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Last active Wed, Mar, 31 2010 06:55:09
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Dec 1, 2009boss freezes you standing straight and reaches over and crushes your head leaving your body by itself before your upper torso shatters leaving the rest crumbles to the ground; semi-slowmo and just a moment afterwards.Posted in: News & Announcements
Nov 23, 2009im glad they arent wasting their time on ureh; looking at a magnificent city (for me) is never as fun as killing stuff (in the long term), and all the hard work would be wasted in a less interactive place than a battlefield, especially since you look at the city from a bad camera angle.Posted in: News & Announcements
Nov 22, 2009Posted in: Diablo III General DiscussionQuote from "italofoca" »You should explain eachone in the OP. I will keep my vote for now and try to explain the system i would prefer.
There no such thing as skill tree. The skills however still have level requerments. Get a skill like whilr wind at a low level is extremely cheesy. Every skill is suposed to be equally good, but this not cut out the level requeriments. Just make the skill progress enterely based at a stats/substats and level will not matter.
A skill that are taken at a high level not necerely means it is stronger. It just have a different utility - and due it's over the topness it must beling to a higher level. This actually happens in D2 (the necromancer's corpse explasion are only tier 2, but are one of the best skills in the game. Also, the paladin blessed hammer are much stronger then an of his offensive skills and are a mid tier skill).
The only problem here is the possibility of one stacking to much signature skills. Like a barbarian with ww, sysmic slam, leap and charge. For some reason i feel the character should have limited acces to the most cool skills. They could limit it via game mechanics (ex: those skill simply cost to much fury/mana to be viable to cast all then.).
I hope they creat something more inovative, but i doubt they will :/
i dun like; badness. have faith in blizz creativeness and trust that all skills will have endgame usefullness
isnt that the study skill system, trainer quests or something?Quote from "Jamoose" »Ok then, ill vote for "Skill lvling".
Although, a combination between the two options stated above would be nice... Like, to level up a skill you will have to complete quests using thta skill or something... i dono.
Nov 21, 2009i would like the story behind spec alternative, where you follow class specific quests in training to learn stuff. then at the max level it becomes all unstoryline like and you can respec and experiment with skills from all different teachers.Posted in: News & Announcements
but i cant see that working while still following a diablo act series =[
i never really liked the acts, too storybook and not enough make your own name.
Nov 12, 2009having fury is a nice change from diablo 2. mana on the barbarian... just didnt work, especially with expensive things like whirlwind. i like the idea of being able to concentrait on combat, and not having to worry about mana pots or getting manasteal. thinking of it like this makes more sense, culturewise.Posted in: Barbarian: Bastion's Keep
as for the abilities, having abilities relating back to the culture is another good idea, but having straight fury doesnt justify the idea that he can summon powers in his attacks just from being angry. id be happy with the idea that his ancestors are helping or whatever.
Nov 12, 2009Posted in: Diablo III General DiscussionQuote from "emilemil1" »Not exactly a open world, but a road between the themed acts would be nice.
But it cuts down on the realism. How do you walk for 30 minutes and suddently find yourself in a whole different landscape? That is why the geography in WoW is so fucked up...
i think they, more than any concern for realistic landscape, are trying to make the landscape interesting; then following up with believability, they will be going for something to get your mind set off the journey, and more into the story line diablo is most famous for conveniently leading your character through.
i think they should give the world a more of a free feeling. eg: you can talk to strangers. you can actually see some culture outside town...settlements would be nice. the fences you cant get over are actually large (stopping you from thinging... "cmon i can jsut step over that"; most of which i think is implied in the next version).
As for suggestions: people saying things according to what is happening to the town at the present time would be cool.. just as text. and as for text said by the hero, fustration according to what is said by the hero through stupidity wrecks the feeling that your character is your own, and people (I) like to feel in control
Nov 12, 2009i was wondering how they would handle end-game play, and difficulty adjustment. i think this time they are jsut gonna make really challenging non=primevil bosses for when u finish em off? or something apart form norm-night-hellPosted in: Diablo III General Discussion
does anyone know a source that might clarify my curiosities further? x3
Nov 10, 2009Posted in: Wizard: The Ancient RepositoriesQuote from "MrJingle" »I may not have expressed this persons point clearly.
Think along the lines of Halo's Plasma rifle. You shoot the thing on automatic too long and it overheats for a bit. It works if you need to burst down something.
If you manage it where you dont over heat it then you can still be effective.
Think of each shot of the Halo Plasma rifle as a single spell for the wizard.
No energy! =D everything is free.
i think having a small cd on most spells would encourage a wider use of spells. the problem with d2 was everyone spammed the same ability over and over since they put all their points into focusing on max damage from teh most effective one.
using lots of different spells is fun! slow fireball/aoe then shoot a few instant slows maybe a knockback ability and a class temporary buff, rinse and repeat.
thinking about what your doing is the first sign of skill, and this way gives you the option of showing skill so much more easily than d2 (while still having the most effective quality in your specific role).
Nov 9, 2009Posted in: News & AnnouncementsQuote from "Pryda" »We can hope its the calm before a storm but who knows. I doubt Blizzard is reforming the game much because of TL, because, lets be honest, TL hasn't introduced anything mindblowingly innovative or industry changing.
i think expanding on their idea of having torchlight as an mmo is an interesting idea, particularly as you can create your own levels, and how the game is so open of modifications. i think there is some potential for wc3 style online roleplaying sessions. and having the level editor so user friendly and open to creative coding only aids this. ...so i see some potential!
just recently i dl'd mods for levels 100-999 (along with the levels you need to gain the experience) with respec options and elixirs for faster gameplay speed and character skins.. and the game has only been out for a little while
Nov 8, 2009i think i got another quote confused with this idea.Posted in: News & Announcements
i swear i heard in discussion in blizzcon that they arent having difficulties. but i think i was mistaken and they are having hardcore in d3.. soz my bad.
Nov 8, 2009hardcore deaths should give bonuses to other hardcore low levels to lessen the tedious play.. im just saying this cos i got nothing better, knowing there is no hardcore in d3 =[Posted in: News & Announcements
the ultimate in replayability i actually found in wc3! =O
you get your character to level 30, and you have the choice to change your character title slightly and follow a faction. you would gain long term advantages and start from level one in a different starting area, but this was only if you did this while at level 30 (which was the max level) these advantages are simalar to the retiring system from torchlight, giving advantages to a new leveling character, as an alternative to respecing an already leveled character.
i find having a low level character that pwns face and levels quickly a better variation of game experience than trying a new combination of abilities on the same character, particularly because most unique items are combat style specific.
but as for mmo and pvp style gameplay, the respecing altarnative requires less patience in a world where leveling to be the best is competitive.
Nov 8, 2009oh by the way, playing on max difficulty in a restrictive game like diablo, the only way to show skill (particularly while your items are crap) is to use LoS, run and chop, and slow/incapacitate skills to ensure safety. This makes the game slower and more tedious, particularly if you choose a character which cant aoe from afar; and for a fast paced game, where should the challenge lie in order to keep the game fresh. I say the incentive not to die and challenge should be through rewarding skill, not punishing cocky play or unlucky circumstances. which is what they are trying to do now.Posted in: News & Announcements
nothing personal odin, but your hardcore gameplay style is the minority, and i dont think blizz is looking to change a massive influence on gameplay incentive for those who put up with unlucky greifage in endgame challenges.
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Oct 13, 2009Il just say it now, lets say you have filled up all but the last layer of your inventory, and you still have 2 more spaces; you find a sword and it takes 2 spaces, and you dont wana throw out something... why cant i just put it on its side? I think it would be a great idea to change the inventory space to an even number of layers (not columns)Posted in: News
For all thoes items you just wish you could put on its side.
Oct 9, 2009The gameplay of the monk seems quite effective and fullproof to a standard where adding auras to this style of combat would mean, if they were to stop the monk from becoming overpowered, they would have to lessen the impact of the auras. I like a character where the auras impact the group significantly, and become interchangable and effective abilities in themselves.Posted in: News
As for the socalled *role* of the supporter, i dont think the auras should influence the character to a point where he would increase the effectiveness of the party threefold, while by himself, having spent so much in his role and becoming barely useful would have to be rushed through the game, resorting back to the idea of hammadins, where they would be useless untill rushed to a certain level.
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