Thank you for furthering the conversation.
- Sylvanyte
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Jul 5, 2008Sylvanyte posted a message on Blizzard Comments On The Classes In Diablo 3Posted in: News
Thank you for furthering the conversation. -
Jul 5, 2008Sylvanyte posted a message on Blizzard Comments On The Classes In Diablo 3I agree. The Witch Doctor is a good idea...that being to at least try to give some new flavor to an old concept, but it does look sort of...well....goofy. I think a Demonologist binding spirits to do their will and altering terrain through incantations would have been a cooler fit to the diablo lore....but I see that they are trying to make their whole world come to life. I'm interested to see what sort of "ethnic" backgrounds the 3 classes left to be announced will have.Posted in: News
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Jul 5, 2008Sylvanyte posted a message on Blizzard Comments On The Classes In Diablo 3Posted in: NewsQuote from "EvolutionXtinct" »I predict there will be a "cleric" class, one of the artworks shows a guy w/ a blue aura in his left hand w/ a long beard. I think this one will be mentioned next.
I really do hope not...a healing based class doesn't play well unless you basically make it a paladin. This is a hack and slash game that should be able to be played single player, and I feel like any well made healing class, unless they really muddy the waters, would not fit into the idea.
The new system of in combat healing through dropped health orbs would seem to either render healers rather ineffective, or be rendered ineffective by healers.
I hope the blue glow is the Magus class about to lay down some devastation. :thumbsup: -
Jul 5, 2008Sylvanyte posted a message on Blizzard Comments On The Classes In Diablo 3I really would like to see the warrior/mage archetype get some play. I feel pretty safe in saying that a lot of people love to play those style characters, ones with access to magic, but who use it more to provide buffs and enchantments to aid in melee combat. As I see it, the five most distinct roles would be:Posted in: News
1. Up close melee: brute force/pure power based (Barbarian)
2. Ranged melee: skill/speed/cunning based (Ranger/Assassin/Rogue....I like Ranger best for D3 though...makes it new)
3. Ranged caster: elemental/pure magic/glass cannon based (I liked the "Magus" name for this one used above)
4. Up close caster: buff/enchantment based combat class (Paladin style? Templar? Arcanamach? whatever you call it...as a side note a shapeshifting class ora class that channels spirits or demons to augment combat ability would technically fall here as well....so maybe the new direction for Druid?)
5. The summoner: the classic battlefield controller (Witch Doctor)
If you wanted to add a swixth it would be healer, but I don't see them going there in the Diablo universe, and if they do give skills that are really decent at healing I think they will not be the FOCUS of any one class. - To post a comment, please login or register a new account.
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Sorry. I forgot to type "/sarcasm" for my first response
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I really don't see the reason to be all kinds of reactionary when we have NONE of the info excepting a tiny little snippet. It's Blizzard guys...they are who they are because of the fact that they come through.
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Bring on the changes that make playing with a group fun. Give PvPers their own little arena games where they can run around and kill each other over and over while insulting each other with racial slurs and "your Momma" jokes.
Yes, the statistic is deceptive because of Magic Find....but you'll still be able to MF alone so why complain? Go enjoy your repetitive gaming sessions. I'll be in close knit groups where people are working together.
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Just imagine...
A melee wizard with Magic Weapon as a primary attack starting off from range with a fully "passive'd up" barrage of Magic Missiles that slow enemies and reduce their armor, Teleporting in to melee, dropping a Slow Time, and hacking away, possibly unleashing a Mirror Image spell if the going gets tough. Add to that idea the possibility of skill runes splitting your magic missiles, or causing knockback, doing stun on the initial teleport into melee, adding DoT to the Slow Time....I mean who knows. It sounds fun already though!
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It looks like you are right on. There seem to be about 5 or 6 usable skills thus far in each of the three trees. There is speculation that there is one more tier of skills, a level 20 tier, that has yet to be shown for any character. The end result is probably going to be around 15-20 non-passive skills per class. While this number is down from D2, I'm pretty sure the goal is to make it so that each style build actually uses a bunch of different skills, instead of one or two, as someone else said.
There are tons of passives, which are really gong to be how you pump skills and create your different builds. Also, skill runes are going to add a whole new dimension to customization and build development.
Judging from that info and the screenshots it looks like the usable skills will be listed on the left with a frame around them and the passives will be on the right, as you said.
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1. Ranger - Bows, Survival Skills (traps and some other unique skills along the lines of Fade), Light Melee Weapons/Swords (perhaps dual wield of small weapons?)
I don't see pets coming into play much in this game...with the emphasis on limiting physics actors and talk of only 4 players per game to keep things smooth, I just don't see how pets would work in. Shapeshifting will be really small or totally changed in this....no one really wants to shift into a form where all of the cool gear you have on goes away and you always look the same. Maybe a class with the ability to take on certain attributes of animals, but I don't see total shifters making the cut.
2. Marshall (Heavy Infantry style) - Defense/Shields, Auras/Commands/Tactics/Banners (whatever they call it), Polearms
Takes the "holy" idea out of it all since you will probably have to fight heavenly things in the game. Paladin-esque character who instead focuses on defense of an area via polearm reach and shield skills...probably lots of knockback potential.
I think all of the classes will be able to break into 3 or 4 archetypal builds within themselves for added flexibility. For instance, the Wizard who focuses in Storm tree is a classic Blaster, a Conjuration focused Wizard looks to be a force in Melee...possibly being the best bet for a sword and board style character like a paladin.
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As for Co-Op....I think they will have separate games for PvP, which will allow for better combat and more focused PvP rather than "meet me outside town". I think that the four player limit will only be applied to games you play along with other players, not PvP. It would be nice to see 5 players so you can have one of each class though.
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Trees would be something like:
1. Combat - tricky dexterity combat based maneuvers and maybe dual wield talents
2. Traps or some variety like that?
3. Ranged abilities
It also wouldn't surprise me to see rangers be the characters who get some type of aura style abilities.
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But maybe I'm just being greedy : )
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It seems to me like the talents are divided up in ways that will support a real variety of playing styles. The first few that come to mind for me are:
1. AoE Blaster Caster - With spells like Meteor Swarm, Blizzard, Charged Bolt, Arcane Orb, and Acid Cloud, this arcanist is primed to blow large groups of enemies into smithereens. Some of the passive skills look to add damage to your base spells. Your basic ranged artillery.
2. Sniper/Trickster - A decent selection of ray style spells such as Electrocute, Ray of Frost, and Disintegrate seem to be where the real damage is at, however they will require more battlefield strategy to maximize their potential by lining up enemies. Teleport looks to be a serious staple of this build, as well as debuffs that slow monsters such as a few of the passive talents in the Wizard skill tree, and trickeration such as Mirror Image. The classic Arcane Trickster builds of D and D fame come to mind.
3. "Gish" or Warrior Mage - Another staple of D and D style gaming is the melee caster. A physically powerful character who relies on magic to enhance their melee combat abilities, this mage buffs up and throws down. It looks like Blizzard has catered to this style of play by including skills such as Arcane Armor, Damage Resistant, Weapon Mastery, Conjured Armor, Conjured Health, Magic Weapon, Magical Impact, Slowing Strikes, and Armor Piercing. On first glance, and knowing only what is listed thus far, this looks like it could be an extremely focused and powerful variation of the typical Wizard. Perhaps focusing on one or two offensive spells to fire off from range and trigger debuffs before closing to melee range, this build could be quite fun and powerful.
While it is too early to speculate, this is the internet, and this is a board devoted to rapid reaction regarding one of our favorite games....
What else do you guys see in terms of builds or ideas for focusing on certain talents and trees?
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