I refuse to use RMAH until I see this issue addressed let alone fixed... They get a dollar for everything you post and sometimes it wont get posted? Wtf...
LOL you cannot refuse to use a feature that they have not released yet...
I think the OP is suggesting an INTERNAL cooldown, which CAN be put on a passive. Not that i agree, im just saying. If you have a passive that makes your crits summon a mini diablo, but it can only happen once every 5 minutes. it is still a passive with a cooldown
Seriously, every gamer that ever called themselves hardcore should really at least try Demon's Souls.
The atmosphere is truly amazing and the thrill of exploring such a hostile territory is greater than anything current gen.
I think the reason you aren't getting the answers you want out of people is it looks like to us you are unable to see past the outer obviousness of each skill and into the many possible play combinations they open up. If you can't see the nearly hundreds of playstyles you've just been given, you can't expect others to agree with your lack of creativity or ingenuity.
I think the more accurate explanation would be he is slow in the head...
As he suggests by jumping on people for disagreeing with him, with nonsensical remarks
as someone who has been with this franchise since the beginning, and someone who has been severely disappointed with what i had seen thus far. I STILL cannot really agree with you. the runes TOTALLY change what the skill is used for. And it will drastically change the playstyle of the person playing the character.
I plan a barb for my first character. I plan the fury builder attack i base my build on as frenzy which is a stacking buff for attack speed. I can modify it in such a way.
White = Killing a monster heals me for 25% of my life
Red = Each buff increases my damage by 25% ( that stacks 5 times... +125% Raw Damage )
Gold = Adds a high chance to stun ( its a spammable skill so if im stunning with every other attack thats game changing)
Blue = Adds a projectile that pieces and does weapon damage in the whole line
Black = Speed buff.
So.. i have one that give me a huge heal on death, one that does a huge damage boost, one that stuns, one that makes it ranged... and one that makes me run fast.
How are those remotely the same? The very reason i use the skill might even change. I could use it as my main attack and stack ways to + damage or if i wanted black i can use it just as a quick hit to run fast... the game is VERY vary, im very excited now that i can see the rune system
You're taking a specific complaint and taking it to the extreme. You need to stop doing that right now, and I won't respond to any of your claims or arguments because they're ignoring everything I've said. Don't generalize my viewpoints to make them more potable.
For your benefit, I will restate in specifics: the witch doctor's rune effects are largely disappointing, especially when compared to the monk. Don't tell me that barbarian ones are good, we're not discussing barbarian rune effects.
And don't tell me I'm only focusing on one spell. You chose one spell for your argument, hypocrite.
Uh.. and i quote " I feel like there aren't enough skills in D3. The runes make the skills more interesting, but it is most definitely NOT 5x new skills per rune effect. All of the spider jar effects are just different looking spiders, but using them is the same: you choose a location, throw a jar, and out come spiders. Does it really make things more interesting if the spiders are fire imbued or leech life? "
White = you spit a cloud instead of one being dropped
Red = a corpse explodes instead of a head spitting things up
Yellow = increase pool duration
Blue = acid rain instead of a single stream
Black = irradiates + creates slimes
All I see is black creating truly new effects with the slime, and even then it's still basically click an area -> that area is now poisoned/irradiated and deals damage to things standing on it. The runes don't add any new gameplay. It's just different animations, but effectively still a pool of acid in every instance.
Each rune changes the skill function, therefore has different uses for everyone. The gameplay does change. The sheer number of different viable combinations of skills you can have makes it vastly superior to the d2 system.
The viability of skills comes from the new skill-point-less system, not from runes.
Take Corpse Spiders. Depending on the rune it becomes a spell that:
-Slows the target(s).
-Deals more damage.
-Leeches and regenerates your mana.
-Summons a large spider that creates smaller ones for a set duration.
-Creates highly mobile spiders that will (presumably) get to more enemies faster.
At least 3 of those have a dramatically different use than the base spell.
Slowing the targets changes nothing about how you use the spell. Neither does dealing more damage. Leeching mana might make you want to cast it more often, but it doesn't change how you use it, either. The large spider one (mother queen whatever) doesn't change anything either - you still aim it an area and spiders erupt. It's not new gameplay just because it's a queen spider instead of a jar now.
You're still clicking to aim, then a bunch of spiders comes out and kill things. How you use it doesn't change. Sure, it gets stronger and better at specific tasks, but that won't make you use it in a different fashion. You've changed nothing from a gameplay aspect.
You are choosing one specific spell that doesnt change the mechanics that greatly..
as someone who has been with this franchise since the beginning, and someone who has been severely disappointed with what i had seen thus far. I STILL cannot really agree with you. the runes TOTALLY change what the skill is used for. And it will drastically change the playstyle of the person playing the character.
I plan a barb for my first character. I plan the fury builder attack i base my build on as frenzy which is a stacking buff for attack speed. I can modify it in such a way.
White = Killing a monster heals me for 25% of my life
Red = Each buff increases my damage by 25% ( that stacks 5 times... +125% Raw Damage )
Gold = Adds a high chance to stun ( its a spammable skill so if im stunning with every other attack thats game changing)
Blue = Adds a projectile that pieces and does weapon damage in the whole line
Black = Speed buff.
So.. i have one that give me a huge heal on death, one that does a huge damage boost, one that stuns, one that makes it ranged... and one that makes me run fast.
How are those remotely the same? The very reason i use the skill might even change. I could use it as my main attack and stack ways to + damage or if i wanted black i can use it just as a quick hit to run fast... the game is VERY vary, im very excited now that i can see the rune system
I'm with the OP. Severely disappointed with the lack of skill points, and the automatic stat points. In my opinion they are attempting to push the drive of the game from leveling builds ( like d2 was ) to end game content ( like wow). I much prefer making specialized characters and having more input into my character..
lvl 30+ is going to be extremely boring. Oh way, another lvl... 30 levels with no new skills, and no input into the skills you already have. Ding.. Woo...
I'll still play the game but im extremely sad with their choices here. I think limited respecs would have addressed the problems of customization and still maintained the feel of diablo. Unfortunately i feel this is a different game of the same name
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Edit, added correct SS
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Can console gamers consider themselves hardcore?
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As he suggests by jumping on people for disagreeing with him, with nonsensical remarks
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Uh.. and i quote " I feel like there aren't enough skills in D3. The runes make the skills more interesting, but it is most definitely NOT 5x new skills per rune effect. All of the spider jar effects are just different looking spiders, but using them is the same: you choose a location, throw a jar, and out come spiders. Does it really make things more interesting if the spiders are fire imbued or leech life? "
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You are choosing one specific spell that doesnt change the mechanics that greatly..
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as someone who has been with this franchise since the beginning, and someone who has been severely disappointed with what i had seen thus far. I STILL cannot really agree with you. the runes TOTALLY change what the skill is used for. And it will drastically change the playstyle of the person playing the character.
I plan a barb for my first character. I plan the fury builder attack i base my build on as frenzy which is a stacking buff for attack speed. I can modify it in such a way.
White = Killing a monster heals me for 25% of my life
Red = Each buff increases my damage by 25% ( that stacks 5 times... +125% Raw Damage )
Gold = Adds a high chance to stun ( its a spammable skill so if im stunning with every other attack thats game changing)
Blue = Adds a projectile that pieces and does weapon damage in the whole line
Black = Speed buff.
So.. i have one that give me a huge heal on death, one that does a huge damage boost, one that stuns, one that makes it ranged... and one that makes me run fast.
How are those remotely the same? The very reason i use the skill might even change. I could use it as my main attack and stack ways to + damage or if i wanted black i can use it just as a quick hit to run fast... the game is VERY vary, im very excited now that i can see the rune system
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lvl 30+ is going to be extremely boring. Oh way, another lvl... 30 levels with no new skills, and no input into the skills you already have. Ding.. Woo...
I'll still play the game but im extremely sad with their choices here. I think limited respecs would have addressed the problems of customization and still maintained the feel of diablo. Unfortunately i feel this is a different game of the same name