• 0

    posted a message on PVP
    Epic guesses to say the least,


    But I feel as runes are going to hit home on so many builds, as we as a community figure out what skill builds/rune plugin setups for each character and then throwing them together with a 2v2/3v3 build will completely change how we look at some teams. Always going to expect fast feverish damage being thrown out, but I feel like some builds will begin to just trample basic teams wanting to fight together. If a team can develop a complete slow build on every character on there team and able to control characters from reaching health globes while still tossing damage, as well not take damage in the same return as best they can I imagine they will become winners of many many battles they see. Those health globes are op!! :D control them and you will most likely win.

    My favorite setup for 3v3 just off watching videos and NO testing my self, I'm going to say barb/sorc/monk. Target clothies first, snare/slow with what we got and nuke him to death while trying to dodge attacks. a 3 barb damage combo would be insane in my mind. Imagine 3 barbs leaping at you and w/w or seizmic slam you immediately and then running away to health globes before you can :D.

    2v2, I'm thinking a more slinky setup, not so much "nuke" orientated. DH/SORC might work good with escape abilities and coordinating attacks together. In my mind for PVP I am going to want a team that will always be focused on NOT taking damage, and ALWAYS going for health globes. Damaging when the positioning is on key. All of these is very very short windows of opportunity of course.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on pc gamer magazin
    WTG PC GAMER MAGAZINE!!!!!!

    SIKE-

    UMADLOL? I am.

    Last thing I can find for pc gamer related to pc gamer is http://www.pcgamer.com/2010/12/16/diablo-3-a-hellraising-preview/

    Maybe they are waiting for more information before making it a cover story? I'd say so...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Runes in d3: a suggestion
    Why not carve runes into gems? In order to get rid of the rune you shave off a layer of gem, reducing it's quality. Combining gems (if that's still in there, think it is) will keep one rune from the combined gems. Adds a bit of personalization into what you combine, and lets both gems and runewords be fitted into socketed items at the same time.

    So forgive me for any blatant mistakes but this is my understanding at this current time. (if its changed let me know). Runes, are no longer being used as plugging in "rune words" on your weapons or armor to create a great weapon or armor. In D3 you will be using runes to plug into your skills to give different effects.

    I will not type a wall of death text, refer to this to simplify explanation - http://www.shacknews.com/onearticle.x/55258

    Gems on the other hand can be found up to a certain point (level of gem) and then gathered to have a npc make them into bigger gems. a NPC can make sockets on a weapon and you can socket them. Pretty different from d2 and the runewords on weapons/armors.


    As for the main idea I believe that you are throwing out, I would say its interesting. There would be tons of effects something I wouldn't be opposed to per say. But I have to say using runes to plug into skills and create skill builds that can range so far apart on one character is very great. Not to mention your attack animations will change which is always a big + in my book. Also if i'm remembering right devs said you can plug and play with runes and instantly change them from skill to skill. so no worry about trying out runes on different skills
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Monk v Barb
    Post 16 was pretty good in actually attempting to throw some numbers out there. This is a great topic but please keep in mind we are speculating so don't take it to heart. At the current moment we are going to lean on who we favor as a class.


    Don't know-

    How does arena.net influence balancing in choosing matches?
    1. Tiers of armor?
    2. Level?
    3. Runes socketed in skills?

    How can runes affect a class vs another class (IE Monk vs Barb)

    Another question I'd have at release of game is, is there a 2v2 or 3v3 setup that can absolutely prevent an opposing team from reaching the health potions in middle via slows or stuns as long as enemy is x amount away from them?

    I'd love to throw in the mix but the best I can do is say that I bet at different meta states of the game one will be better than the other in different battles.

    I mean After I finally sat down and read about diablo 3 (in my attempt to not hype myself up, which failed) I saw how they changed runes. Player skill (as in actually pressing buttons and calculating enemy maneuvers) coupled with a build using runes who knows. I still don't know all the arena facts tbh, and I don't think that's public yet. Like, can a barb wearing a lower tier armor fight against a monk with higher tier armor on? I saw the blizcon video saying the arena.net will attempt to balance, but I do not know how it calculates balance.

    In any aspect just throwing it out there against my best guess with no evidence, a monk vs a barb is going to be a very quick intense fight (just as every other battle on arena game-play will be). Don't look for what your all are use to with CCing and healing. Players will drop and fast. I will say whoever has a good rune setup and expectations from other players will dominate as long as they don't sit there and just tank damage.

    Lastly, the one thing I noticed in the one arena.net stage I saw was Health potions (sp? not sure what they are called) being positioned in the middle. So better yet than guessing class vs class, I'd said coming up with ground level tactics to control the middle. IE. a wizard teleing immediately at beginning of battle to draw enemies away from middle while another character hangs around the end of mid towards there side. After first initiation instantly going to middle to fill up (even if its not much health lost) to ensure they have the lead over the opposing team.

    I'd say that's a sound thought (again its all thought). But I can say in all of the few videos we have seen controlling those potion spots before the opponents can get there is absolutely crucial. You WILL have the advantage if you've caused damage to opponent and you heal up (even if you were already ahead.)


    Sorry if post is long- I will edit if I get any more conclusive facts reading OP- but I wanted to add my 2 cents since I just watched a ton of D3 videos and blizcon.
    Posted in: Monk: The Inner Sanctuary
  • To post a comment, please or register a new account.