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    posted a message on Skill System Changes to Affect Respecs
    Quote from "sinister84" »
    I hate the idea of a quick fix respec. Here's what I would consider an acceptable solution:

    When a player decides to respec they will get to remove a skill point from any skill they choose, then they will lose a character level (and possibly the last stat points from the last level up). Then the player would have to level up again in order to regain their skill point to reallocate elsewhere.

    This way the player has to actually work for their respec instead of it being handed to them on a silver platter.

    Just my opinion.


    Oh yeah, and hi to all, first post here!

    So if I get your idea, what your saying is that;

    If a player levels a certain skill, lets say, Magic MIssiles. When he finally reaches skill level 10 he realizes that at this point in the game he isn't able to effectively deal a big enough damage output and chooses to respex his skill points into a better offensive skill.

    He would have to give up 10 levels of his character to get those points back right? It's an ok concept, exept that higher level characters will have a tough time with respeccing. Versus lower level chars who can respec at will.

    I mean how hard is it to climb from 20 to 30? 4 to 5 hours.... What about ..Level 80 to 90 5 to 10 days or more. So isn't this kinda unbalanced..? :confused:
    Posted in: News & Announcements
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    posted a message on Skill System Changes to Affect Respecs
    Respecc is gonna be what it's gonna be. If it makes the game easier or in anyways reduces the fun factor I'm sure as shit that Blizzard will be removing it or further changing it before release.


    :offtopic:
    You just gotta love Odin...

    In response to him being too hardcore.....

    Oh yeah having fun figuring out how to skill, play and fucking learn the game by experience is hardcore, got it.


    Nothing like "fucking" denial. :facepalm:
    Posted in: News & Announcements
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    posted a message on 101 Ways to Die
    Quote from "Nacho_ijp" »
    61. the boss claps his hands once and the hero levitates a few inches from the ground and starts to slowly burns from the inside, culminating with a fierce explosion of fire, burned flesh and pieces of armour

    ...lol ... Does he say "HULK SMASH!" in the process?
    Posted in: News & Announcements
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    posted a message on 101 Ways to Die
    There is 10 hitpoints left, the final strike is descending upon the unfortunate soul. He can feel the moment of death approaching with a menacing glimmer of a razorsharp blade.

    In an instant, as by reflex, the valiant Hero is swallowed whole from the Boss' giant gaping maw, in a desperate attempt to finish off the invincible warrior.


    Just as all doubt subsides, a feeling from deep down in his gut tells him something is not as it should. The meter long blade drenched in black blood sticking out of his belly confirms it.

    In a swift but powerful strike, the mighty Hero whirls around in the beast's body, creating a "food processor" effect and instantly eviscerating every inner organ and consequently exploding out in a chunky "chef Boyardee" mixture of flesh and blood.

    The Barbarian wins!

    (What!....monsters can die in cool ways too):thumbsup:
    Posted in: News & Announcements
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    posted a message on Fifth class damage type?
    Quote from "luc1027" »
    (traps definition: something you set up and be useful to do something).


    LoL!

    Could you tell us which dictionnary you took that from?:facepalm:

    But still, I disagree with any kind of automated trap/system/sentry that would imput damage without a player having to do anything UNLESS it was a very fragile concept that would be complemented by good AI that would immediately seek to destroy it.

    This way it would actually have to be used as a "trap" instead of a sentry gun that just annihilates everything. A trap should be set in a secret location and sprung dealing quick, devestating damage or critical effects that would hinder monsters. Not just thrown in the middle of a fight and have it act like a nuke.
    Posted in: Unannounced Class
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    posted a message on Diablo 4, and so on.
    Yeah, I dunno about that puttah fellow.....A little strange to me....

    Pain is good..?..:confused:

    Isn't this all just for fun?

    Don't think anyone would die from a heart attack because of virtual reality. I mean, they know it's a game.... Kinda defeats the purpose of playing virtual "reality" if you can't differ from real life and brown your panties everytime you play...:O
    Posted in: Other Games
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    posted a message on Fifth class damage type?
    There were no traps in D2. There were sentrys, but not traps.
    Wow..

    I just can't think of anything else to say but....(Cough...Trapsin...Cough)


    It's the same thing with a different name. It was and will always be considered a trap assassin. They just slapped a cool name on them.

    So you don't get confused by all the words being used I'll give you the exact definition;

    2. A stratagem for catching or tricking an unwary person.
    3. A confining or undesirable circumstance from which escape or relief is difficult

    So basically you can call anything relating to this a trap. Consequently bringing me back to D2, which was a term commonly used to refer to the "sentrys" as you so put it. They had a good concept going but were applied poorly.


    PS: I hope your not planning on turning this into another one of those 99.9999999 % NO, means 0.0000000000000001 % Yes discussions.....
    Posted in: Unannounced Class
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    posted a message on Fifth class damage type?
    Quote from "temporalsky" »
    I want to be able to summon dragons. Make them look progressively cooler and more powerful. Then later on be able to summon a few really powerful ones. Maybe go out side the typical dragon and be able to summon a dragon that breathes ice, one that does the typical fire, and the one that does the typical lightning. Each of them being immune to their own element..


    Dragons are cool, I admit.

    But this idea IMHO would be horrible. Dragons are supposed to be the strongest, single most powerfull creatures even in Sanctuary. So if you made that they could be summoned, they would be either overpowered (that's an understatement) OR they would be made underpowered to keep game balancee and which would consequently ruin the IDEA of a DRAGON. Thus making them look stupidly weak.

    @ Scyberdragon

    1) your wolves often went in rooms before you but not always since u cant control them.

    2) Wolves would get owned anywhere past Hell Act 1, so it's kinda irrelevant.

    3) Traps can be thrown, thus controlled. You could stay outside a room indefinately and just keep on throwing shit inside, whereas wolves would only slightly enter, if your char ever backed away from the door slightly, they would try to run back, as most summons would to stay with the caster.
    Posted in: Unannounced Class
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    posted a message on Fifth class damage type?
    Quote from "scyberdragon" »
    I don't think that the character has to be he source for most of the damage. People love playing summoning classes where they rely on their summons for their damage.

    Yes but this is a different situation where summons are creatures that can be attacked and killed easily without proper support from the player.

    Unlike traps which monsters can't even target, run away from or even do anything for that matters. So it's totally over powered. Specially for the fact that summons won't go much anywhere without the main char going there first.
    Posted in: Unannounced Class
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    posted a message on Fifth class damage type?
    I honestly believe that traps are really cool in concept but were applied poorly in D2. I don't believe traps should be made as a main damage output skill. The character should have this responsibility.

    On the other hand I do believe that if traps were made so as to help out in different situations by offering various boosts, then they wouldn't become overpowered.

    Such as confuse traps(obvious), blinding traps(also obvious), silence traps(anti-casters), gravity traps (pull on enemy forces and projectile deviation). etc. etc.

    They could efficiently become strategical tools instead of nukes like they used to be in D2.

    Complete with a strong character setup, they could make up for any build's weakness. Melee builds would find Blind Traps, or Silence Traps very useful. Ranged Builds would tend to go more for Grav Traps and Confuse traps to keep enemies at a safe distance. Etc.
    Posted in: Unannounced Class
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    posted a message on Fifth class damage type?
    Unless monser AI is insanely better than any previous game, I think throwable traps would be way overpowered. Open a door, throw a few traps wait 5 minutes, then go in and collect the loot.

    Boring, unintuitive, and way overpowered. This is the kinda shit I would expect people to start doing immediately to MF, LVL, and RUSH.

    So, no thanks.

    However if they gave it life points, and made AI so that they would prioritize killing the sentry, then it might be slightly better.

    But even then I still think players would find ways to take advantage of bugs/or the such to hide traps in unreachable places.

    The trap should be a critically weak structure, unable to do much if not well positioned. Easily destroyed in other words.
    Posted in: Unannounced Class
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    posted a message on Fifth class damage type?
    Quote from "Ivaron" »
    But the question mark is there because maybe they'll actually give her real water magic, like drowning an enemy by casting water in it's lungs or something like that..


    1000$ Goes to the first one who can drown an undead...:confused: (Damn those skeleton lungs)
    Posted in: Unannounced Class
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    posted a message on More "Killing Blows" confirmed ! Heads fly
    A good movie, and it's got a neat set of survival rules that strangely apply very well to Hardcore Mode from Diablo2.

    #1 Cardio, nothing worse than not being able to run out when you got a couple of death knights charging at you with fanaticism on them. The slow ones always die first.

    #2 The double Tap. In other words, makes sure you killed the bastard before moving on. You surely don't want that supposedly "dead" caster put iron maiden on your level 80 HC Barb.

    #3 Beware of bathrooms. Don't get caught with your pants down, but even more important, don't get yourself into a small room with one way out.

    #8 Get a kickass partner. Nothing better than a Barb tanking all the damage while your serving it to em' from afar.

    #17 Don't be a Hero. Don't be the guy who teleports to Baal every game, or the fool who goes in an unsafe TP to Throne of Baal during Baal Runs. Remember, there is no second chance.

    #18 Limber Up! In other words, be fully prepared for anything. To be physically and metally ready for any situation is better than being caught offguard, panic and make a critical mistake.

    #22 When in doubt, know your way out. This is just plain obvious. You don't go rushing in somewhere without an exit. Always make a TP to fall back to.

    #32 Enjoy the little things. Every drop is gold, don't waste it. It might mean the difference between a low end or high end armor that may save your life. And take pleasure in every victory, for you are still alive!


    ^_^
    Posted in: Diablo III General Discussion
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    posted a message on Could The Skill Tree Be Gone Forever?
    I think it's safe to say this thread is dead.
    The double facepalm put the nail in the coffin.
    Posted in: News & Announcements
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    posted a message on Could The Skill Tree Be Gone Forever?
    wow, I had just finished posting the direct quote from bashiok...

    It just makes me wonder if anyone actually reads anyone else's posts around here or just skim a few words and try to deceipher a meaning....

    WE WOULD NEVER USE THAT TYPE OF SYSTEM...

    So how would someone mistake this for a "maybe". :facepalm:
    Posted in: News & Announcements
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