Although BlizzCon 2011's Diablo III: Gameplay and Auction House panel was met with bold applause, not everyone that left the main stage in Hall D with a smile on their lips. Technical artist Chris Haga led the show for the "Making Skills Awesome" portion of the gameplay panel, but, while many of the skills are obviously quite amazing, some others, particularly one for the Monk, are noticeably less awesome, or perhaps--more correctly--just plain silly.
A revisioned skill for the Monk that didn't quite make it into the character's earlier skill list has been stirring up controversy, both here and abroad. The skill originally summoned four ancient stone pillars and a crumbled floor meant to collectively represent a temple. The player would then draw monsters around the pillars and destroy them, each one acting like destructible environment elements as seen in the Royal Crypts and other areas that cause falling debris to damage opponents caught in the junkslide.
While the idea of the "temple aesthetic"-stylized skill was a hit with the Diablo III team--or at least Chris Haga)--they felt that the skill needed a simpler approach. It required a class stylized for quick combat to summon the four pillars, lead monsters into the trap, and then independently attack and destroy each pillar; this didn't really seem to flow with the Monk's gameplay style, and was more than a bit clunky.
Now, the Monk summons one big, stone pillar that magically explodes in a dazzling display of holy light.
Just days after the two-day event concluded, the skill now has its own memes associated with it, along with a growing crowd of not-so-happy fans. Some even liked the original implementation--the one that summoned the four pillars--more than the current, "awesome"-ified one.
With all the negative feedback about the skill so far, it would be more than a bit odd if it remained exactly as it is for release. But does the current iteration of the masonry-stylized skill speak better for the Monk's lore and gameplay than the original? Is it a step forward from a quirky skill, or a step backwards to something less "Diablo"?
Sorry, watched the livestream of this vid, so I don't remember everything. Is that pillar skill in the vid the Monk's Wave of Light with an Alabaster rune? Cause I haven't seen it before...
I actually like the "awesome"-ified one...it's definitely better than the first one. Does it speak better for the Monk's lore? Meh. Obviously a more "temple-y"-looking skill, like the original one, is better lore wise, but it looks ridiculous! Would I prefer the better iterated pillar version one, but with less compelling lore? Yes.
I'm not an D3 lore-expert that will scrutinize every single skill of all the classes, and I don't think you should be one to be able to see when a skill works or not. And people's taste differs.
So this particular skill doesn't bother me at all.
PS: Isn't this skill kinda like "Lethal Decoy"? Why have two of the same kind?
I like the idea of the pillar. I didn't get to see it at Blizzcon if they showed it (:( if they did) but it's honest to god one of the spells I'm most excited for. I love the idea of dropping a pillar and then exploding it causing MASSIVE damage. It seems they've toned down the damage it dealt but originally it did 800% weapon damage, now it's down to 500% which is still big. I hope I don't stand on a...PILLAR of my own here and I hope it stays in the game. Besides it's a single rune of a skill (Wave of Light Obsidian Rune) so if you don't like the spell don't use it. But I hope it stays in!
It looks incredibly silly. It they do go through with it, I hope they make it grow out of the ground much slower. Maybe small monsters can get stuck above it until it explodes. I think the tackiest aspect of the pillar is how it pushes enemies away when it's summoned. Had the spider toppled over instead of moved to the side, it would've looked much better (inversion FTW). Maybe a "rumbling" sound might help. All in all, make it feel more powerful or remove it altogether.
I like the idea of the pillar. I didn't get to see it at Blizzcon if they showed it (:( if they did) but it's honest to god one of the spells I'm most excited for. I love the idea of dropping a pillar and then exploding it causing MASSIVE damage. It seems they've toned down the damage it dealt but originally it did 800% weapon damage, now it's down to 500% which is still big. I hope I don't stand on a...PILLAR of my own here and I hope it stays in the game. Besides it's a single rune of a skill (Wave of Light Obsidian Rune) so if you don't like the spell don't use it. But I hope it stays in!
The video in the OP is from the live stream of the convention, so yes, it was at BlizzCon.
My main issue is the skill is called "wave of light" not "big damn bell" or "giant fucking pillar".
I want to kick waves of light out!
I have a feeling that the "big damn bell" and "giant fucking pillar" won't remain that way for long. It's not the visuals that are an issue really, but the awkwardness of it. Perhaps if it was a giant burst of light that SHAPED like a bell? Maybe the pillar of light would be better if it looked similar to Leona's Ultimate [Skip to 0:55]
The first time I watched that video, I couldn't even tell that anything was happening because the pillar was the same color as the background. So I think the skill is a little lackluster and kind of boring, although I don't think there's anything inherently wrong with the monk having some type of 'temple' skill. Also, I agree with the people saying that the bell skill looked better even if it was kind of a silly skill.
I think their concept is basic, a direct damage + delayed area damage. It's just how they wished to portray it.
If they had better animation/effect on the pillar it'll probably be better. Like rather than a actual stone thing, a spiritual-ish white/blue energy pillar comes out of the ground with a quick thrust and sends whoever standing on it flying (moon physics style), and then explodes with a quick white flash (rather than crumbling stone) dealing area damage or even convert some enemy to your side (religious conversion).
I think having a chi/martial arts based character summoning physical objects is a bit cheesy. The skills should be martial and energy based. A monk summoning physical material makes no sense to me.
Especially pillars falling from the "sky" in enclosed dungeons. LOL! It feels more like a super-ultra-hyper-turbo-gauge move in a Capcom tournament fighter than something from a Diablo game. It just misses the dark, gothic vibe the series has traditionally went for. Plus, with just one pillar, it misses the temple aesthetic they were going for completely too.
Now, if the original 4 pillar one broke the floor and rose slowly out of the ground, throwing dirt and rock all over the place; then the columns exploded when enemies touched the floor section, that would be a little better. Though, not much.
At any rate, it needs a long cool down, so that fights don't look like this...
I actually prefer the huge bell more than the pillar. Does it seem unrealistic? Of course, but then again, it is Diablo we're talking about here. Also, the bell looks to be magical and although the monk doesn't use magic, it wouldn't be too big of a stretch if he was capable of summoning 'holy' objects.
The awesome pillar is so awesome with its awesome awesomeness.
Sigh.
I get the "temple aesthetic" with the bell and so on, and I don't begrudge them for being creative. But it was presented so lamely.
Also, why break the pillars of your temple? Are the monks to turn into some weird Samsons to literally bring down the house on their foes? Why not an ethereal pillar representing something, like the ground, and smashing it makes a big hole?
Nope. Summon a big concrete pillar which breaks and its chunks fall on some poor mob.
Ever since the info on the monk came out I've been looking for any skills relating to the 1001 gods. You'd think that if the guy thinks there's a mini-god in a campfire he'd ask it for help or something.
Who built these heavenly pillars anyway and what's up with their construction laws?
A revisioned skill for the Monk that didn't quite make it into the character's earlier skill list has been stirring up controversy, both here and abroad. The skill originally summoned four ancient stone pillars and a crumbled floor meant to collectively represent a temple. The player would then draw monsters around the pillars and destroy them, each one acting like destructible environment elements as seen in the Royal Crypts and other areas that cause falling debris to damage opponents caught in the junkslide.
While the idea of the "temple aesthetic"-stylized skill was a hit with the Diablo III team--or at least Chris Haga)--they felt that the skill needed a simpler approach. It required a class stylized for quick combat to summon the four pillars, lead monsters into the trap, and then independently attack and destroy each pillar; this didn't really seem to flow with the Monk's gameplay style, and was more than a bit clunky.
Now, the Monk summons one big, stone pillar that magically explodes in a dazzling display of holy light.
Just days after the two-day event concluded, the skill now has its own memes associated with it, along with a growing crowd of not-so-happy fans. Some even liked the original implementation--the one that summoned the four pillars--more than the current, "awesome"-ified one.
With all the negative feedback about the skill so far, it would be more than a bit odd if it remained exactly as it is for release. But does the current iteration of the masonry-stylized skill speak better for the Monk's lore and gameplay than the original? Is it a step forward from a quirky skill, or a step backwards to something less "Diablo"?
I actually like the "awesome"-ified one...it's definitely better than the first one. Does it speak better for the Monk's lore? Meh. Obviously a more "temple-y"-looking skill, like the original one, is better lore wise, but it looks ridiculous! Would I prefer the better iterated pillar version one, but with less compelling lore? Yes.
I'm not an D3 lore-expert that will scrutinize every single skill of all the classes, and I don't think you should be one to be able to see when a skill works or not. And people's taste differs.
So this particular skill doesn't bother me at all.
PS: Isn't this skill kinda like "Lethal Decoy"? Why have two of the same kind?
I want to kick waves of light out!
I never imagined they literally meant a freaking pillar would appear.
The video in the OP is from the live stream of the convention, so yes, it was at BlizzCon.
I have a feeling that the "big damn bell" and "giant fucking pillar" won't remain that way for long. It's not the visuals that are an issue really, but the awkwardness of it. Perhaps if it was a giant burst of light that SHAPED like a bell? Maybe the pillar of light would be better if it looked similar to Leona's Ultimate [Skip to 0:55]
If they had better animation/effect on the pillar it'll probably be better. Like rather than a actual stone thing, a spiritual-ish white/blue energy pillar comes out of the ground with a quick thrust and sends whoever standing on it flying (moon physics style), and then explodes with a quick white flash (rather than crumbling stone) dealing area damage or even convert some enemy to your side (religious conversion).
Especially pillars falling from the "sky" in enclosed dungeons. LOL! It feels more like a super-ultra-hyper-turbo-gauge move in a Capcom tournament fighter than something from a Diablo game. It just misses the dark, gothic vibe the series has traditionally went for. Plus, with just one pillar, it misses the temple aesthetic they were going for completely too.
Now, if the original 4 pillar one broke the floor and rose slowly out of the ground, throwing dirt and rock all over the place; then the columns exploded when enemies touched the floor section, that would be a little better. Though, not much.
At any rate, it needs a long cool down, so that fights don't look like this...
Sigh.
I get the "temple aesthetic" with the bell and so on, and I don't begrudge them for being creative. But it was presented so lamely.
Also, why break the pillars of your temple? Are the monks to turn into some weird Samsons to literally bring down the house on their foes? Why not an ethereal pillar representing something, like the ground, and smashing it makes a big hole?
Nope. Summon a big concrete pillar which breaks and its chunks fall on some poor mob.
Ever since the info on the monk came out I've been looking for any skills relating to the 1001 gods. You'd think that if the guy thinks there's a mini-god in a campfire he'd ask it for help or something.
Who built these heavenly pillars anyway and what's up with their construction laws?
Meh, I don't know... maybe I just haven't noticed since Monk isn't really on my radar. Not my kind of class/playstyle.