I was looking at the background of my phone today, which is this art piece;
when I really noticed how the blade in his left hand has molten epicness on it. I've seen it before but thought nothing of it until now. With D3's more realistic attack range (As in it looks like your ax hits the bad guy in the face) I though it'd be cool if in addition to the standard on fire to indicated fire damage, blue for cold and so on, bosses had visible damage on them as the battle progresses. Land a big enough hit with a blade and make a gash, do enough damage with a fire attack and leave a burn. This could also carry over to the player's side of things. Hack a mini boss whom happens to be on fire, your long sword may glow red hot for a second. This has conceptual problems, but I'll leave it to be discussed over :wink:.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I'm not sure to what degree but I definitely think we will see some form of this. At least some bosses who lose limbs along the way or fights with no head after it getting cut off. I don't think it will be caused by actual swings but more of a health % that causes a new phase of the boss.
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These effects are already on weapons. Fire has a molten look on the blade with flames emanating from the actual sword, Ice has a frozen look with steam emanating from the sword, lightning has electricity erratically emanating from it and thats all we know of for now we haven't seen poison or any other effects yet.
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I'm not talking about the weapon's attributes themselves, we've seen them since the very first game play video :yes:. I'll give an example of what I mean.
Your barb have a normal long sword, nothing to it at all. You run into a random mini boss, whom is made of lava. You swing and hit this boss. After you hit him your weapon now glows red from the heat.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
That's a great idea. Making your weapon glow from attacking a lava boss is pretty cool. The concern is how much work needs to be done, across how many weapon models, etc... to make it functional across the board. I always thought companies like Blizzard should take these kind of features, hire a whole bunch of graphics/programming interns (who would LOVE to intern at Blizzard for free, doing hours upon hours of slavework gladly) and just have them implement them. Hire one senior member to oversee, and voila, you end up with cool features. I remember envisioning an RPG where for example, a wizard who performs a fire spell in a jungle would end up burning the foilage around him, perhaps even a tree that is lit on fire. Same with electricity and being near water. Bioshock had a bit of this, it was really cool.
Sounds excessive, I probably wouldn't even notice if it happened, especially not in later levels when your weapon is enchanted already and is constantly glowing/steaming.
This pretty much sums it up. With enchanted weapons you see the weapon enchantment effects on the monster (catches flames, freezes etc), not the other way around.
I'm sure that skill use that affects the environment (say Meteor makes trees catch on fire - but doesn't destroy them) would work well. There's already destructible environment as we saw in the last BlizzCon vids, i don't see why such effects would be hard to add for spells aswell.
when I really noticed how the blade in his left hand has molten epicness on it. I've seen it before but thought nothing of it until now. With D3's more realistic attack range (As in it looks like your ax hits the bad guy in the face) I though it'd be cool if in addition to the standard on fire to indicated fire damage, blue for cold and so on, bosses had visible damage on them as the battle progresses. Land a big enough hit with a blade and make a gash, do enough damage with a fire attack and leave a burn. This could also carry over to the player's side of things. Hack a mini boss whom happens to be on fire, your long sword may glow red hot for a second. This has conceptual problems, but I'll leave it to be discussed over :wink:.
Find any Diablo news? Contact me or anyone else on the News team
Your barb have a normal long sword, nothing to it at all. You run into a random mini boss, whom is made of lava. You swing and hit this boss. After you hit him your weapon now glows red from the heat.
This pretty much sums it up. With enchanted weapons you see the weapon enchantment effects on the monster (catches flames, freezes etc), not the other way around.
I'm sure that skill use that affects the environment (say Meteor makes trees catch on fire - but doesn't destroy them) would work well. There's already destructible environment as we saw in the last BlizzCon vids, i don't see why such effects would be hard to add for spells aswell.