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    posted a message on One class using another class's skills
    I really really REALLY hope that D3 will NOT feature items/ways which give classes the ability to perform skills from other classes.

    I personally think that this totally ruined diablo2, especially the PVP scene.

    For example, teleport was supposed to be a unique skill to the sorc. Ok there were amulets that provided charges of teleport but they were not that commonly used. In the pre 1.09 days the game was played as intended. Each class performed its intended task as originally designed. Then with the inclusion of the fancy runewords in 1.09 the game just became a joke in my opinion. Seeing barbs and druids teleporting around just made me loose a lot of love that I had for the game.

    Then things like the call to arms. The battle cries were originally made for the barbarian and for good reason. Battle cries suited the type of character that the barb was. Seeing a skinny sorc or assassin doing battle cries was just ridiculous and removed a lot of the authentic feel that the game had.

    I know that the guys at bliz are all for people being very custom with their characters and personalising them to their own styles. But I think that a line needs to be drawn to define what can and cannot be done by particular classes. I would hate to see d3 ruined by classes being exploited by using another classes's strengths.

    </rant>
    Posted in: Diablo III General Discussion
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    posted a message on Strong Evidence for 2009 Diablo 3 Release
    wtf how can it be released this year? if they scramble their fucking arses off they may have the content ready by the end of the year but that leaves them no time at all to do any beta testing and balancing the game. They wont release the game with a fuckload of testing
    Posted in: Diablo III General Discussion
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    posted a message on Estimated d3 progress % by blizzcon
    No doubt bliz will put D3 through a very extensive beta testing process to refine things. For a game as big as D3 they will need a long time for this. The final year of development will probably be mundane things such as fixes, tweaks and adding content (filling the acts, animations etc).

    For a 2010 release to be possible blizcon needs to show us a D3 that appears to be near completion on the surface of things.
    Posted in: Diablo III General Discussion
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    posted a message on The Horadric Cube
    tbh I think that the horrodric cube or some sort of crafting mechanism should be should be class specific to the wizzard or perhaps an unrevealed class which masters in that sort of crafting/magic. it seems strange for a barbarian to be doing this amazing magic to transform items. It would be cool if crafting was class specific to a particular class, during a fight u pick up a gem or a rune or something and you craft it into an ally barbarians sword, enchanting his weapon for a period of time (without actually socketing the item, but instead the powers of the gem/rune are magically enchanted onto the weapon).
    Posted in: Diablo III General Discussion
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    posted a message on Estimated d3 progress % by blizzcon
    I really doubt that it has reached 50% of overall progress. The skill runes thing must be so much work. Because of skills being able to be customised by runes it means that each skill for every character needs like 20 ideas and animations and graphics for how each rune will effect that skill. Probably a months worth of work for each character.
    also a lot of things still seem to be in the conceptual stage, they will need to be implemented, tested and then revised. each of those steps takes time.

    some thing such as the game engine, story line, gameplay concepts may be over 50% but I really doubt that the overall game has reached 50%.
    Posted in: Diablo III General Discussion
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    posted a message on charging up spells
    if a charging system is actually implemented i envisioned that the initial charge to have the spells ready to be fired would be fairly quick for most spells, then the longer you charge it the more powerful the attack becomes. that way you can still spam spells as well as also being able to fire a big ass attack. it would probably put more emphasis on players using disable skills which stun the enemies for a certain amount of time, giving you the time to charge a huge attack to wipe them all out in 1 blast.

    perhaps charging time can also be affected by the skill level of a particular spell. the more points/mastery you have with a skill the faster it will charge to full power
    Posted in: Diablo III General Discussion
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    posted a message on charging up spells
    Quote from "Jack00" »
    It was terrible and you shouldn't do it again. And from your suggestion i can only assume that you never played any diablo game before which makes you just another one who doesn't understand teh first thing about a diablo game and tries to ruins it with stupid ideas, and i see my other post got deleted, so here it is again.

    To answer your first post, we don't want/need gey charge up to cast spells because diablo is a fast paced games.

    If you want a better rpg experience, then i suggest you find something else then Diablo.


    actually i have played both diablos and d2 since .07 so i have some experience with the games. and if you actually read the posts you would see that this topic isnt about charging attacks its about adding some sort of visuals to indicate the power of an attack other than just how pretty the particles look. so before you come out with your flaming at least read the posts
    Posted in: Diablo III General Discussion
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    posted a message on charging up spells
    Quote from "Havoc485" »
    Your why blizzard doesnt give alot of sneak peeks
    yes how terrible of me to make a suggestion for the game
    Posted in: Diablo III General Discussion
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    posted a message on charging up spells
    Quote from "Kapang" »
    You're right, it shouldn't be effortless, but effort can come from different means. SUCH AS....

    Mana costs!

    A wizard is going to be vulnerable enough as it is, let's face it. I can see the build up system being effective if it could be offset by fast cast rate mods and such. But I think these spells would be better balanced with varying energy costs. Or even a 'concentration' cost to hold it - you know, when it constantly drains mana the more you hold it. That extra second to build can be very very critical and frustrating.


    yes mana cost is a way of showing how much energy was used / how hard / powerful the attack way but i strongly beleive that the character should show it somehow. ill give a diablo example.

    say i have just bought the game and i have no idea about any of the spells that the wizard or any class has. I choose barbarian and i enter a game. now one of my cool buddies already has a level 90 wizard and he comes to the server with me to help me out.

    now my level 90 wizard friend uses various spells while helping me. all of his attacks kill the enemies instantly because he is such a high level so i cant use his damage to the creeps to gauge how strong his attacks are. now HE knows how strong his attacks are because his gui tells him how much mana they are using and what level the attacks are but I have no way of visually seeing this information. i would literally have to ask him what level his spells are and how much damage they have etc so that i could compare his spells.

    you guys are right that gameplay may be affected by delays due to casting time so a charging is probably not the way to go. but i still think something needs to be done, i just felt so detached from the character while watching the gameplay videos. perhaps even some sort of graphical way of showing mana being used. maybe like some sort of cool looking blue aura that appears while he is using an attack that uses mana. the more mana that is being used the bigger and more furious the aura becomes or something like that. just something
    Posted in: Diablo III General Discussion
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    posted a message on charging up spells
    dont get too caught up on the smash bros idea. this thread was more concerning powerful attacks seeming too effortless for the character to pull off. i think the bare minimum is that the casting animation needs to be improved a great deal.

    in basic animation principals we have something called anticipation. an anticipation animation is an animation (it can sometimes be subtle) that occurs before the primary animation.

    ill use dragonball z for an example. lets say the primary action that goku wants to do is fire a beam at an enemy. instead of going straight into the beam animation an anticipation is added to make it look more believable. for example he may hold his hand up in the air, indicating that he is about to fire some sort of one handed energy attack.

    the addition of the anticipation animation (goku putting hid hand up in the air behind him before firing the beam) makes the world of difference when it comes to making people believe in the power of an attack.

    i.e in DBZ the animation of goku firing a small energy ball is very different to him doing a kamehameha and from that alone we instantly get a feel for a lot more such as how strong the attacks are, how much of a toll they take on him, how hard they are to do etc.

    a charging system of spells was probably not the core idea that i was trying to get across but instead making the casting animations resemble the level / difficulty / power of the attack.
    Posted in: Diablo III General Discussion
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    posted a message on charging up spells
    in watching the gameplay video for the wizard i was kind of disturbed. There seemed to be a lack of harmony between the spells and the animations. we see this incredibly powerful red beam and lightning and all the wizard is doing is sticking her hands out. it looks like she put absolutely no effort into a) pulling off the spell or B) keeping it going. i find it really hard to believe that any attack that can be pulled off with such ease is going to be a powerful attack.

    there needs to be some sort of build up to powerful attacks. a character should just 'do them'. a possible solution would be a system similar to that of 'super smash bros brawl' on the wii. in smash bros you can either perform a quick attack which does low damage or you can charge up your hit and have it do a huge amount of damage.

    this isnt just about the idea of charging attacks, its about building harmony between the gameplay and the animation. in smash bros when you see an opponent charging an attack you KNOW that the attack is going to do a lot of damage if it connects. the visual cues are there. you have your character standing there charging up the attack with dust and rocks etc floating up from the charge, you know its going to be a big hit.

    in watching the gameplay videos i had no idea how powerful the attacks were or if one spell was stronger than another spell, everything seemed equally effortless for the character. im not necessarily recommending a 'super smash bros brawl' style attack charging system but i am saying that something needs to be done.
    Posted in: Diablo III General Discussion
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