- pwnsickle
- Registered User
-
Member for 15 years, 9 months, and 16 days
Last active Thu, Aug, 23 2012 22:55:43
- 2 Followers
- 397 Total Posts
- 5 Thanks
-
Apr 9, 2009pwnsickle posted a message on Fan-made Warcraft 3 / Diablo 3 game. Diablocraft III?sorry, I don't have WC3 so I didn't know if it was something you could just download without itPosted in: News
-
Apr 9, 2009pwnsickle posted a message on Fan-made Warcraft 3 / Diablo 3 game. Diablocraft III?I don't understand, is it diablo on a warcraft map?Posted in: News
Or a mix of the two games..?
can someone please clarify this for me -
Mar 4, 2009pwnsickle posted a message on Tell Blizzard Your #1 Diablo II Patch Note.Fix duping/botting. Then make high runes a bit easier to find, since they are almost impossible.Posted in: News
This fixes a major portion of the game (: -
Jan 9, 2009pwnsickle posted a message on Official Diablo 3 Site Media Update #4blaah, I look forward to screen shots more than art work, even though these ones were pretty good. I just wish they would show some screen shots of something they haven't showed us yet, maybe two characters fighting a "special" monster in a different kind of area.Posted in: News
concept art of male wizard.. please blizzard!
Or more concept art of Caldeum, that place looks niiiice -
Jan 7, 2009pwnsickle posted a message on Bashiok On Diablo 3 Stat Points.I really don't think auto-stats is a bad idea. Like he said, there will be other ways to edit your character, I think the gear will give more stats then the gear in diablo 2.Posted in: News
Plus the reason everyone liked editing their own stats way because energy was barely needed after insight or all the other mana regen gear. Strength, everyone added just enough to equip the gear that they wanted, etc. So in a way diablo 2 was already auto-stat if you knew the "right" way to build a class. Every sorc or hammer pally had the same stats in the end, (but it could just be because they all pretty much had the same gear). Everyone stacked vitality to have a ton of health so they wouldn't die, to me it just seemed like everyone already had the same stats, so blizzard might has well of given us auto-stats. -
Oct 10, 2008pwnsickle posted a message on BlizzCon 2008: Diablo 3 Video Footage and ScreenshotsPosted in: NewsQuote from "Daemaro" »The damage probably scales with level I'd assume.
if so, blizzard is amazing<3 -
Oct 10, 2008pwnsickle posted a message on New Class Announced: The WizardPosted in: NewsQuote from "mefis" »wow was it just me or did i hear the sound of a shrine in that video?
I heard a health shrine noise - To post a comment, please login or register a new account.
0
Yeah, I think it looks a lot cooler (+1 for you for putting the time into photoshopping it), but as a part of the game that serves as a crucial tool and less as an aesthetic, I think they should stick with the more basic model.
However, I agree that darkening the colors might not be a bad idea; blue struck me as a strange choice for discipline because I've grown accustomed to associating it with mana.
0
Good find!
0
0
However, I'm probably just overanalyzing a simply worded beta description.
0
0
0
http://cl.ly/0G0p1y0X2c3y2J0n2y1C
Video
http://www.youtube.com/watch?v=O-oT585bQUo&feature=player_embedded
After 1:05
The idea of summoning a gigantic spider is awesome and totally relevant to the Witch Doctor's class, but the way it's been displayed in the latest gameplay video (link above) leads me to believe that the skill needs some rethinking before the game's release.
The spider is summoned by throwing a glass vial on the ground like the WD's firebomb. That just seems... insanely random and unnatural to me. Why not add some cool effect where the spider spins out of a web from the ground or something else that looks less awkward. However, I recognize that this could just be a rune effect and that the player has the ability to customize how they'd like their spider to be summoned; I just don't understand why they'd select that rune to show in a gameplay trailer if there are better ones.
Secondly, the spider doesn't actually attack anything. I could have its purpose wrong, but I assume it was implemented to deal damage. It just walked around and took up space on the screen. Maybe the rune causes the spider to deal damage without contact.. or maybe it's a summon like the Druid's spirits and sages from Diablo II that just boosts stats. But if it's just a booster, why make it a totally badass and seemingly lethal giant spider? Once again, I just don't think the skill "makes sense."
Perhaps I'm just being critical as a big WD fan; I just wanted to see if anyone else had opinions on the addition.
0
0
-The bubble has increased duration.
-The bubble lessens damage of projectile attacks as well.
-The bubble moves WITH the wizard.
-The bubble has an increased diameter.
-The bubble gets super cool rainbow lights
0
Anybody know if they decided to bring back the disease imbued mongrels (zombiedogs)?
0
I think combining resistances together is a great idea. I already found it difficult enough to build up the small variety of resistances in the last game; I'd probably be overwhelmed if there were any more in the next.
0
- Camouflages/burrows
- Leaves with a self destruction once it's done
- Boosts range damage while present
- Slowly regenerates party's health/mana while present
- Mana spent to use trap is regenerated once it's gone
- Trap creates reflections of itself that do minimal damage
0
-Locust Swarm - main attack
-Mass confusion - distraction while swarm spreads
-Parasite - keep the damage going
-Haunt - keep the damage going
-Zombie dog - for sacrificial purposes (and I love minions)
-Sacrifice - spurts of damage
-Spirit Walk - escape and stealth
I didn't really put much thought into it before I read your thread so kudos to you for making me think!
0
0
The video of the 1000 beta-key announcement that I took from a blizzard thread. There's a lot of speculation as to whether or not it is a joke. It might be blind optimism, but it seems pretty serious to me.