- pwnsickle
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Member for 15 years, 9 months, and 17 days
Last active Thu, Aug, 23 2012 22:55:43
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- 397 Total Posts
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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
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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.
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But in all seriousness, I like this one the most so far.
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What do you guys think some of the other artisans will be and what skills will they offer?
Some possible ideas..
Shaman/Priest
- Temporary prayers that increase damage/health/armor etc.
- Permanent blessings that increase damage/health/armor etc.
- Weapon enchants
Alchemist/Apothecary
- Potions that increase stats permanently or temporarily
Jewel crafter/ Gem cutter
- Interesting gem transmutations
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By calling it the "inventory screen" I was trying to refer to the inventory as well as the character screen with the armor and everything, my mistake.
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This is the current inventory, seen in the Artisan Trailer (August 2010).
Be sure to discuss and comment on what you like or dislike about each of the inventories.
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1. What do you guys think some of the runes will do?
Double Strike - The casted spell divides in two, the (clone) attack does half the damage
Extremely rare version of this is triple strike, the third attack does a third of original.
Rapid - The time it takes for the damage to be done as well as the visual of the spell is speeded up by 20%
Extremely rare versions could do 35%
Can't think of a name #1 - Adds a DOT (damage over time) equal to a percentage of the spell.
More rare versions do a higher percent.
Gargantuan rune - The casted spell is just bigger and does more damage.
Rarer ones are even bigger and stronger
Dejavu rune - The spell has a 10% chance to strike twice
Rarer ones have higher percentages
Mutant rune - Your summons are mutated (one extra arm or leg) and do more damage
OMGWTF RABIES rune - Your summons move and attack more quickly
2. How many runes do you think there will be when the game is released?
Since I think there will be different runes for different skills, 12-20 when the game is released sounds good.
3. Do you think certain runes will only be able to put into certain skills?
I hope so, seems like you would need a very different rune to make Slow Time better than you would for something like Seven-sided-strike
4. Do you think all skills will be able to have a rune in them?
Hopefully
5. How many runes will we be able to use at once?
I hope they don't put a limit like X runes per tree, but if it makes it more balanced I'd be alright with it.
6. Do you think they will be as rare as high runes in Diablo II?
I think the really really good ones should be. Like all of the runes should be equally rare, but the ones with better stats (if they even do it that way) should be more rare. I don't want to see everyone running around with perfect runes.
7. Will you be able to take out a rune after you put it in the skill?
I think you should be able to, and I'm also pretty sure Jay Wilson said it in a video about runes at Blizzcon 08, but don't quote me.
8. Will we gain bonuses from having more of the same types of runes (like set items).
When I firsted asked this I thought it would be a good idea, if you had all double strike runes your character could just get an attack bonus for all of their skills and their character could look like it had a double behind it.. but it would encourage the use of all the same rune so I don't think they should due to boringness and everyone wanting/having the same stuff.
9. What do you think some of the runes will be named?
Look at question 1
10. What do you think about runes?
I think they are an awesome idea, three witchdoctors could be in a party using the same spell and it could look different for each of them.. it's awesome.
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1. What do you guys think some of the runes will do?
2. How many runes do you think there will be when the game is released?
3. Do you think certain runes will only be able to put into certain skills?
4. Do you think all skills will be able to have a rune in them?
5. How many runes will we be able to use at once?
6. Do you think they will be as rare as high runes in Diablo II?
7. Will you be able to take out a rune after you put it in the skill?
8. Will we gain bonuses from having more of the same types of runes (like set items)
9. What do you think some of the runes will be named?
10. What do you think about runes?
http://www.diablofans.com/forums/showthread.php?t=23867
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I do like the idea of taking health globes though.. maybe he (or another archeotype) could even use them and you don't get them back.
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Yeah, 45 seconds is a long time to stand around and do nothing if you survive. I wanted to have the second option be like an instant resurrection where you get a boost from for a short amount of time to kill everything, but if you don't kill it within the boost time.. you're going to die. I thought the best way to ensure death would be lowering their health to something low (I said 5%) and making them weak (lowering their speeds and resistances). You're not supposed survive the 45 second thing unless you cleared out the mob during your boosted time.. but then you'd just be standing there waiting for it to go away. I'd assume during this time you could just loot the mob and get some healthglobes, but I think I should lower it to ten seconds.
Does that fix anything? I'm not sure if I understood what you were saying
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I'm leaning more towards the thief type to take health or a resource, since taking your gold or an important item would just plain suck.
Linked monsters could be anything mentioned, I have no idea. Same goes to sappers..
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Yeah, you're right about it being a ridiculous amount of life, so it could just be the sorc gives up 50% of her life and the barbarian gains 50% of his life. Two minutes probably is too long, I didn't think of putting the checkpoints into consideration because I forgot about them completely
And when you're playing the game it wouldn't seem as complicated since you wouldn't really examine the percentages, just realize that "things went down. And it's a resurrection AND a sacrifice according to Diablo's latest tweets.
"Co-Op resurrection mechanic getting changed up. No more reagent."
"The change actually makes it more difficult and has a penalty attached to it."
Yeah, I wish I thought of checkpoints when I wrote it
and the second one is supposed to be risky, since you'd be taking a risk by fighting them off yourself or trying to run away
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Ohh, I like your thief idea, I didn't think of it that way
And to build off of what you said about the linked monsters, they could be twins (sort of like The Ancients, but not three) that you must kill within a few seconds of each other or they revive.