That's all of them as far as I know, combined with the Skill Rune system... this is insane, this game is going to have a ridiculous amount of diversity. I don't mind what they did to the attribute system after hearing all this.
Maybe.... perhaps.... in this game.... we'll be doing damage in the hundreds, not the thousands....
I really hope this time we'll have more simple numbers
Only thing I sometimes dislike about blizzard is that everywhere we must have those big numbers.
Like with gold too in D2 mm why millions of gold coins? Why not just thousands of at max. So instead of 1000 dmg .. 100 could be better.. But I guess it is just about scaling the damage numbers to different difficulties and character levels.
I hope we stay at around 1000-2000 max and not like with the new synergy system in 1.10+ in D2 where we are what 50k lightning damage for sorc or something.
I think it was a good idea to remove the attributes system.
In D2, most players would have to be very careful with their stats b'coz its so damn hard to get them perfect for your character.
Plus, the number of stat points to divide into four was staggering - some 500+ points.
Of course, veterans use that for super specialization, but I think increasing the passives has compensated for that.
They also seem to have converted frozen orb into a magic orb now, (with a difference it explodes on contact). maybe frozen orbs/firewalls/chain lightning might make a comeback in tier 5? Tier four still doesn't seem as destructive as d2s level 30 skills
...They also seem to have converted frozen orb into a magic orb now, (with a difference it explodes on contact). maybe frozen orbs/firewalls/chain lightning might make a comeback in tier 5? Tier four still doesn't seem as destructive as d2s level 30 skills
I hope they do bring back Frozen Orb of some sort because I loved the Ice talent tree but to think of Blizzard being the strongest skill in it makes me second guess choosing that.
Back to the original poster, I must say that those skill runes are badass and I can't wait to see more of them. Although I wonder if every rune can attach to any skill? Multi-strike<>Whirlwind?
thats it for melee?
all this talk about the wizard is going to be able to melee, two things? mastery, and magic weapon?
no conjuring down lightning to your weapon, with a lightning strike?, no heated sword, melt armor strike? no speed up time around my weapon, and make it attack really fast buff? no enlarge weapon spell, to make a really big, but light weight claymore ?
lame, Blizzard is so uncreative some times
Ehhh, not liking the skill runes... I don't like how a simple rune could buy kick-ass items in D2, and this will just increase that aspect. Also where are you getting the info of the whole class skill tree?
Rollback Post to RevisionRollBack
Will be changed at some point, I'm too lazy right now.
ehh, looking at this, kinda sounds lame to me, sounds like they are trying to use a similar skill book setup as in WoW which im not much a fan of, but we'll see =) still cant wait, good, info though, start trying to plan builds already
and we get 1 point each level up right? and i wonder how many we get through quests. Would the nightmare and hell versions of the quests, if such modes exist, grant more skill points?
Too much i want and i doubt ill have the skill points at max level. Which is a good thing really but I'm gonna have a tough time not dumping 15 points into one skill right away. some of those 0/15 talents are so appealing...
They also seem to have converted frozen orb into a magic orb now, (with a difference it explodes on contact). maybe frozen orbs/firewalls/chain lightning might make a comeback in tier 5?
I admit that sorc in DII was primarily a frozen orb spec and loved it. With DIII, I reviewed the talents and didn't see any and wondered if Bliz was holding back some of the higher damage/appeal talents for tier 5. But after reading this in combination with the rune skills, I'm thinking that magic orb with a particular rune may create a similar Frozen Orb look. I couldn't tell which rune it would be from my limited research as it looks like runes affect the spells differently:
Alabaster rune: Wild card functions.
Crimson rune: Generally provides +damage and/or fire damage.
Golden rune: Generally reduces the resource cost.
Indigo rune: Generally provides multishot in some form.
Obsidian rune: Wild card functions.
Like for Hydra [DiabloWiki]:
Crimson rune: Turns the Hydra blue and the damage type to a short-range chilling frost spray.
Either way, I'm very eagerly awaiting the release to start playing with the multitude of different specs that will be available.