- Seluhir
- Registered User
-
Member for 12 years, 8 months, and 20 days
Last active Sun, Nov, 5 2017 01:07:03
- 0 Followers
- 487 Total Posts
- 14 Thanks
-
Oct 7, 2011Seluhir posted a message on DiabloCast: Episode XXIXMaybe by the end you're able to channel the power of Uldyssian and make Diablo cease to exist.Posted in: News
-
Sep 29, 2011Seluhir posted a message on BlizzCon: Foo Fighters and Mediaeww another concert I would've never gone too... I guess it's just as well I'm not going to Blizzcon this year...Posted in: News
-
Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIThere's a reason the d3ffbeta stream is the best one - he talks during it. People like to know what the person is thinking and what they're experiencing during it, and it's even better if it's live and you can interact with the person.Posted in: News
Sorry for the doublepost. -
Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIAfter clicking the chat gem while listening to this for 37 minutes I finally got a build that has all the same colour rune:Posted in: News
http://us.battle.net/d3/en/calculator/wizard#QkgVPh!VZW!aaaaaa -
Aug 25, 2011Seluhir posted a message on New Class Skill VideosThe Wizard skill right at the end is so amazing looking. That and archon are ALMOST tempting me to make a wizard before my DH, but the DH skills were awesome too so DH still trumps it.Posted in: News
-
Aug 24, 2011Seluhir posted a message on New Class Skill Videoswhoa freaking cool....Posted in: News
-
Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonI agree with the concept of a 'horde mode' style thing. Horde mode is one of the most effective styles of multiplayer gameplay that really fits in every style of game that could have mutliplayer.Posted in: News
As to the armor style...
Someone said it looks like Shredder as if that's a bad thing? The Shredder is epic.
I really do think that when you look at the armor art-style from the PROPER viewpoint(the higher up) it will look really cool.
There's a major reason Blizzard does the 'stylized' look... and you got it exactly right.
Realistic games look really awkward a couple of years back... they look awesome when they come out, but 2-3 years pass and they start to show their age. Whereas go play Final Fantasy 9... it still looks pretty damn cool. -
Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonMy suspicion is that monsters will randomly generate above 61. So there won't be any 'one place' you can find stronger enemies but as you play you may run into anything from say 61 to 65 or 61 to 64.Posted in: News
So you can't PREDICTABLY farm more, but it will make the difficulty vary as you play. -
Aug 19, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & ConsEros, because stats were a very user-unfriendly form of customization, even if done ideally. Diablo 3 is being aimed to be a game that the average player can pick up and enjoy without feeling that he has to make decisions that he doesn't understand that are semi-permanent.Posted in: News
Diablo 3's removal of stat points(transferring stat customization exclusively to gear), switching from skill points to skill slots, etc was a way for them to make the game easier for people who are first picking it up without removing any significant amount of meaningful customization. I say meaningful customization in the sense of actualy deep decisions to make that one can make from a role playing standpoint or from a min-maxing standpoint.
Keep in mind that even without skillpoints and stat points we still have more customization than we've ever had before.
Stats: There will be far more diverse items, and the addition of a proper crafting system dramatically increases stat customization. In addition, many passives have stat bonuses attached to them further allowing you to customize your stats. Furthermore, the addition of what, 15 tiers of gems makes stat customization even more long-term and deep.
Skills: Skill-swapping allows people to really choose which skills they like rather than making a guess at it at level 1 and hoping they're right. In addition, passives also act as your synergies did, by improving damage in meaningful ways. In addition to this, runes make such a dramatic difference in your skills - by having 5 different versions of each skill characters effectively have 100-125 skills to choose from. That is a LOT of choice.
Appearance: With more gear available, and different sets by difficulty, we have more appearance choices. Add to that they dye system and you're left with a very diverse appearance system.
And every bit of our customization now will, if done right, be MEANINGFUL. Most of Diablo 2's customization was either heavily restrictive or largely meaningless(like stat points). I think adding much more would just make the game unfriendly - and we all want the game to sell well so Blizzard has more money to put into things like the Diablo universe don't we? -
Aug 18, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & Consfor ME the demon hunter coat... for my wife the socksPosted in: News
- To post a comment, please login or register a new account.
0
There was a post from Bashiok discussing this. They don't consider it a concern, because if that's how a person has fun playing the game then that's great - they've made the game more fun for that person. But they expect most people will stick with what they like and create an 'identity' for their character through their skill choices and just try to overcome the challenge with what they have.
0
Blizzard's priorities are in two places:
Making this game fun.
Making lots of money.
1
0
What he said here.
1
Either:
Use the old rune system, but have runes drop with random stat bonuses on them to help you still have that element of min/max.
OR
Have runes drop as 'Unattuned Crimson Rune' in stead and then when you put it into a skill it attunes itself to that skill and rolls the random stats.
Overall: The random stats are an AWESOME idea. The 'attuning' to a skill is a mediocre idea that could be fun, but having you not able to tell what TYPE of rune it is before doing so is just horrific. I do not like guessing games in my video games. Luck I'm all for, but don't make me guess what type of rune it is so I can know what skill to put it in please.
0
Reduce cost - Rune level reduces cost further
Increase Area of Effect - Rune level widens field further
Increase Slowing - Rune level makes projectiles even slower
Damaging: Damage per second while in field - Rune level increases damage
And my own personal idea:
Entropic: Randomly redirects some projectiles towards enemy targets - Rune level causes the projectiles to do more damage and increases the chance of projectiles being redirected.
0
Because Diablo is, was, and always will be primarily a pve game. If you tweak damage down for an ability and break a viable pve build, you're hurting the game.
Also, remember, the fun of Diablo pvp is trying to find those overpowered combos and then seeing what others come up with to counter them. Balancing it is counter to a large core of the fun of diablo pvp.
0
Once you put in a system where people are ranked, then you have to work on balance. This game isn't like WoW where you have a pretty finite number of builds or sc2 where you have a finite number of units. This game has in the millions of potential combinations per character. Balancing that would probably take decades of work... and do you REALLY want the game to be delayed to 2042 just so they can put in a solid competetive pvp system? That is of course assuming balancing it would even be POSSIBLE with that many combinations.
0
It's not an MMO. MMO's imply a few things:
1) Persistent - Diablo 3 is the absolute opposite of a persistent world. When you log in you're treated with a fresh world every time.
2) Massively Multiplayer - Diablo 3 limits coop multiplayer to 4 and competetive to eithe 3v3 or 4v4. Massive implies hundreds of players in the same world as you, at least dozens at the low end.