So for the 18 boss images, we have (x,y).
(1,1) An angel. Anyone know which angel this is? He doesn't have a sword insignia so Imperius is out. Is it some other angel?
(2,1) A female demon with moth demons.
(3,1) A ghostly looking guy on fire.
*(4,1) The Mistress of Lust, presumably one of the seven Sins.
*(5,1) The Summoner Horazon. Looks enough like the D2 version anyhow.
(6,1) A bone axe that's partially under water. Could be anything.
*(1,2) Deckard Cain. OMGZORS! Not even gonna speculate on why Cain would be a boss.
(2,2) An undead looking fellow with a big mace.
*(3,2) The Spider Queen, Araneae.
*(4,2) Diablo.
(5,2) Vipermages and lightning?
(6,2) Some chick wearing a hood.
*(1,3) Azmodan.
(2,3) A bunch of different looking demons.
(3,3) Some chick shooting fire out of her hand.
(4,3) WTF is this?!??!?!
(5,3) A really fat demon, presumably Gluttony (a Sin!)
*(6,3) Good old Leoric.
So, if there are seven Sins then we are missing:
Greed (who has already been mentioned as a possible in-game demon)
Pride
Envy
Wrath
Sloth
Not sure if any of the portraits clearly represent one of the above.
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The only reason Runes were exciting in D2 was because runeword items had abilities and affixes that didn't exist on rares or uniques, which is mainly because they were added years after the original game was released. I hope D3 will have a much deeper pool of random affixes.
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A lot of WoW mechanics are simply a matter of what target you are DPSing. (ie, Spine of Deathwing) This would be incredibly lame in a game like D3. D3 mechanics are more likely to be either about avoiding major damage, or killing a large pack of adds so that you can get health orbs. By virtue of being an action game, D3 mechanics should be a lot more fast-paced and reaction time dependent. Judging by the one avoidable boss attack in the game right now (SK's teleport strike), boss attacks should be a lot better-paced than in D2 where abilities were either unavoidable (fire nova! hoarfrost!) or so weak you didn't care (mephisto poison cloud!). The teleport strike is balanced to where it is avoidable, but not if you are poorly positioned or slow to react.
Another major difference is that D2 boss abilities had no pattern and gave you little to no warning. Dodging Mephisto's Ice Skulls as a ranged character was pure luck - his casting animation was so fast and unpredictable that you were either already moving or you got hit. On the other hand, the SK has a somewhat (but not completely) predictable pattern of when he will use each of his abilities, which you can see in any of the Level 1 SK kills. This is pretty cool because it allows a skilled player to both predict and react to boss abilities.
It would also be cool if some boss mechanics required players to use the boss's own abilities against them, like tennis ball boss in Dragon Soul. Obviously this would be a much faster-moving ability than the WoW tennis ball.
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I don't agree with spiders, frogs, spectral blade, etc being useless. Oddball abilities promote niche builds - certain D2 abilities like Charged Bolt and Poison Dagger were garbage for most builds but pretty darn fun for very specific builds.
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Most abilities in Diablo-type games are balanced around monsters not playing "smart" as in "killing the player in the most effective possible way". Behaviors like "always teleport away from melee players", "always avoid ground-targeted AoEs", and "always run away and pull extra aggro" are very good at killing players but aren't always fun.
The fun AIs tend to be more about group behavior; big monsters summoning little monsters and little monsters fanning out to try to surround you. Individual "attack patterns" can also be fun, and were relatively lacking in Diablo 2. The Skeleton King has a couple of decent attack patterns (ie teleport-swing, summon-teleport, whirlwind), although he is so weak that they don't matter on Normal. Dodging SK teleports is actually pretty fun gameplay. I'm sure Blizz will think of more stuff to put in later D3 bosses.
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D2 animations occurred in a whole number of frames. You either had a 5 frame attack or a 6 frame or a 7 frame. Because D2 frames were always whole numbers breakpoints were super important. On the other hand D3 is a modern game so the speed should be continuously variable.
Both shooters (halo, mw3 etc) and MMOs (WoW) handle lag compensation of attack speed in a similar way. Attack speed is calculated server side. Even is your client is significantly lagged, as long as you hold down the fire button (or spam your arcane blast button) the server will have your character fire his gun or cast arcane blasts as fast as he can.
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Under the old Rune system, your level-60 Barbarian might have a stronger Whirlwind than mine because you socketed a higher ranked runestone. However, I used my rank-7 runestone on Frenzy so my Frenzy is stronger than yours.
Under the new system, your Barbarian might have a stronger Whirlwind because he has several pieces of +Whirlwind gear, while my Barbarian has a stronger Frenzy because he stacks +Frenzy gear.
The two systems accomplish the same thing. There will be plenty of post-60 progression and it will be driven by hunting for randomly generated items. Whether it is a randomly-dropped Runestone or a randomly-dropped piece of gear, the end result is equal.
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Diablo is an action game. It is all about fast movement and fast reaction. You should not be standing still and DPSing a stationary target, unless it is a very easy boss (SK) that you massively outgear. And once the game is released, no one will care how hard you can crit against Normal SK.
Let's illustrate the irrelevance of DPS with a Diablo 2 analogy:
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What would you rather have, a 6-frame melee attack that hits for 1,000 (4167 DPS) or a 12-frame attack that hits for 3,000 (6250 DPS)?
Anyone who has played D2 knows that a 12-frame melee attack is just useless. You simply won't get it off. The target will move, you will get stunned, or your mercenary will kill it before you even finish your swing. This is why abilities like Impale were useless despite having high target dummy DPS.
A faster melee attack in D2 was generally more useful than a slower melee attack even if its DPS was lower. You certainly didn't want to use anything slower than a 7 frame attack, and most people aimed for a 4-5 frame melee attack.
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Another place where DPS greatly underestimates usefulness is "shoot-and-scoot" abilities. You can cast a Blizzard, Blessed Hammer, or Death Sentry and then run away while your ability continues to do damage. The more time you spend dodging enemy attacks (such as fighting Black Souls and Vipermagi when you don't have the HP to tank their hits) the more valuable scoot-and-shoot becomes. The extra usefulness of being able to cast spells and then run away cannot be calculated mathematically, at least not very easily or accurately.
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The power level of a Diablo character (whether its D1, D2 or D3) depends entirely on how efficient they are at clearing areas, killing bosses, and finding high-end loot. DPS output is only one of many factors that go into this. For example, a smitadin has absurdly high single-target DPS but definitely won't be able to clear out large numbers of enemies like a meteorb sorc. A werebear has slightly less singletarget than a smitadin, but has much better survivability. Depending on your gear and what you are fighting (regular trash versus an Extra Strong Extra Fast Aura Enchanted) you may clear faster with a highly survivable character even if his raw DPS is lower. If the vast majority of loot comes from uniques/champions, you may get loot faster with a singletarget spec, even though your total DPS is much lower than an AoE spec.
Also, a pure DPS figure completely ignores the issues of overkill and attack speed. When a monster has 100 hp left, hitting it for 4,000 damage inflates your DPS meter but does nothing to help you kill it faster. To use a Diablo 2 analogy, you might choose a 4-frame weapon over a 6-frame weapon even if the 6-framer hits dramatically harder. The overall farm speed is usually higher for the faster weapon, even if raw DPS output is lower. Having DPS meters in game could mis-lead a lot of players towards higher-DPS but lower kill-speed setups.
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(1,1) An angel. Anyone know which angel this is? He doesn't have a sword insignia so Imperius is out. Is it some other angel?
(2,1) A female demon with moth demons.
(3,1) A ghostly looking guy on fire.
*(4,1) The Mistress of Lust, presumably one of the seven Sins.
*(5,1) The Summoner Horazon. Looks enough like the D2 version anyhow.
(6,1) A bone axe that's partially under water. Could be anything.
*(1,2) Deckard Cain. OMGZORS! Not even gonna speculate on why Cain would be a boss.
(2,2) An undead looking fellow with a big mace.
*(3,2) The Spider Queen, Araneae.
*(4,2) Diablo.
(5,2) Vipermages and lightning?
(6,2) Some chick wearing a hood.
*(1,3) Azmodan.
(2,3) A bunch of different looking demons.
(3,3) Some chick shooting fire out of her hand.
(4,3) WTF is this?!??!?!
(5,3) A really fat demon, presumably Gluttony (a Sin!)
*(6,3) Good old Leoric.
So, if there are seven Sins then we are missing:
Greed (who has already been mentioned as a possible in-game demon)
Pride
Envy
Wrath
Sloth
Not sure if any of the portraits clearly represent one of the above.
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Even if a slower cast speed gave higher target dummy DPS (and it seems like it doesn't), interrupts VASTLY penalize slower casts. Just ask anyone who's ever played PvP in WoW. Given a choice between a 2000 DPS, 1.0sec spell and a 1500 DPS, 0.5sec spell its pretty obvious which one will be easier to use on a harder difficulty.
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On Inferno mode Diablo has legs.