To me, the way they are handling side quests is more like making the random dungeons have a reason to use them. In D2, you could skip every single random cave, dungeon, or portal with absolutely no loss. I think that these side quests just give you a reason to explore more of the world rather than just following the main quest directly.
I also might be reading too much into nothing and stating the obvious but notice when he talks about balancing out the class to work together. He says the ranged classes. To me, the WD is more of a mid-range class and not considered a true ranged class. So the plural would once again confirm some sort of bow user who is ranged.
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Aug 24, 2010NorthAmericanPenguin posted a message on Get Ready for Blizzcon, DiabloFans!I had a dream I was at Blizzcon last night. Too bad I couldn't get a real ticket.Posted in: News
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One, this resource can go for a long time without running out if you use the right spells. You won't necessarily be able to spam two skills because certain skills will not gain one as much as it uses the other. It will not always be a 50/50 situation like one side is 25 so the other has to be 75. You could have 20 on one side and 15 on the other. Weaker spells will be a more equal gain/loss so you can spam these more frequently but stronger spells may cost a significant loss with only minimal gain. If one side is low, and you use this, you won't gain much back so you will have to only use weak spell to gain it back up. It spices up gameplay by driving your characters skill selections to keep the balance. And as I said, they will both slowly regen out of combat. So you will start off strong and it will be up to you to keep you energy source abundant. There will more likely be more of loss per skill than gain to make sure you can't constantly spam more skills.
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I think that the last class will have a energy system that relies on balance. I originally had this idea for the Wizard's instability but with that gone, I think they could apply it to the last class. Overall, how it works is that half of your skills drain one side but raise the other. The other half raises the opposite side and drains the other.
For example (disregard names and skills, this is just to illustrate how the system works and not what the last class will have):
Mulit-shot: -15 concentration +15 nature
You loose concentration since it is needed to shoot the arrow but you gain nature from not using it.
Venom: +10 concentration -10 nature
You loose nature since you need it for the spell but regain concentration because it was not needed for venom.
Now, to make sure that you do not have an unlimited supply of energy which none of the other classes have, there will be an imbalance to some of the subtraction and gain like you +15 concentration and - 20 nature for one spell and -30 concentration +5 nature for another.
What this system allows is for a wide use of differing skills but you cannot constantly spam one skill over and over. But does allow for continual use of different skills. Strategy is also needed for this system to maximize the amount of spells you can cast without running out of energy. Blizzard has said that they want these different systems to help drive how you play your character and this does just that. It is also fairly simple, which is also important so players don't have to think too much about their energy system. When out of combat both your concentration and nature will regain since you are not using either.
This system can also be applied to a number of different situations the last class may have. If it is a bow user, the other side can add a bit of magic for him to use. If he has a pet then one side can be for his attacks and the other for the pet's. If it is for some sort of knight class/tank class, one can be for defense and the other offense. The point is, the simple mechanic can be applied to several different situations and still be viable.
Visual:
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You have any specific builds for me to look at?
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