with the Druid, and Assassin.
Yes and in a way, they are all casters.
Give them Mana.
Maybe melee casters use mana to fuel their physical attacks, but for a character with no control over mana, give him fury.
Quote from "Credge" »
Then it becomes absolutely redundant and pointless to start giving something that is linked a different name. It confuses players that don't understand that +5 energy gives them +5 fury, rage, polka-dot pajamas, etc. This is an issue.
Skull cap of Energy:
+5 to mana/fury.
...and no, its not redundant. Blizzards design philosophy is to make the characters feel as different from each-other as possible. This is just an example of the many ways they try to achieve that goal.
Everyone knows what mana is. Everyone knows that mana is used for abilities and skills. Not everyone knows what fury, rage, whatever is. If it behaves and acts like mana and other classes have mana then there is absolutely no reason to give it an arbitrary label.
Well too bad it's their problem. Maybe they should read the fkin manual. There is probably a lot more tooltips in the game than there was in D2.. to help out the dumb.
Mana was a damn useless stat for bowazons and barbs. When you were looking at items stats you basically ignored the mana and many times tought "damn i wish that mana had been life".
Maybe melee casters use mana to fuel their physical attacks, but for a character with no control over mana, give him fury.
Skull cap of Energy:
+5 to mana/fury.
...and no, its not redundant. Blizzards design philosophy is to make the characters feel as different from each-other as possible. This is just an example of the many ways they try to achieve that goal.
The end.
The problem with your post, Palisade, is that NO character was fully melee based. Even the Barbarian had a magic attack, which was Berserk. (Not to mention his warcries and grim totem)
Again, people, this further proves my point that Energy has a universal meaning for both physical and magical abilities, at least in Diablo 2. I think adding Fury into the mix will just over complicate things.
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Quote from "ICheatAtGolf" »
It may still be fun, but it will be World of Diablo.
The problem with your post, Palisade, is that NO character was fully melee based. Even the Barbarian had a magic attack, which was Berserk. (Not to mention his warcries and grim totem)
Again, people, this further proves my point that Energy has a universal meaning for both physical and magical abilities, at least in Diablo 2. I think adding Fury into the mix will just over complicate things.
Well berserk, cry barbs didn't look so much for mana items or pump energy.. they did berserk and stuff and when low on mana maybe 1 whirlwind to get full again? Thats what I did at least. I'd much rather berserk with fury than mana. If you invest a lot of mana for barb you will lose much in other things like damage and life.
About war cries I think u need some kind of fury to get even a decent roar out of you.. not mana. Mana would be required to cast a spell that that sends a shockwave or something.
Well berserk, cry barbs didn't look so much for mana items or pump energy.. they did berserk and stuff and when low on mana maybe 1 whirlwind to get full again? Thats what I did at least. I'd much rather berserk with fury than mana. If you invest a lot of mana for barb you will lose much in other things like damage and life.
About war cries I think u need some kind of fury to get even a decent roar out of you.. not mana. Mana would be required to cast a spell that that sends a shockwave or something.
Can't see how this fury will complicate things?
All that matters is that the power source for whatever class needs to be drawn from a different stat if they are different types.
I.E. Fury should be drawn from vitality, and mana should be drawn from some sort of intelligence or energy stat. That way each class is really unique and can look for gear more drawn to their character. At the same time each stat does something to help your class regardless so that no one stat becomes useless for a class. By that I mean it will be useful for a barb to put some points into intelligence because it will boost his warcries or something similar. Not saying that this is how it should work, but the basis is sound.
As has been said, there's really no way to accurately tell how it's going to play out until we get more details.
What should be assumed though, is that the gameplay demo was a very controlled setting, almost everything set in place long before it was released, shrouded under a thick, dark cloth. Only every so often would they pull away pieces of it to reveal some glimmering cogs that tell nothing about how large the whole beautiful machine is.
TL;DR: We don't know enough yet.
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It's time to welcome the other 80% of the color wheel to a Diablo game.
Did you put points in to energy when doing a pally, zon, sorc, necro, sin, or druid? :confused:
Depends on the build. I certainly did for a sorc since sometimes you just don't have enough mana to cast a spell, let alone regeneration. And the Blizzard sorc build on diii.net says "75 mana".
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And if that isn't a run-on sentence, I don't know what is.
It's time to welcome the other 80% of the color wheel to a Diablo game.
I think Blizzard knows what they are doing. I've no doubts that there will be a lot of different things altered within the game just because of technology. I'm sure they are going to try to wring as much functionality as possible from DX9c and DX10 (without forcing the game to DX10 and Vista), as well as the video cards that are far more advanced now. You also have to consider that there is a new game engine.
You can't compare D2 and D3 skills, or anything else that lies under the hood, simply because of the vast difference there is in the technologies used for each game. Don't get your heads all worked up. I can see an ASUS, AMD, AM2+, SLI board with an nVidia chipset and 2 new nVidia cards to be forthcoming.
that would make things simpler
The issue is, we don't know their attribute, skill, item, leveling system... and we get stuck there.
Then it becomes absolutely redundant and pointless to start giving something that is linked a different name. It confuses players that don't understand that +5 energy gives them +5 fury, rage, polka-dot pajamas, etc. This is an issue.
Everyone knows what mana is. Everyone knows that mana is used for abilities and skills. Not everyone knows what fury, rage, whatever is. If it behaves and acts like mana and other classes have mana then there is absolutely no reason to give it an arbitrary label.
Which. Was. My. Point.
I can guarantee that the #1 question asked on forums would be "Does +energy gear give me Rage/Fury/Mana/Whatever?" If you can't see how arbitrary something like that will be then I'm sorry. If the mechanic is different than that is a different story, however, the only thing we can go by is the gameplay video and the video showed it acting just like mana. It didn't charge when he took damage, it didn't charge when he did damage. It was full. Like mana.
Re.Dun.Dant.
Besides, if someone's not astute enough to figure out that "skill energy" applies to their class no matter what, then they obviously aren't old enough to be playing M-Rated games, much less Diablo in the first place.
Granted, it is a bit of a redundancy, but so far as we know right now, that's how they're doing it.
It's time to welcome the other 80% of the color wheel to a Diablo game.
Yes and in a way, they are all casters.
Give them Mana.
Maybe melee casters use mana to fuel their physical attacks, but for a character with no control over mana, give him fury.
Skull cap of Energy:
+5 to mana/fury.
...and no, its not redundant. Blizzards design philosophy is to make the characters feel as different from each-other as possible. This is just an example of the many ways they try to achieve that goal.
The end.
Mana was a damn useless stat for bowazons and barbs. When you were looking at items stats you basically ignored the mana and many times tought "damn i wish that mana had been life".
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
The problem with your post, Palisade, is that NO character was fully melee based. Even the Barbarian had a magic attack, which was Berserk. (Not to mention his warcries and grim totem)
Again, people, this further proves my point that Energy has a universal meaning for both physical and magical abilities, at least in Diablo 2. I think adding Fury into the mix will just over complicate things.
About war cries I think u need some kind of fury to get even a decent roar out of you.. not mana. Mana would be required to cast a spell that that sends a shockwave or something.
Can't see how this fury will complicate things?
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
All that matters is that the power source for whatever class needs to be drawn from a different stat if they are different types.
I.E. Fury should be drawn from vitality, and mana should be drawn from some sort of intelligence or energy stat. That way each class is really unique and can look for gear more drawn to their character. At the same time each stat does something to help your class regardless so that no one stat becomes useless for a class. By that I mean it will be useful for a barb to put some points into intelligence because it will boost his warcries or something similar. Not saying that this is how it should work, but the basis is sound.
Vitality - apacity to live and develop; also : physical or mental vigor especially when highly developed.
Would you not think you would gain more energy(fury) to do physical attacks if you had more vitality?
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
What should be assumed though, is that the gameplay demo was a very controlled setting, almost everything set in place long before it was released, shrouded under a thick, dark cloth. Only every so often would they pull away pieces of it to reveal some glimmering cogs that tell nothing about how large the whole beautiful machine is.
TL;DR: We don't know enough yet.
It's time to welcome the other 80% of the color wheel to a Diablo game.
Either they need to make some use of Energy, either they need to change it, or what Kenzai/Aberdark said.