I remeber seeing a very a *very* similar idea to this in another thread except they managed the ability to cast spell of different elements with different pools. When you cast a spell of one element it consumed the one resourcewhile increasing the others resource.
I think that the colour system will be generally easier to understand and quicker to read.
I think that multiple pools can be more accurately read and is more colour blind friendly.
That being said I like many of the things that this system does:
It ensures that wizards can always cast spells yet doesn't give them infinite mana. This means that resource management is still something that the character must do.
We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty."
I think that item number 5 was perhaps poorly worded on my part. This was suppose to implement the "choice" part of the above quote. This could have been implemented as a perk when you have an abundance of resource or a penalty when your resource is low.
The list was something that I put together myself. It was inspired by the following:
Official Blizzard Quote:
Jay Wilson: Well for the Wizard we want to enforce the fact that she's a glass cannon. I don't think it's fun to ever run out of mana. I'm not really interested in an extended resource for her. For the WD we're okay with mana, since he's got some pretty good skills to recover mana that also double as attacks. And he's not defenseless when he's out of mana. He's got pets and ways to attack with them that aren't mana intensive. For him that makes mana fairly interesting.
For the wizard, when she's out of mana she just dies. And that's not fun. So if anything, we want to encourage how she plays. So she's the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty." And that's a cool gameplay pull there.
Once a barbarian has generated sufficient fury they should be able to sustain use of their strong attacks PROVIDED they remain in combat. This is emphasized withinh the current skills by the fact that fury management skills are passive. The active skills like furious charge and leap attack are damage skills that may be used to stay in combat. Consequently the fury system does not encorporate the variety system - it forces barbarians to stay in the fray.
I however leave further debate of the fury system to the barbarian sub-forum.
Back to the wizard: I would like to point out that the current wizard resource management skills (currently for mana) are also passive. While these skills will certainly change with the wizards new resource system I don't expect to see many active resource management skills.
I think what would help in outlining a resource system would be to first highlight the goals of the resource system. Based on the information we have been given, the goals as I see the wizard resource system trying to accomplish are (in order of importance):
Wizards need to be able to sustain high damage output throughout an encounter and each encounter
Wizards need to be able to cast any spell regardless of the resource status
Each spell cast by a wizard must consume some of the wizards resourse
Wizareds need a mechanism for recovering their resource
There must be some advantage to having a large amount of resource available
For the wizard, when she's out of mana she just dies. And that's not fun. So if anything, we want to encourage how she plays. So she's the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty." And that's a cool gameplay pull there.
I still don't see the NECESSARY correlation between the two systems... The primary problem with integrating these becomes complexity. I'd also like to point out that neither the mana nor fury resource systems enforce the use of skill variety.
My problem with many of the systems I've seen here is the tendancy to integrate skill VARIETY into the wizards RESOURCE system.
Skill variety should arise from gameplay circumstances and not the resource system. A good example of this was the Diablo 3 skeletons with shields. When stunned these skeletons were unable to block leaving them vulnerable to a characters attacks. Immunities is an example of such a system that applies directly to the wizard.
DISCLAIMER: I will be the first to point out that Diablo 2 had some shortcomings with it's immunity system in regards to the end-game sorc. This however is not the point I'm trying to make.
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I think that the colour system will be generally easier to understand and quicker to read.
I think that multiple pools can be more accurately read and is more colour blind friendly.
That being said I like many of the things that this system does:
It ensures that wizards can always cast spells yet doesn't give them infinite mana. This means that resource management is still something that the character must do.
Official Blizzard Quote:
We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty."
I think that item number 5 was perhaps poorly worded on my part. This was suppose to implement the "choice" part of the above quote. This could have been implemented as a perk when you have an abundance of resource or a penalty when your resource is low.
Official Blizzard Quote:
Jay Wilson: Well for the Wizard we want to enforce the fact that she's a glass cannon. I don't think it's fun to ever run out of mana. I'm not really interested in an extended resource for her. For the WD we're okay with mana, since he's got some pretty good skills to recover mana that also double as attacks. And he's not defenseless when he's out of mana. He's got pets and ways to attack with them that aren't mana intensive. For him that makes mana fairly interesting.
For the wizard, when she's out of mana she just dies. And that's not fun. So if anything, we want to encourage how she plays. So she's the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty." And that's a cool gameplay pull there.
I however leave further debate of the fury system to the barbarian sub-forum.
Back to the wizard: I would like to point out that the current wizard resource management skills (currently for mana) are also passive. While these skills will certainly change with the wizards new resource system I don't expect to see many active resource management skills.
I think what would help in outlining a resource system would be to first highlight the goals of the resource system. Based on the information we have been given, the goals as I see the wizard resource system trying to accomplish are (in order of importance):
Official Blizzard Quote:
For the wizard, when she's out of mana she just dies. And that's not fun. So if anything, we want to encourage how she plays. So she's the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty." And that's a cool gameplay pull there.
source
I still don't see the NECESSARY correlation between the two systems... The primary problem with integrating these becomes complexity. I'd also like to point out that neither the mana nor fury resource systems enforce the use of skill variety.
Have I missed an article item or something?
Skill variety should arise from gameplay circumstances and not the resource system. A good example of this was the Diablo 3 skeletons with shields. When stunned these skeletons were unable to block leaving them vulnerable to a characters attacks. Immunities is an example of such a system that applies directly to the wizard.
DISCLAIMER: I will be the first to point out that Diablo 2 had some shortcomings with it's immunity system in regards to the end-game sorc. This however is not the point I'm trying to make.