Seeing footage and playing doesn't really give same feedback and so on. So here are questions you might answer to get me to ease.
Barbarian, main here, hello. Uhm, so the Druid seems to be a favorite in the demo since he seemed powerful and killed things without much effort, the barbarian I felt (by watching) struggled to feel powerful, and were bashing minions on and on until they died, while Druid just bear hugged them once or twice.
So my question is, do you really have to "learn" to play Barbarian to get remotely into the feel of that class being powerful?
Other question is about the map. You said it felt like the game will be big. Again, seeing it I felt it was pretty small. And I do mean the whole map without the area you could explore. Do you think the regions will become smaller and smaller like we have in Diablo III acts, to get a sense of faster progression, even if its slower than that game?
Last question, where do you think charms could come into play if they introduced a bag you could collect them in, to use in a talisman, altar or area to grant some kind of buff or bonus? What is the game "missing" in terms of this? The runes, items and skills along with traits seems to cover most things. Any thoughts what we could see if they added in more customization in terms of charms to the gameplay?
Thanks. It was a nice read. Again, hard to get the vibe and feel how the game is since I only seen around 10 people playing this.
The Barb's spender was Upheaval that had a wind up time, some people didn't like and didn't use the skill, but that was the one of the best ways to kill things. Catch back up on the streams, I saw some people playing through the dungeon with the fallen and primarily using Frenzy which did so much less damage.
It would take most of your 20 minute playthrough in order to walk around the entire map, it was pretty big.
Charms are basically stat sticks and they were dropped from D3, because the developers felt it didn't add anything to gameplay and I feel they were mostly right. But I think they make players feel as if they're making meaningful choices and customizing their characters even though they aren't really. But it's that feeling of player choice which is extremely important to long term enjoyment of the game. Same reason why I've been a fan of adding skill trees back in because even if everything is cookie cutter, it makes players feel better because they're making those decisions.
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I noticed that as well and don't remember it ever happening in patch 9, but now I have to a lot more careful when I use certain attacks to not mess up my combos.
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Will be interested to see what you'll be doing with team EG and what of your position over at SC2mapster?
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