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    posted a message on 4 difficulties too much?
    I think Inferno is a great idea for an endgame, if it works like they say it does. If it actually makes it so you can choose where to farm and get roughly the same results as anywhere else in the game, thats great. But if you're still just able to skip to bosses and kill them quickly and leave, then obviously that will get old fast.

    Also, I think it would also work very well if it simply ended up being boss kills as endgame, but you actually had to do the entire dungeon every time. From what it looks like, its much harder to just outrun creatures, so that could very well end up being what happens, and I'd be perfectly fine with that. Especially since you'll run in to different monsters/events every time you go into the dungeon.
    Posted in: Diablo III General Discussion
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    posted a message on Possible creatures from Scroll of Companion
    I would be very surprised if there ended up being all that much of a demand for creatures as long as they only last two minutes. Although I'm sure there will be some super rare pets people will spend a lot of money on.
    Posted in: Diablo III General Discussion
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    posted a message on Skill System Discussion
    Ah yea I see what you mean. Unfortunately I have no idea about that :P
    Posted in: Diablo III General Discussion
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    posted a message on Skill System Discussion

    Edit: More on topic, I feel that without experience with the rune system it is hard to say exactly. Can non-active skills still be runed, or will the rune be removed once you swap out of the skill? If you cannot have inactive skills runed I think this will deter many players from playing a style which requires constant in battle quick swapping.

    I personally love the idea of not having skill points, I do not feel as though I would lose connection to my character, as there will be a lot of time, practive and thought that will have gone into which 6 skills I choose, how I choose to rune them and of course, as always, my gear !! For me diablo 2 was, look up on google how to not mess up a build, put my attribute and skills points into exact cookie cutter builds so I didn't feel absurdly under powered in hell mode, I agree with Jay and feel like skill points actually take away from customization.
    I don't think that passive skills can be runed. Next to each skill in the UI there seems to be a circular slot for a rune, but for the passive skills there is only 3 boxes that are unlocked every ten levels.
    Posted in: Diablo III General Discussion
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    posted a message on Skill System Discussion
    I think this is a problem that will simply go away or diminish as people collect specific loot for their build. For example, if you're a dual wielding critical strike heavy Barbarian, you're going to have two good one handed weapons and a lot of precision. If you wanted to change that into something with more survivability and stuns for PvP, you're going to have to spend time and resources trading for or crafting those new pieces of armor.

    Even if you have multiple sets of armor for each type of play you enjoy (which is obviously what will happen in the long run), you're still going to switch from specific build to specific build. If you want to play as that crit heavy dual wielding Barb, you're going to switch to the build you have in mind for that. Same goes for the previously mentioned PvP build. If someone else wants to do the same thing, they probably have a different build in mind that fills the same purpose but in a slightly different fashion. They're also going to have different gear for it.

    Either way, you're still going to have to do the same things as you did for D2. You're going to have to trade for or find the right weapons and armor for whatever build you have in mind. You're still (probably) going to want your character to be static and use the skills your comfortable and good with, even though you can switch whenever you want. Despite being able to seemingly switch around whenever you want, you're still going to have to go back to town, get your gear, and all that good stuff before you can do it, and you're probably going to rather sit out there and kill monsters instead of having to go back and forth.

    So everyone is still going to want to build (both skills and items wise) their character in a specific way, and eventually you're going to have to commit to a certain playstyle through having the gear necessary for it. Just because you can switch whenever you want doesn't mean it will be a good idea or you'll want to. And if you do want to, then you still have that option.

    Also, I don't know what streams most people have been watching, but especially with a 2-3 skill limit, people seem to be very carefully picking out their skills. Obviously they still experiment with new ones when they get them, but if they don't like it they switch back to a previous build, its not as though they are just like "Oh, group of large monsters, this build, now its a boss, so that build." Obviously that would be possible, but I don't see much of it. Even at level 60 you're only going to have six active and three passive skills. You're still going to have to be very careful about what combinations you choose because its not as though everything just works together or fits your playstyle.
    Posted in: Diablo III General Discussion
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    posted a message on Much Ado About Colors
    Since the resource page went up on the official Diablo III site, there has been quite a bit of discussion about the DiabloWiki.com - Demon Hunter Demon Hunter's Hatred and Discipline globe. Many people have criticized its colors as being too close to the red and blue of Life and Mana, while other people have come to its defense and noted that red and blue are simply easily distinguishable colors.

    In a thread started by our own Sixen, Zarhym made a lengthy response describing the reasoning behind the color choices for Hatred and Discipline.

    Official Blizzard Quote:



    White and black, for example, would be bad. One purpose of the color scheme is to ensure it's very readable when your focus is on the game world and not the UI. Given the dark vibe of Sanctuary and the way the UI fits in with that feel, black simply wouldn't pop out at all. It'd be much more difficult to track your Hatred (which is the resource you'll be managing most frequently) peripherally when background colors are so frequently on the darker end of the color spectrum. Just the same, the suggestion of white for Discipline seems only to stand in contrast to black which, again, just wouldn't work.

    Hatred was given a deep red color to give it plenty of distinction from barbarian Fury, plus red is just an angry color (refer to my avatar and personality). We also mixed in a bit of black with the red to further push Hatred toward the demon hunter's color kit.

    Now, given that both resources are displayed in a single globe, it's really important to us that the colors effectively oppose one another. Unlike the color red thematically fitting Hatred, Discipline isn't a concept that has such a universal color representation. As such, the most important thing becomes readability. And the best way to make sure Discipline stands apart from Hatred is to make it color opposite, which is blue. White could have been used, but it would overpower the red-colored Hatred due its value strength (we want the values to be close together) and white doesn’t support the notion of these concepts being opposed to one another. And once again we mixed in some black with the blue to fit with the demon hunter color kit.
    As Zarhym points out, its important to remember that you're only really going to be looking at this, or really any, resource globe with your peripheral vision. Otherwise you'll have to be constantly taking your eye off of the action occurring on screen. As a result, the colors have to be extremely distinguishable, which limits the choices more than one might think at first.

    Zarhym's response also caused people to point out that red and green, not blue, are complimentary colors. Zarhym was quick to point out that there were other problems with using green.

    Official Blizzard Quote:



    It's not that we overlooked green, we just definitely didn't want to go with that. It's way too tied to poison in Diablo. It wouldn't feel right.
    The same reasoning was also provided for why Blizzard didn't use a green 'voodoo' or 'mojo' resource for the DiabloWiki.com - Witch Doctor Witch Doctor, which was a popular suggestion. Some mock-ups were even made in this forums thread, and although they look cool, it also looks very similar to your health globe when you are poisoned in DiabloWiki.com - Diablo II Diablo II.

    Not only would a green resource globe look a bit too close to a poisoned health globe, but red and blue are actually farther apart on the color spectrum than red and green. By pointing out a post on theSkaBoss, Zarhym pointed us all to a small lesson on the color spectrum, which actually matters more than placement on the color wheel when distinguishing colors.

    Blue and red, however... step away from your color wheels and look at a map of the spectrum. You seeing what I'm seeing? The thing about blue and red is that as far as the visible spectrum goes, they sit on opposite edges of the map. (Don't talk to me about violet, violet doesn't get to participate in this conversation.) Blue and red take on a lot of roles as opposites when you start talking to astronomers, astrophysicists, and all those smart people. The simplest example: redshift and blueshift. Basically, if something producing light is moving away from you, it looks more red, and if something producing light is moving toward you, it looks more blue. This happens because of the wavelength of the light emitted is "shortened" or "lengthened" (not really, but that's what it looks like from your frame of reference,) by the object moving toward or away from you, respectively.

    Look, the point is that the colors fit together in that ONE orb for the same reason that the colors fit together in two different orbs in the last two games. The colors are just good design opposites.

    Many games (including the previous Diablo games) use red and blue as opposites, because what matters most is how far apart they are on the color spectrum, not whether or not they sit across from each other on the color wheel. As a result, if you want to make them as distinguishable as possible, blue and red is really the only choice. For the same reason that they didn't go for a 'yin-yang' design as suggested by some members, red and blue allow you to get a good idea of how much of each resource you have while still keeping your attention on the action.

    So, after those lengthy and sometimes sarcastic explanations, what do you think about the Demon Hunter's resource globe? Has your opinion changed or does it remain the same? Feel free to discuss your views in the topic below.
    Posted in: News & Announcements
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    posted a message on Beta custom server coming soon?
    Note the lack of skills (the actual beta barbarian starts with Bash and Threatening Shout). At best, you run into zombies and die (which, mind you, I'd be perfectly fine with getting my hands on). At worst, thats the only frame that it even works for.
    Posted in: Diablo III General Discussion
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    posted a message on Story Spoiler
    Quote from killer0178

    This lore is getting more and more confusing, if Leah is around 20 years old and if Adria and the warrior are both her parents that would mean that she was conceived around the time the warrior was possessed by Diablo, so she could be related to Diablo.................................................
    Well its not like the guy was there for long. He pretty much came to Tristram and then within a pretty short time had defeated Diablo and then was possessed. You do make repeated trips back to town before even getting to Diablo.
    Posted in: Diablo III General Discussion
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    posted a message on Beta lvl 13 Wizard
    Quote from Branmuffin

    I'll be a little sad if disintegrate is that op for most of the game, because I REALLY like it as a skill, and I REALLY wanted to make a wiz specced around it. But if everyone has one, I won't feel so special :(
    It won't be. The content during the beta already looks easy for people who are appropriate levels, so seeing as he's going through this stuff 3 or 4 levels higher than he would be, and has probably gotten plenty of items from killing Leoric over and over, its going to be even easier. I don't think I've even really seen a video where anyone dies except for people who stray away from their group during multiplayer games.

    If you're playing against mobs that are meant for your level/available skills, sacrificing movement for disintegrate will actually be a decision instead of how it works in this video. I'm sure if you wa
    Posted in: Diablo III General Discussion
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    posted a message on Anyone else dream of beta last night?
    Not last night, but I have dreamed of finally playing D3 a few times...and then woke up terribly disappointed.
    Posted in: Diablo III General Discussion
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    posted a message on Blizzard, Could You Change The Appearance Of The Demon Hunter Resource Globe!?!
    I definitely would not want some yin-yang inspired globe. I want to be able to see how much of each resource I have without ever looking at the globe itself (ie just using peripherals), and that would just make that less likely.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Character Resource Page
    Yea the green orb, to me, looks like what your health globe should turn in to when your poisoned. As for the black and white DH resource, I feel like I'd have lots of problems seeing the black resource. I think the current red and blue are both a different enough shade from mana/health that its fine with me.
    Posted in: News & Announcements
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    posted a message on Online only , Duping and economy
    Duping was a problem created by the D2 engine. D3 runs on a completely different (and, by all reasonable assumptions, more robust) set of scripts. If duping wasn't one of the first things they eliminated through this entirely new engine I'd be extremely surprised.
    Posted in: Diablo III General Discussion
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    posted a message on [Game] Ask The Person Below You
    Hell. Nice guys finish last :P

    What would make you not buy D3?
    Posted in: Off-Topic
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    posted a message on all inferno creatures are level 61
    Well we don't know how they will do drops for sure, but one would assume monsters will drop items based on how hard they are to kill. Even in Inferno, although all areas may be equal in difficulty, that certainly doesn't mean that all monsters will be equal. That just seems as though it would be impossible to achieve.

    How it should work, just as my first impression, is that what we did over and over again in D2 as boss runs would instead turn into dungeon runs. I just don't see how walking around killing monsters in the open could ever compete (in terms of kills/time) with a dungeon, but you also won't be able to just run past masses of monsters, so you'll end up doing lots of dungeons, which will either be completely randomized or have randomized elements to keep things interesting.
    Posted in: Diablo III General Discussion
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