It is hard to say, now that they have dropped Willpower from the game. We do not know how much Fury generation will scale in regards to the choice of weapon the Barbarian wields. Since they are going to have more affixes in Diablo III than Diablo II, I see no reason as to why they would not have very slight beneficiaries. I do not think there will be a blanket stat. This can be a common modifier on class-specific equipment, kind of like +skill in Diablo II.
I was a bit vague in my post, so I will clarify:
Class-specific gear will always exist, and will likely drop for every character. Putting stats that only affect a specific resource is okay, because a Monk picking up an orb with +Arcane Power regeneration as opposed to picking up an orb with +Faster Cast Rate is going to feel indiffierent. As long as it is not placed on rares, sets and uniques that everyone can equip, there can really be no serious harm.
Most importantly, it means no more mana leech. Mana leech... potentially the most essential stat for physical characters in Diablo II (plus Life Leech if you are of the melee sort). This means every class will be designed to sustain their resource throughout combat scenarios to keep them fun to play.
At this point it leaves resource modifiers as something you can have, but do not need. You can choose between a claw with +Spirit Regeneration, or a claw with +Precision. My point still stands that there is no reason not to have resource-related affixes on equipment that is designated for a particular class, as every class is designed for being able to be able to sustain their resources without it.
- italofoca
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Roselhort posted a message on Mana-Related Item AffixesPosted in: Diablo III General Discussion -
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DKR_87 posted a message on Pics I Found-UpdatedHere are a few pictures I found elsewhere. I have not seen them (after searching around) on this site, and I thought they were good pics, so here ya go.Posted in: Diablo III General Discussion
4th difficulty reveal/confirmed
Below is a Wizard armor spell breaking up...unsure of what it is
Below is the Monk's Blinding Flash skill
Below is the Wizard's Blizzard skill
Below picture is of 'Slaughtered Calf Inn'
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Gheed2010 posted a message on now playing - Torchlight IIThis is much, much higher quality than previous vids, and plays in 720.Posted in: Torchlight
http://www.gamespot.com/shows/now-playing/?event=now_playing_torchlight_ii20110629 -
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LordTaterTot posted a message on Diablo III: Dune Thresher sculptureThought I'd show you all the next Diablo III creature sculpt I did:Posted in: Fan Art
I'll take some better pics soon, this pic looks more squished than it actually is. -
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Audio posted a message on Boss difficultyPosted in: Diablo III General DiscussionQuote from "italofoca" »Imo bosses should have 3 components to make it more chalenging:
1. The less important one, the bosses should require some level of strategy. Like knowing their moves and the right times to attack, using part of the enviorment at your advantge (like hide behind a column to avoid a powerfull spell), etc...
2. Good evasion. Bosses should fill the entire screen with special attack of multiple parterns and you must avoid then, like those old school arcade spaceship games.
3. Limited area. You shouldn't be able to retreat as you like. You have to kill the boss or die, no third option.
4. As all classes of diablo are DPSers i think most bsses should have a significant HP regenration. You have to kill then fast, you must be competent and focused or else eh will kill you because you run out of health/energy.
Thats my opnion. Those elements are only nessecery on hell though. In normal the game should be relativekly easy and nightmare should ve a middle ground.
I like that.
-In normal, a boss should just wander around using regular attacks with little health regeneration. You can use exits as you like.
-In nightmare, a boss would start to use SOME special skills that require you to move or attack at a specific time. They should also have slightly more health regenerations. You can use exits, but when you do they regain 1/2 of their lost health.
-In hell, a boss should use mostly special attacks that require you to move or react at a specific time, the spells would be much larger (AoE) and they would have significant health regeneration. All exits are blocked. -
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CrazyCapnMorgan posted a message on Poll: The Wait for Diablo 3I realize that some of us are a little frustrated at Blizzard for prolonging the creation of Diablo 3. I am no different. The purpose of this poll is to let of a little steam but not to the point where you're blowing off so much steam that you make an embarrasment out of natural spring geysers and saunas all over the planet. Just a brief opinion will do. Nothing outrageous or speculative. I realize we all have differing opinions so, at least as it concerns this particular thread, let's have a small amount of tolerance for other people's opinions, no matter how "wrong" their opinion seems to you.Posted in: Diablo III General Discussion
Allow me to set the example...
Blizzard, I realize that you really want to make a great game in Diablo 3 and I'm cool with that. In fact, I hope you make this the best game you will ever create. But, uh.....can it be done a bit faster please? Thanks. -
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luc1027 posted a message on chain kills in diablo 3?Posted in: Diablo III General DiscussionI'd love to have the Unreal Tournament or Quake sounds in it (with an option to turn it on/off ofcourse). M-m-m-onster kill!
I doubt Blizzard will do that !! it's broken the fealing of d1 they try to bring back !
I would rather they do not go with other game styles and do it their own style and try to keep a lot of the things that made Diablo great. I never really liked Zelda and I am not a big fan of God of War.
The primary quality of blizzard is to analysis all gameplay of others games and pointing the best features and make it better ! -
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KonataX posted a message on 5th Class Known InformationBlizzard already made a ranger and it did not use summons at allPosted in: Unannounced Class
but instead did massive damage with a bow =3
it was in warcraft 2 so blizz can still make a ranger and be different than other companies rangers
however im not entirely expecting the class to use bows im expecting more throwing weapons but due to not looking at the barbs skill tree in a while im not sure if the barb used throwing weapons or not lol
i actually want to see a rouge with a skill tree myself xD
also in diablo 2 polearms went pretty much unthemed by any class
the barbarian usually could use any weapon but no real reason other than personal liking lol
so i would not be surprised if bows existed but werent a theme of any char only due to throwing weapons existing =3 -
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Zhar posted a message on Charm ideaOoooh, now I see what you mean :D.Posted in: Diablo III General Discussion
However, health and cold damage equaling resist may get somewhat confusing..
As well as having different types of magical properties resulting in completely different ones..
So, may I suggest having different "types" of charms, not magical properties.
For example, offensive, defensive, neutral, evil, good, ect types of charms.
So if you place a defensive charm next to a good charm, you would get increased health regeneration.
And if you placed a defensive charm next to an evil charm, you would get "attacker takes damage of X"
Defensive beside a neutral charm would result in extra defense.
Offensive next to a neutral charm would grant you increased physical damage.
Offensive next to evil would grant lifesteal.
Offensive next to a good charm would grant manasteal.
And so on.
These types would be varying in strength, so that it would add more diversity.
edit: And yes, I know that life/mana leech won't be in D3, was just suggesting them as an example. - To post a comment, please login or register a new account.
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I personally separate Fantasy and Mythology in two different "cathegories", even though some intersections appears now and then. Mythology usually debates the life and death of gods, demigods and godlike beigns. The narrative of a myth is most of the time distant from a humam reality. Hercules is a myth. Superheroes are the modern myths. I usually don't like myths, they are romantically dehumanized.
Fantasy usually is a world of people, like you and me, under a few different rules. Usually there are gods, but the gods don't intervene that often. It may also have magic, but, as you said, magic seens like a derivation of tecnology, not a birth power.
For exemple, Lord of the Rings is a fantasy story. The characters don't have godlike powers compered to any other. They are like humans from other cultures and with some different physical traits. I mean the fellowship of the ring does not exist outside the other humans, elves, hobbits and dwarves. They don't make part of a different cathegory of beings.
Now the Simarillion is a mythology story. It tells the creation of a whole world and conflict between gods and godlike creatures. The characters, most of the time, are beyond any human standard (Faenor fight 50 balrogs wtf).
Diablo, at first, was a fantasy world. Even the godlike beings (diablo and tyreal) acted humanly due their strength handcaps (diablo was defeated by a common, sword and board and chain mail humam). The Sin War trilogy adds a myth "air" to the series. I'm not a fan of drastical and sudden direction changes.
And i agree the potential was there even in D1, but it was unexplored. In D1 times all this Sin War story was foggy. People couldn't tell what was real or not. It really had the tune of a myth inside the fantasy world. The "revelation" of the Sin War as actually historical facts made the myth real.
My problen is not only that. Even if they find something really great to fill the Point B's "???", the fact that the Worldstone changed it's function so many times and in so many unrelated ways made it a bit silly. If the worldstoine were just the stone to cloak sanctuary away from heavens and hell i would be glad. But make it into a artifact to shrienk down/up nephalem birht skills? I can't see the connection =/
It's not magic i'm talking about! It's the spiritual/divine side of the story. The cosmology thing that separates fantasies from myths.
Imo overexplained magic is 100% ok. It's actually good and really feels like a replacement to tecnology. What i usually don't like is the overexplanation of godly beings and the concretisation of divinity.
Imo spirituality, even in a fantasy world, should be a mystery, in a way that the player/reader don't know what religion is right and what religion is wrong. For exemple, since the Sin War, we know anyone that follow a heavenly religion is being "tricked".
I prefer universes were nothing is set in stone. Each culture have it's own explanation and theres no way one can tell whats right and wrong. For exemple, Mage the Ascesion. The very concept of magic widely varies depending on what kind of mage you're. It's not like a matter of "my magic is different cause i'm a necromancer, i control death". It's a matter of "magic is X. The necro thinks he controls death, but he doesn't because death don't exist. Hes controlling or being used by a force he does not know". This kind of stuff.
Just my silly taste lol
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This is 100% different. A equipament evolves a cost of oportunity, turning the cross class skills a strategic decision. For example, if you want your Zon to use Bear form you have to sacrifice all your bow and javelin skills. This is fun.
In D2 the corss classes skill that didnt work was execly the Teleport because it didn't evolve a cost of oportunity. Enigma is already one of the strongest armor, you don't sacrifice anything in order to use the teleportation. BO evolves the sacrifice of important off hand weapons (mana leeching weapons, widowmaker in pvp, a high resist shield or storm, etc).
A mercenary does not evolves any cost. You don't have to sacrifice anything of your character in order to play with a summon. By adding this is like letting all classes have a summon ability wich is boring.
If this spirit follower was a active skill found in a legendary armor and this armor have major drawbacks (like low armor and ststs) then i would agree with it.
I just think mercs and any similar systen don't work well unless the player have to choose use it or not use it and have pro/con in each situation. Mercs/followers as a "must have" feature is terrible, like the ones in D2.
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I voted in other. It's really close to the second option, but i can understand that blizz don't want players building secondary characters.
EDIT: Making my idea of follower a bit more clear.
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10 years ago the video game public was much smaller. People really cared to innovation, people really wanted to conquer a challenge, people demanded novel level plots, people had critical vision about games mechanics... The avarage video game player had a better taste.
Nowdays the majority of players thinks that "finish" the game is their right in the moment they bought the product and achievements are suppose to please the more dedicated audience. Also, they want over the topness everywhere. They are not "geek" enough to enjoy what old gamers enjoyed.
The companies aim a broader audiance. To achieve that, games are progressively dumbed down in all sort of ways. I don't blame anyone for this: companies are doing what they must do. Also this "new audience" can't be blamed for beign noobs.
Imo the proof of what i'm saying is that non popular genres keeps evolving. Fightning games, strategy, simulators, etc... Also the eastern crowd absorbed the old gamers values. This is the reason why eastern games maintain a challenging nature, not a carebear one.
Imo the "solution" is to stay away from most large companies and look for the avarage and specialized ones.
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* Forked Spear to hit and pull multiple targets.
* Cause damage over time while the target is being pulled. So the more far away the target is, greater the damage.
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Rune 1: Turn half of your army in ranged fetishs.
Rune 2: Adds a shaman that heals or revives fetishes.
Rune 3: Adds a offensive fire spitting shaman.
Rune 4: Turn your army in a army of undead fetish (killer dolls). When they die they cause physical damage in area, like in d2.
Rune 5: Give then poison knifes or something. Maybe their attacks should cause slow.
No way man. The very fact that you need to move alot makes channeling spells in diablo just much more cooler to use. Channeling spells adds a huge twist in gameplay. The wizard for exemple has desintegrate and ray of frost and looks in video how risky this spell is! Very nice.
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And this change don't hurt the depth of the game. Unless if you think that choose Spell Damage for Wizard, Strength for the Barbarian and Dexterity for the Demon Hunter have ANY level of depth and add ANYTHING to the gameplay. Those are just names, they all play the same. Any difference is a mere illusion.
Of course, this is not true if each stats has many substats. Then a barbarian who gets damage from STR blocks more damage, the wizard who gets damage from willpower have more resources and the dh who gets damage from dex have more critical. Theorically their damage type indirectly adds different elements to their gameplay. But this is good design?
The barbarian have better blocks compered to a bunch of classes that don't even use shields !
The DH have more criticals, so to make the DH's DPS = Other Classes DPS they would have to decrease it's non critical damage. In the end all DH's would play like a lightning sorceress, while in the current system EACH clas can choose between a critical and or stable damage build.
And why the hell the wizard should spam more spells then the other classes anyway ? Aren't all classes suppose to be equally fun and functional ? Or the wizard's skills would cost so much resources that he/she needs tons of willpower to do so ? In this case a willpowerless wizard not only have poor damage but can't spam spells. Or just make his energy independ of any stats. Great.
Can't you guys see the problem ? Adding multiple effects to each stat creats many forms of imbalaces. And 3 separate stats that purely add damage is just ridicolous. This change came to allows better diversification inside each class. In the old system each class choosed 2 stats, the offensive one and vitality. With this new system each class can choose between one of the two offensive stats, one of the two defenisve ones and the resources. There are much more stats builds possible now.
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This made my day too... 2 years ago.
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The game have great production values and the puzzles are fun. The COOP is an great feature too.
The combat have it's good points (like the claymore mines), but in general it's very repetitive.. Monsters do not have any special attack patterns and in the end 90% of the action situations is just dogde+shoot+dogde.
The story is crap and the item system is terrible.
7/10 GOOD (my mean is 5. Avarage games have 5 scores).