- Apoc
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Member for 13 years, 6 months, and 28 days
Last active Sun, Mar, 10 2013 20:32:06
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Mar 24, 2011Apoc posted a message on Eighth Batch of Screenshots and ArtIn case anyone's wondering, that red spiky thing on the left is one of the various environment traps in that dungeon. You can see it in action here.Posted in: News
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Mar 22, 2011Apoc posted a message on Rune Swapping Restrictions PollPosted in: NewsQuote from FingolfinGR
That could actually be a pretty good way to do it. Of course it would mean that at higher levels (high rune ranks) you'd have to visit the Mystic cause those runes should be quite expensive.
True, although at high levels I don't see players swapping runes as much since you have so much of your other talents invested into supporting your build. At that stage in the game, making large changes should come at a large cost. -
Mar 22, 2011Apoc posted a message on Rune Swapping Restrictions PollPlayers should be allowed to remove runes at any time out of combat, but in doing do it gets destroyed. The Mystic will be able to carefully remove the rune so players can save it for future cube-grades.Posted in: News
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Mar 21, 2011Apoc posted a message on Seventh Batch of Screenshots and ArtPosted in: NewsQuote from DesmondTiny
I belive its a 2v2. The blue circle on top I belive is an arcane hydra. It's shooting out arcane bolts (I'm assuming that those arcane balls are being spit out from a hydra) But thats just my opinion.
The blue circle implies it's the blue team's spell. See what I'm saying? -
Mar 21, 2011Apoc posted a message on Seventh Batch of Screenshots and ArtPosted in: News
Possibly not pictured or dead. Or it's red team's Hydra and blue teams unknown spell up top. I think it's a blue team Hydra because it's dead center to the indicator ring thingy. -
Mar 21, 2011Apoc posted a message on Seventh Batch of Screenshots and ArtHmmm, I'm having trouble trying to find out what blue team (Witch Doctor or Barbarian) spell/effect is being cast on the top of the PvP screenshot that has the indicator reticle as large as that. If it's not Witch Doctor or Barbarian, then it almost certainly looks like a blue team Hydra, which means there's a Wizard on the blue team too that's not in the picture. It also means that they increased the size of the indicator reticle for Hydra from what we saw at Blizzcon 2010 and presskit videos.Posted in: News
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Mar 11, 2011Apoc posted a message on Fifth Batch of Screenshots and ArtDamn you centipede, taunting me again!Posted in: News
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Feb 15, 2011Apoc posted a message on Second Batch of Screenshots and ArtThat is one giant centipede! I bet it will be one of the squishable critters...Posted in: News
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Jan 25, 2011Apoc posted a message on Blizzard Explores ConsolesBtw, Torchlight has since been announced for the Xbox. I'm sure Blizzard will be keeping a close watch on that development, which could end up being encouraging for D3 on consoles.Posted in: News
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Jan 15, 2011Apoc posted a message on Andy McKee Plays Diablo IIIWell there was that version of the Tristram song that had some acoustic in it... maybe we'll see something similar.Posted in: News
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Nov 25, 2010Apoc posted a message on Happy Thanksgiving!Posted in: NewsQuote from Zanmato
We don't really celebrate thanksgiving here.. but in the spirit of community, I'm thankful for the endlessly devoted team behind the constant flow of relevant updates on this site, and my ability to pick an awesome avatar that none of you appreciate. Cheers peops!
It's Daft Punk and some of us do appreciate it thank you very much :thumbsup: -
Oct 24, 2010Apoc posted a message on Wilson on Diablo III and Press ConferencePosted in: NewsQuote from Yngvar
The separation of PvE and PvP will probably upset some people, but I have to admit I love it. I do hope, though, that the PvP enthusiasts will get some more room to play around in. The arena I've seen so far seems a bit small. Especially if the character movement speed will be increased by any considerable amount.
I thought it seemed small at first too, but the reality is you don't want to spend minutes trying to find your opponent. D3 isn't going to be a game of complex preparation tactics - you have to just jump into the fray, and I think that's the message they are trying to keep with small arenas. Even in that small space, it felt like there was plenty of maneuverability for those who were skilled at it. I got kited around many times trying to chase down Wizards - To post a comment, please login or register a new account.
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Overall gameplay
Very satisfying experience (obviously). The statement that they want your character to feel powerful was reiterated through out the entire gameplay, in your abilities, attacks, pets, even down to the level of destroying barrels and breakable objects. We ran into monsters that had light blue titles, which I think implied they had a buff (eg: life link or inherited from their unique) and uniques. I did not see anything with the explicit label "champion" but maybe that's what those blue titled mobs were. Some crafting components dropped but were not usable. The health orbs concept was nice, but didn't drop enough that it annoyed me when they got consumed even at full health.
I'll give a description of each mode/class I played, along with the 3 skills they start you with in the demo (already on action bar), and impressions below it.
Witch Doctor solo PvE
Overall this was a very easy and comfortable class to play with. The combination of ranged skills and minion tanking made it play just like a Summoner Druid.
- Poison Dart
When the demo started, this skill was on the mouse-button slots, so implying that it was to be used as a replacement to the default melee attack. Basically just fired darts from a blowgun and an Indigo rune upgraded it to do burst shots (3 darts in rapid succession). Poisoned target; found myself using it mostly against single targets.
- Summon Zombie Dogs
Summoned one Zombie Dog, up to three max (couldn't tell if that cap goes up at higher levels) at the cost of 10% hp per. Minion AI was good, minions leashed back easily on retreat. Dealt decent damage for the level but didn't feel overpowered.
- Zombie Charger
This skill seemed to summon a Zombie at your feet and it immediately lurches forward slowly dissolving into goo until it hits a target. If no impact, it just liquefies into the ground; short range. On impact I think it placed an armor debuff on the target. Couldn't tell if there was splash dmg. Seemed to have a large collision box, so it was hard to aim through doorways and at uniques surrounded by minions. Didn't find myself using this much after learning Locust Swarm.
- learned: Locust Swarm
Picked this up at first ding. Felt like it had a short range. Unlike dropping an AoE with a reticule, it jumps from the first target up to three if I remember correctly. Spammable made it feel a little overpowered.
Monk multi PvE
Maybe output numbers are not quite tweaked yet, but overall the damage felt underwhelming playing next to a Demon Hunter and Wizard as they blew up stuff. The combat flow was fluid - the Monk would enter and follow through several combo moves and a finisher all rolled up into one button depress. Satisfying to see words "dodge" pop up a lot.
- Circle of Wrath
Group heal that also dealt weak AoE dmg to nearby monsters. Felt useless at this level of difficulty.
- Hands of Lightning
Added lightning elemental dmg to attacks. Animation was complex. There was a short delay as the Monk charged up the attack before shocking the target with claws.
- Radiant Visage
The blind ability was very nice crowd control.
- learned: Way of the Hundred Fists
Felt weak, but was nice to finally get some AoE. Said it hits targets in front of the Monk, but was hard to gauge if it made contact with adjacent targets because of the short range and animation.
Barbarian multi PvE
Was a little confused because they started me out with a 1H sword + shield, but rest of the setup was all offense. No tanking skills were provided.
- Cleave
Hits adjacent targets; small number it felt. Often had to switch to normal attack to regain rage.
- Ground Stomp
AoE stun, which I modified with a rune that made the monsters move slower for 2sec after coming out of the stun.
- Revenge
Had some % chance to enable after being hit, but it must activated - it's not a passive retaliation. On use it caused the Barb to whirlwind once hitting all monsters near and returning some hp. Basically found myself diving into packs and spamming this. Runes would modify to grant more hp leech.
- learned: Frenzy
Each successful attack gave me a short attack speed buff. Stacked up to 2 at level 1. Gave me a little buff icon on the lower center-left of my screen, but was hard to notice amidst the action. Other visual cue is the swirls (just like in D2) around the character, but also hard to notice. The buff time felt very short as it kept falling off all the time, and I also wanted to use Cleave more. Later got a rune that allowed my other Barbarian skills to refresh the Revenge buff
Some extra UI stuff that I noticed: Control-click made items drop from inventory. Gem bonuses were summarized in the tooltip as, "Helm: +xyz" / "Weapon: +xyz" / "Other: +xyz". Seemed to have been reduced to only show for slots that you actually have empty sockets in.
PvP
Found PvP the most enjoyable to be honest. The rounds were intense, quick, and victory was very satisfying, especially coming back from a 1v2 which surprisingly happened more often than I thought possible. I ended up playing mostly as the Barbarian in 2v2. They provided full set of armor and a 2H axe, along with 7 skills:
- Ancient Spear
- Ground Stomp (rune modded to leave a slow on target when it comes out of stun)
- Leap Attack (rune modded to add %stun on hit)
- Sprint (rune modded to leave trailing whirlwinds that dealt 30% of wpn dmg)
- Ignore Pain (rune modded to give group dmg reduction)
- Rampage (rune modded for life leech)
- Whirlwind
I noticed when I moused over my rage orb, it said "adds knockback to attacks when at full rage". Not sure, maybe a trait was providing this.
Since the barbarian's attacks are rage based, starting the match with zero rage felt like a huge handicap. The only skill that I could open with was the basic melee attack and Ground Stomp. Combos were obvious after a few rounds, ie: leap -> stomp -> WW. The addition of "counters" in PvP made the matches play out very well. For example: the Witch Doctor had a Desecrate-like skill that would apply a huge snare, but popping Sprint would break me out of it; using Ignore Pain before Meteor landed; using Ancient Spear after Wizard burns teleport. Initially the Barbarian felt very vulnerable and especially frustrating against Wizards that just kited me around. But with a little caution and well timed gap-closers like Leap Attack, Ancient Spear, and Sprint it was surprising how quickly you could go in a finish someone off. I definitely think with the right set of skills, PvP will bring a totally different level of fun to the D3 player, and hopefully achieve that without leaving a gimped leveling experience.
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Edit: and if so, we should go with a 3-block height on the mine branches for clearance.
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Water lift good.
I wanted to suggest that we actually go a level deeper even if there is lava, because it's something we're going to want to gather as a resource as well. It makes mining more exciting too and increases our access by diamonds by almost 50%. Lava can be managed - just bring a lot buckets or pour water on it and mine out the Obsidian. If people are worried about getting burned, they can stay on the kiddie levels
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And speaking of which, I wanted to share some info regarding mining efficiency: Bedrock & Branching vs Spelunking. From what I've read and seen on youtube vids, Spelunking (scouting natural caves for exposed ore) is a good way to get started. Later on however when you're looking for gold, diamond, and other valuable stuff you will need to work in the lowest layers because that's only where it spawns. Natural caves don't always give you access to those layers so it makes sense to just bore until you hit bedrock then carve out a horizontal grid between layers 6 and 16.
http://www.minecraftforum.net/viewtopic.php?f=35&t=28299
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Noticed that but in a way I'm happy with it too since it makes finding natural lava sources more valuable also with the need for miners to create obsidian onsite.
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I'm not familiar with DI in this regard - is this because of the way the game was compiled or is it just because there's no literature out there on how to hack the files?
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And any structures that function as an infinite source of material: water springs, lava spring (if still possible), cobblestone forge, obsidian forge... etc.
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As we know from D2, this was not an affix that we saw until later in the game. Even if they intended to add it to D3, the scope of the demo at Blizzcon did not permit us to reach a high enough level to witness +skill items. I'm going out on a limb here, but my feeling is that they will not have +skill items in D3 simply because it's low impacting compared to what rune modifications can do to your skills. It's likely that instead they will translate to being able to craft better runes so your skills can do more dmg or have better effects, either by having better crafting skills or by procuring better crafting materials.
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This was a topic that I wish got more attention at the Q&A session at Blizzcon, unfortunately there were so many other more important questions that we didn't get to hear about it...(/SARCASM) I hate to say but my feeling at this point is that there will not be mercenaries, but I am secretly wishing they will release it at the end and surprise us all...
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Yea he's a Molten Teleporter unique monster - a nasty combination for melee.
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Exactly what I was thinking - I would hate for a nice "crimson red" dye to go to waste
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I think you're right - also noticing a lightning orb right on the mob, which looks like a Monk finisher for Hands of Lightning (probably rune modded).