Looking for "realism" in a videogame like Diablo is like looking for virginity in a lady like Paris Hilton, a wasted effort. So, I am inclined to agree with you in not caring about that aspect. However I just don't like the idea of cooldowns on their own in a Diablo game (though I have seen them used alongside Rage/Mana before which I feel would work well).
Kudos on the avatar BTW
Lmao. I like mana.A cooldown Reminds me of wow. Barb with a little mana steal can be pissed off =)
Imo cooldowns creats a far limited gameplay cause you have to cast weaker skills for the sake of DPS. A resource based limitations means you have more freedom cause you will have most of your skills at disposal.
Just balance skills in a way that their hitbox, speed, damage, cost and aditional effects are balanced.
Yeah, i agree the fury system "forces" you to play agressively in order to use your skill, but i believe there are ways to twist the gameplay a little bit. For example, a fury generation skill may help the barbarian to build up power outside the combat. Also i think the barbarian should have a skill that maintain a minimal amount of fury w/o degen. So you wiull allways have resources to take initiative.
Imo cooldowns creats a far limited gameplay cause you have to cast weaker skills for the sake of DPS. A resource based limitations means you have more freedom cause you will have most of your skills at disposal.
A resource based limitation means you cast the strongest skill you have over and over and work on increasing your pool at all costs...
Yeah, i agree the fury system "forces" you to play agressively in order to use your skill, but i believe there are ways to twist the gameplay a little bit. For example, a fury generation skill may help the barbarian to build up power outside the combat. Also i think the barbarian should have a skill that maintain a minimal amount of fury w/o degen. So you wiull allways have resources to take initiative.
That sort of turns it back into mana, though, in my opinion.
Generally, that's my issue with Rage. It's too close to mana to fit a warrior.
Imo cooldowns creats a far limited gameplay cause you have to cast weaker skills for the sake of DPS. A resource based limitations means you have more freedom cause you will have most of your skills at disposal.
A resource based limitation means you cast the strongest skill you have over and over and work on increasing your pool at all costs...
Your "strongest" skill should consume your resource faster then your weaker skills (or have other drawbacks). I dunno what you meant "increase your pool at all costs". If you're talking about gear, well, it only depends on how the items will be maid. Maybe "all" is x% of your damage, to point that you barb will be able to cast the strongest skill all the time, but the strongest skill will be weaker then a regular barbarian bash.
And fury, at least in the way i imagine, is really different from mana. Fury may never end if you use it right and have alot of potential of being regained in the battle, unlike mana that is a very linear resource. But a wrong management of fury may let the barbarian w/o resources in the mid battle, while the witch doctor will never lack what he needs in the early-mid battle, but will surely have a hard time as time passes by.
Imo all this different resources are a bad a idea tbh. Diablo should be 100% about micromanagement and too complicated resourses may adds a undesired macromanagement level. Imo every caster should use mana and every "weapon based" character should use stamina.
Personally I think rage should be changed to adrenaline. (Just because you fight does not mean you are enraged and wild.)
When near monsters they will give the barbarian some adrenaline (really minor) and after 50% hp this generation will get a boost, the less health the bigger the boost.
This would work hand in hand with the barbarian as a melee class.
If there are more monsters around you, you can cast more skills and or cast better skills.
Something else that can be added is that your health and adrenaline pool are connected.
If your health is 100% your max adrenaline is 0%.
If your health is 79% your max adrenaline is 21%.
This will however create issues, barbarians that focus on defence will not get as much damage and thus will not receive as much adrenaline. At the same time barbarians at full health need to get beaten before they can fight.
This can however be solved with a skill that allows the barbarian to sacrifice health for adrenaline, like a warcry that pumps him up but the vibrations of this warcry will damage him. (And could possibly damage others around him.)
That sounds really interesting. The Sacrifice attack skill that the Paladin uses would fit in nicely. Of course the skill would need to be renamed.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
Barb= Fury
WD= Mana
Monk= Chi
Wiz= Arcane
5th class= MilkChocolate?
barb = fury
WD = mana
monk = focus?
Wiz = energy of focus?
5th class= bitter chocolate - stronger than milk
been looking around in the official forums and it focus for the monk while the wiz should have energy is the most popular opinion. i was pretty sure i heared focus for the wizard, tho, that made perfect sense to me with all the time controlling spells. oh well, i might be wrong anyway, wouldnt be the first time
according to Bashiok this system would help avoid mistakes of the past like fireballing paladins or teleporting... everyone (bye enigma). skills will be class specific now, just like their resource system.
i like that change for starters.
Lmao. I like mana.A cooldown Reminds me of wow. Barb with a little mana steal can be pissed off =)
Just balance skills in a way that their hitbox, speed, damage, cost and aditional effects are balanced.
Yeah, i agree the fury system "forces" you to play agressively in order to use your skill, but i believe there are ways to twist the gameplay a little bit. For example, a fury generation skill may help the barbarian to build up power outside the combat. Also i think the barbarian should have a skill that maintain a minimal amount of fury w/o degen. So you wiull allways have resources to take initiative.
That sort of turns it back into mana, though, in my opinion.
Generally, that's my issue with Rage. It's too close to mana to fit a warrior.
Your "strongest" skill should consume your resource faster then your weaker skills (or have other drawbacks). I dunno what you meant "increase your pool at all costs". If you're talking about gear, well, it only depends on how the items will be maid. Maybe "all" is x% of your damage, to point that you barb will be able to cast the strongest skill all the time, but the strongest skill will be weaker then a regular barbarian bash.
And fury, at least in the way i imagine, is really different from mana. Fury may never end if you use it right and have alot of potential of being regained in the battle, unlike mana that is a very linear resource. But a wrong management of fury may let the barbarian w/o resources in the mid battle, while the witch doctor will never lack what he needs in the early-mid battle, but will surely have a hard time as time passes by.
Imo all this different resources are a bad a idea tbh. Diablo should be 100% about micromanagement and too complicated resourses may adds a undesired macromanagement level. Imo every caster should use mana and every "weapon based" character should use stamina.
That sounds really interesting. The Sacrifice attack skill that the Paladin uses would fit in nicely. Of course the skill would need to be renamed.
barb = fury
WD = mana
monk = focus?
Wiz = energy of focus?
5th class= bitter chocolate - stronger than milk
been looking around in the official forums and it focus for the monk while the wiz should have energy is the most popular opinion. i was pretty sure i heared focus for the wizard, tho, that made perfect sense to me with all the time controlling spells. oh well, i might be wrong anyway, wouldnt be the first time
according to Bashiok this system would help avoid mistakes of the past like fireballing paladins or teleporting... everyone (bye enigma). skills will be class specific now, just like their resource system.
i like that change for starters.