Is the zebra black with white stripes or white with black stripes?
Seems too similar an effect to be distinguishable halves.
The white and black theme sounds good, but a black bar is very hard to distinguish amounts at a glance.
Candy Cane seems the best color combo besides Red vs Blue up there
0
The two concepts from the crafting sanctuary video before they showed all the witch doctor armors also have those blades on the armguards.
0
Will they include goblins, orcs and Uruk-hai? and how complete is Helm's deep?
0
A. The art team has very little to do with the development of real content for the game, so they can focus on cool stuff like this.
B. What does your question have to do with the armor sets having individual looks?
On topic, The progressive armor looks also seem like they might mix and match very well, and I wonder what the standout features for the monk, wizard, and DH will be?
0
0
0
The best part about internet advertising is if you have an adblock program, the sites you visit still get paid to host the ads, but they'll never bother you in the slightest.
So as far as I'm concerned, Load em up! stick 20 billion of the things at the bottom and rake in the cash, I'll never see 'em.
0
0
Oh, and I'll level them as I go and specialize them around my class.
1
0
There will be plenty of things to do at max level because of the way diablo's loot works. In WoW, there is hardly any progression, just basically the current tier of raiding. In D3, gear makes all the difference in the world, so it's important to work through the tiers of content. They can make a difficult dungeon with release, and have it hard to beat with even the best loot available, then with an expansion, that dungeon will still be relevant, cause you need the type of drops from it to advance. A static level cap is a good thing for a game based on gear progression.
0
0
I also agree with the niche set bonuses, something specific and neat, unique to that set. Not something that increases combat effectiveness directly, but a fun thing that adds some value, like how trangs turned you into the Caster enemy from act 3(name not forthcoming) or IK made you shiny.
0
Like before a major quest point, there are a series of three sub-dungeons in the dungeon you are in, and each leads to a chest with some minor rewards and a piece of a set. it doesn't have to be a full set, but wearing all the pieces influences the chance of a unique monster appearance further in the dungeon, or as an aide during the major quest event that drops the rest of the pieces when killed.
Another possibility is in certain dungeons, a rare/unique monster could show up, and when killed drops a map that leads you to a dungeon that only the map can open, where there is either a guaranteed set droppage, or a much higher chance that pieces of that set will drop in that dungeon. Only one of each piece can drop, to prevent farming and increase the chances of getting more of the set. This holds true with diablo's random loot tabling, but makes sets better and more relevant at lower levels.
This can also be done with end-game sets, making the challenges much more difficult, essentially like a boss in dungeon form, while decreasing the drop rate of the set to make it a little more farmable, adding much more to do at max lvl.
0
It's what made diablo a little more unique to me. The monsters and bosses, while you could kill hundreds with a single skill still presented a scary enough threat to you that you would avoid getting hit like the plague(zombies. Which would also kill you :D). I can see each class' mobility skill being their answer to removing the escape mechanic that was tps, but I hope they retain that sense of everything is trying to kill you, and will totally succeed if you can't get away. Basically, no wizard tanks unless they are specifically built that way.
No potions anymore. They basically gave us a permanent chance on death life leech with hp globes from dead monsters. So you have to kill to live longer.
0
In a bad way.
Ever through the first and second games you had the option to get the hell out of there with a quick tp, especially on bosses and enemies where I'm sure I used a whole damn book of those things. It's because of the tps that you can make more challenging encounters, knowing that players will have to escape more than once to refill their potions and come back swinging at full force. Even after going back, I always slapped down another portal, just in case.
Not to mention the gigantic amount of waypoints you will have to use to cover the whole game effectively and efficiently, without pissing higher levels off that they have to run through so much crap every time, and pissing lower levels off that the next waypoint is too damn far away, beyond that army of monsters which will kill them in a heartbeat.
I don't think you can take away tps and call it a diablo game. That's all there is to it.