look it's a high lvl skill plus it does have a long CD, so if the dmg wasn't worth it ppl won't use it. it's like 250% weapon dmg every second and it's a stationary AOE. so whoever is out side the 18 yards or was in for only 2 second than they don't get any dmg or get only 500% dmg and next time u can use it is 2 mins afterwards. so i blieve it's a balanced skill plus - bliz tested it internally and din't change the dmg in any of the patchs.
so u can rest assure that skill won't be an OP skill in compression to other skills and other mobs.
ya ofc everything is an assumption cuz we didn't play diablo 3 and it's not the final version.
but now it's alot more clearer for me thx alot for ur time to explain that to me.
now i see how APS is always taking into account- even in a CD skill- plus even tho cyclone strike uses only main weapon that main weapon also has that extra 15% of his own ASP when i use duel-wield so there is some what a "bonus" effect to the cyclone strike when u use duel-wield :). so now i will also have another thing to take into consideration when i choose my weapon - rather it's duel-wielding, 1h and shield or 2h :D.
well i made a some what ranged barb and a melee wiz builds.
as it's only theoretical and i don't consider my self a good player when it comes to thinking about build feel free to look at the builds and tell ur opinion about them and if u want to ask me the reason behind the builds i will try my best to answer
i wrote this post on a diffrent thread and i didn't get an answer to is...so i hope u can help me with this:
"i am not sure i get this new thing about duel wielding:
When dual-wielding, certain skills will now always use your main-hand weapon to determine damage
For example, Cyclone Strike will use your main-hand weapon damage even if your off-hand weapon is set to swing next
if i understand it correctly it means that only 1 weapon at a time will modify the dmg of the skill, so technically the only advantage u have with duel wielding is their speed and their stats, but not the fact u r holding 2 different weapons which have each their own dmg. and if thats the case than u better off with a 1 hand and shield cuz atleast than u have more armor while with dw u don't get extra dmg.
if any1 understand it differently or mayB know more about this - plz tell me. cuz if it's the way i think it is - it's a rly sad day for all the monk, barb and DH duel wielders.
"
if u guys already answer it...i apologize,,,guess my english comprehension isn't good as i thought .
thanks again,
Arrok
You quite don't understand how dual wielding works
I'll show you on example.
Lets say you're playing as barbarian, and you want to do Cleave three times. You're equipped with two weapons:
- your main hand has 20 dps
- your offhand has 5 dps
For the sake of simplicity lets assume 1.00 AS and no additional modifiers, I'm also disregarding attack speed buffs.
In this scenario:
- your main hand attack does 20 damage
- your offhand does 5 damage
- your average dps is 12.5 dps (this is what you'll see on character screen).
Beacuse of how you're switching weapon for every other attack, while dual wielding you'll see that:
- your first cleave will do 20 damage
- your second cleave will do 5 damage
- your third cleave will do 20 damage (and so on)
But for Cyclone Strike it would always be (disregarding damage modifier from the skill itself):
- your first Cyclone Strike does 20 damage
- your second Cyclone Strike does 20 damage
- your third Cyclone Strike does 20 damage
My guess is that every 'powerful' skill, with longish cooldown will be like that from now on. It is a good change though. It gives you some flexibility when it comes to weapon choosing. You will benefit from your offhand modifiers though (like dexterity etc).
And it maximizes your damage
I don't know how to explaing it more clearly.
yup i think u explained it rly good - so as long as there r some skills which use the speed of the duel wield and every hit is been made with a different weapon than thats fine....however( if i understand u correctly) when i use a skill with CD - which means speed doesn't affect it much, the dmg is according to ur main weapon - which for ur own good should be the weapon with the highest dmg between the 2 weapons to make it the most effective. so i see the case is that when it comes to skills with CD 2hand weapons is the better weapon to use. but on skills with no CD the balance between 2 hand and duel wield is fine :)( cuz than the speed is getting into account).
thanks alot for explaining it for me, i rly appreciate it and hopefully i understood what u wanted to say
i wrote this post on a diffrent thread and i didn't get an answer to is...so i hope u can help me with this:
"i am not sure i get this new thing about duel wielding:
When dual-wielding, certain skills will now always use your main-hand weapon to determine damage
For example, Cyclone Strike will use your main-hand weapon damage even if your off-hand weapon is set to swing next
if i understand it correctly it means that only 1 weapon at a time will modify the dmg of the skill, so technically the only advantage u have with duel wielding is their speed and their stats, but not the fact u r holding 2 different weapons which have each their own dmg. and if thats the case than u better off with a 1 hand and shield cuz atleast than u have more armor while with dw u don't get extra dmg.
if any1 understand it differently or mayB know more about this - plz tell me. cuz if it's the way i think it is - it's a rly sad day for all the monk, barb and DH duel wielders.
"
if u guys already answer it...i apologize,,,guess my english comprehension isn't good as i thought .
Neither, the current system in place. I do not want to have to farm to be able to use the skills I want to play the game. However, seeing as I want to experiment anyways, I have absolutely no problem with the current system.
You people seem to think you have this perfect build in mind, and you won't need to stray from it. Well sorry, but only a complete idiot would think he has everything figured out because he starred at the skill calculator for a few hours. That means absolutely nothing in practice. Heck, we don't even know how some of these skills function in game, yet you think you have your perfect build already to go? BS BS BS!
I never said i have the perfect build in mind... And u still get to try out ur skills with the old rune system. U can always put a lower tier rune to see the rune effects. Higher tier runes just enhances the effect. And seeing that the lazy bum u are i won't blame u. Hey some people like it easy I don't blame them. And as i said in my original post i said both systems aren't perfect both have flaws. I'm just baffled by how people think this current iteration is good because clearly its still flawed much like its older iteration... I just prefer the older one cuz it requires u to actually work for it much harder.
You can only experiement with the different build options by keeping the runes....If i just wanted to see what the runes did to the ability, I wouldnt even play D3, id watch a youtube video of it. Also its impossible to get a clear understanding of the runes effectiveness when you have a bunch of low lvl runes. How am I going to go into infeno and test a build with a bunch of lvl 2 runes?! Also, it would be impossible to farm high ranking runes for all your skills, or even a large number of them. Which of course doesnt matter, because even if you could get them, it would be near impossible to store them all. And even if we assume you could store them all, how in the hell could you ever find what you were looking for?
The OP is right, the old system was mathematically impossible and flawed to the core. There is absolutely no comparison to the current system whatsoever. To say they both have flaws is like Faux news saying other news organizations are biased as well.
Actually, the current system is near flawless. You are just the one thats imperfect. You have not one rational argument against the new system, other than its not the old flawed system.
Edit: Wait, whats the problem here again? If you don't have a perfect build, then why do you care what order you get the skills?
u have a good argument to support the new system in comparison to the old system, it's true that experimenting with a lower lvl rune rank can not be a good example of that skill validation to inferno - so by giving u a 3-5 or 4-5 rank runes at lower lvl u can have a better feeling how it will be in inferno. but don't forget when u experimenting with a lower lvl rune in a lower lvl area it can give a good picture of how a higher lvl rune will function in a higher lvl area - so more or less will have same ratio, plus the dmg of a rune is by percentage so that specific rune with a better weapon can be as good in abit higher lvl areas.
now about the planning a head a "perfect" build it's also true u can't rly know if ur build is good until u try it - and if the old system would have stayed to release i will try out as much skills as possible to see if i like it. ofc the first skills i will choose r the skilled i planned in advance, but than u will see if u like them or not - some ppl will like it and stay with it some ppl will like it, but still will want to try the other runes on that skill.
but let's see an example of a casual player he plays with the new system and every rune on the skills he uses r good for his play style and he enjoys it - and he stays with it , now lucky for him all the skills he like and wanted unlock till lvl 30. but as he is a casual he will get to lvl 35-40 and will stop playing ( rather it's too time consuming, too harder, or he had enough) - so all the skills he didn't have a chance to see which were from 36-60 or 41-60, he will never know if he like them or not - hypothetically if he would have see/use them he will enjoy it more or they will be more suited to his gameplay - he might have continue playing even more than 35-40( mayB even becoming a hardcore player cuz of that).
so u see the problem here...i am not sure for the numbers but let's say that 60%-70% of the player base - r casual players, which means they won't go pass lvl 35-40 cuz of the reasons i mentioned(true the range lvl that casual player will get will vary-but still not too higher) so non of them will be able to use all the skills available in the game.
truth be told some hardcore players won't care about the amount of skills u will be able to use while lvling cuz most of them will get to lvl 60(and for them the game only begin at lvl 60) so they will see all the skills and use them as they please. while casual players will feel the game will end at norm-nightmare, mayB abit of hell.
i consider my self the kind of casual player which will try to get higher but most likely will stop at about 3/4 of nightmare cuz of difficulty.as i said in an earlier post in this thread highest i got in normal lvling in d2 was lvl 62 - i do believe in comparison i will get higher lvl in d3 cuz of validation of all skills in any part of the game - which is cuz they do dmg according to a percentage of ur weapon dmg, but i do think i wouldn't mange to get to lvl 60. so here i am a fan of diablo series and d3 in particular and i won't be able to use/see all the skills in game(and i am not the only 1). now let's say blizzard care only about their casual players( which isn't true imo) this new system is flawed according to their plan/philosophy to be more oriented to casual players. i didn't say the old system is the cure, they both need to be fixed.
no doubt it's impossible to satisfy every1, but for their own interest they r shooting them selves in the legs - by keeping this system as it is. as much as it's hard for me to be objective on the matter, i think for their own good they need to let all kind of players have the option to use any skill they want( rather they r casual or hardcore) - i didn't say keep the old system but have most of the important advantages in both systems.
hopefully i clarify the prob i and some other ppl see in this new system.
well technically dmg is calculated by, what is the min-max dmg on the weapon and it's speed- so if 2 weapons does same min-max dmg but 1 is faster the faster 1 will have higher overall dps. now after this patch or the patch before that, they made it so int give more dmg to WD and wiz so if that dagger had more int on it than it's understandable u have higher dmg or %dmg on a skill/spell. tho in the early stages of the development/beta some or all the class specific weapons/items of the WD and wizard in addition to the weapons dps u had a stat on the item that increase the dmg or %dmg of all the skills of the WD or the wiz accordingly. so if those stats r still avaliable on the item than it also can be the reason. the question is what stats was on that dagger?
i am not sure i get this new thing about duel wielding:
When dual-wielding, certain skills will now always use your main-hand weapon to determine damage
For example, Cyclone Strike will use your main-hand weapon damage even if your off-hand weapon is set to swing next
if i understand it correctly it means that only 1 weapon at a time will modify the dmg of the skill, so technically the only advantage u have with duel wielding is their speed and their stats, but not the fact u r holding 2 different weapons which have each their own dmg. and if thats the case than u better off with a 1 hand and shield cuz atleast than u have more armor while with dw u don't get extra dmg.
if any1 understand it differently or mayB know more about this - plz tell me. cuz if it's the way i think it is - it's a rly sad day for all the monk, barb and DH duel wielders.
as in most games the higher the lvl the longer it takes to get a lvl up, as i believe they made lvl 60 as hard and as long to get as to get to lvl 99 in d2( and if i am not wrong most of the player base in d2 wasn't lvl 99 on the dot) - i don't consider my self a hardcore d2 player so my highest char which i lvled normal was about lvl 62 in d2, after years of not playing i went back to playing and used the rush/boss runs to lvl rly fast so around lvl 80-85 u started to get a lvl every 5 highest boss runs with another 7 players in game, and i needed every lvl even more runs till u r going crazy. so think about going through all that without having all ur skills available to u( and as orinrin said and i said on a different thread - ppl as causal as me most likely won't get all skills which imo is bad), and in d3 u would need to go through nm and hell for better xp to get to lvl 60(which isn't according to bliz "u will die - we promise" video a casual player difficulty).
now as i understand it in the old system there were all kind of runes and rune ranks available to drop and after u assign it to a skill it will "mark" that rune to it , so even after taking it out u can't put it in another skill( cuz it's already marked) - so it's not like every rune that drops have a skill already assign to it. now as i understand it rank 1-2 runes would have dropped very often at normal so at lvl 30-40 u would have already found a certain rune to every skill u have(even if it's a low rank 1) - so u would have still have all ur skills u wanted.
no argue in that it took too much inventory , but i believe u can make a rune only inventory so it won't take space in ur normal inventory.
sadly for the dead zone of lvls 30-60 , i don't have a creative idea how to solve that problem, but imho dead zone of lvls 30-60 < not have all ur skills while lvling.( u can still fill that dead zone with finding better items and better rune ranks)
as much as i liked the idea to find a better rune rank i will be fine as long as they lower the last rune skill i get to around lvl 40-50, not to say some1 post that the skill essence of burn of the monk is only at lvl 56 and if thats in release i will be heart broken :P.
anyway these r my thoughts - i believe bliz will do the right thing, and even if they won't change it that way - i will get use to that and still enjoy the game.
best regards,
well i believe some ppl like to have a specific build to have a general idea what they would enjoy and a build which is good in most case - so that will be there main build. however 1 of the advantage of d3 is that u r able to change ur build according to situation, which u pointed out, and that makes for a more tactical gameplay - plus more synergy between players which play together. so i do think there will be builds that r good for most cases and builds which r good for a few situation or some builds which r better for co-op gameplay.
bottom line is, i think ppl will have a main build which will be flexible according to situation and co-op - as the game progress i believe there will be less and less key builds as the mobs changes plus at later difficult same mobs which u might already know will have a different set of skill - so u will have to adjust ur build to that :).
Thumbs up for bliz for making it rly interesting in this aspect!
hopefully i mange to give u a good perspective on things(which is only my opinion and speculation - cuz i never played the game :))
best regards,
personally i don't like this change much, cuz as much as 3000 runes to hold is ridiculous and takes up unnecessary space in inventory, they could have implemented a specific "inventory" for runes apart from the normal inventory by just have an option to toggle between the runes u have on ur char directly from the skill system and if any1 wanted to take those runes to other chars or sell it they could have drag it to normal inventory and place in shared stash or list it straight from runes inventory to the ah - or on the other hand so there won't be any rune floods in economy, just have that rune destroy if u get a better 1, and decrease the drop rate of higher runes while just have a normal drop rate for lower runes, so ppl will have the option to use the runes they want for the skills before getting to nightmare.
i rly liked the fact that u could find some powerful rune to improve ur skill and it's more thrilling and rewarding when 1 such rune drops for u.
sadly, as the current runesystem works, there will be runes that u won't mange to get till very high lvl - which means most of ur lvling u won't have those rune specifc skills which can be rly disappointing, moreover if the time it takes to get to lvl 60 is equally as the amount of time u got to lvl 99 in d2, than it will take very very long time - and some casul players will never get to that lvl, which means they played a game but couldn't use all the skills available(which is a rly bad thing imho).
to conclude my thought, i don't believe bliz will change the current rune system, mayB alittle bit, but not to a majer change - so i guess i will have to get use to it and i will enjoy this game nontheless.
P.S: sry for any missspelling and grammer mistakes , english isn't my native language :).
just wanted to voice my opinion on this subject, have a nice day every1 - and hopefully i will see u guys in game at release.
best regards,
Would you say you ever had more than 8 characters that you Actively played in diablo 2?
In my opinion you maybe had 1MF hammer/sorc, some people had a uber smite but most didnt. The rest of characters would be baalrunning characters, pvp characters or GF barbs. Myself I had 2-3 actively played characters and the rest of them were filled with items. With the enlarged stash and minimized size of items I think filling multiple accs of mules is gone.
well it's true at any period of time i had like about 3-4 i played, but ofc cuz i collect gear so i have plenty of chars just as mule, but sometime i play with them so they can hold more items or if i have a certain kind of items on a char i would have liked to lvl that particular char to be focus on the items he is holding. and ofc cuz i wanted to try all kinds of builds - for each build i open a char and thats was nice. technically in d3 u don't need to reopen a char for a different build, but still most likely i would like to open new chars for every certain build i wish - and sometimes me and my cousin like to open together new chars to lvl together only, in addition to our other chars. so i might get frustrated cuz of lack of char slots - but i believe i will get used to it and i will find an alternative option( worst case scenario i will delete 1 of the chars and reopen another 1 or just sell that char in the ah - if that option will be available at that time )
i didn't play the game yet but from the info and the videos it seems to live to my expectations.
i won't write down all the pros d3 have cuz it's quite alot and i can't be here all day.however i will like to point out a few pros which r rly significant for me:
-there is a monk class with martial arts, fist weapons and staves! - this 1 alone brought bliz a customer(other than the obvious rep and history of bliz as a gaming company)
-shared stash between all chars, alot of inventory space and the biggest item takes 2 slots space in inventory.
-personal loot table for each player( instead of the awful fastest clicker wins all loot like in d2)
-regular and friendly crafting system(instead of the bunch a few items in the horadric cube to get something)
-cross games communication.
i don't have much cons for now other than: the monks general animations instead of a spacific weapon animations and mayB the 10 char max per account limitation. tho they r not too important to me, so i wrote them down just for sake of the discussion.
anyway those few of my thoughts about d3 as an appealing game.
best regards,
first off i don't know if bliz's philosophy on the pvp will change in the future , but for now they r not planning to balance skills according to pvp, they will take that into account when they balance towards pve.
as for healer class dominate pvp - i don't believe any 1 char can be classified as a healer only class, and even if some1 manage to make a build which have only 1 purpose which is healing, it won't be a good spec - cuz diablo isn't build that way. i won't go as far as to say no1 will have some kind of healing/regan life skill or side skill, there r alot of skills(in every class) which help u in that department without compromising the dmg output or the utility it have. furthermore BoH skill of the monk just got a 15 sec CD on this patch - which makes it even less useful if u wanted to make the monk healer class only and spam that skill in pvp.
so bottom line is, i don't believe a healer class will dominate pvp and even if there r all kind of regan/healing skills they won't be the focus in a pvp builds.
thats just my opinion however any1 can disagree with that and thats fine
best regards,
well i am rly sad that the only things that we r able to loot r: weapons , armor, recipes, lore journals and healing potions.
even tho it's true we have alot more armor pieces slots than in d2, i rly liked the extra thrill when finding a higher rank of rune - which means a more powerful skill.
as much as we have imo more things to farm than in d2 - still it's a big void for me when they cut off the runes.
but i believe i will get over it and get use to the current farming table loot - cuz i trust bliz judgment on things when it comes to have an enjoyable and addictive experience.
0
so u can rest assure that skill won't be an OP skill in compression to other skills and other mobs.
best regards,
Arrok
0
but now it's alot more clearer for me thx alot for ur time to explain that to me.
now i see how APS is always taking into account- even in a CD skill- plus even tho cyclone strike uses only main weapon that main weapon also has that extra 15% of his own ASP when i use duel-wield so there is some what a "bonus" effect to the cyclone strike when u use duel-wield :). so now i will also have another thing to take into consideration when i choose my weapon - rather it's duel-wielding, 1h and shield or 2h :D.
thx again for the help and take care m8,
Arrok
0
as it's only theoretical and i don't consider my self a good player when it comes to thinking about build feel free to look at the builds and tell ur opinion about them and if u want to ask me the reason behind the builds i will try my best to answer
ranged barb : http://eu.battle.net/d3/en/calculator/barbarian#TWSgPQ!ZfW!bYbbYb
melee wiz: http://eu.battle.net/d3/en/calculator/wizard#dZVQWP!USg!aaaZcZ
hopefully i mange to help u with ur own builds
best regards,
Arrok
0
yup i think u explained it rly good - so as long as there r some skills which use the speed of the duel wield and every hit is been made with a different weapon than thats fine....however( if i understand u correctly) when i use a skill with CD - which means speed doesn't affect it much, the dmg is according to ur main weapon - which for ur own good should be the weapon with the highest dmg between the 2 weapons to make it the most effective. so i see the case is that when it comes to skills with CD 2hand weapons is the better weapon to use. but on skills with no CD the balance between 2 hand and duel wield is fine :)( cuz than the speed is getting into account).
thanks alot for explaining it for me, i rly appreciate it and hopefully i understood what u wanted to say
best regards,
Arrok
0
"i am not sure i get this new thing about duel wielding:
if any1 understand it differently or mayB know more about this - plz tell me. cuz if it's the way i think it is - it's a rly sad day for all the monk, barb and DH duel wielders.
"
if u guys already answer it...i apologize,,,guess my english comprehension isn't good as i thought .
thanks again,
Arrok
0
u have a good argument to support the new system in comparison to the old system, it's true that experimenting with a lower lvl rune rank can not be a good example of that skill validation to inferno - so by giving u a 3-5 or 4-5 rank runes at lower lvl u can have a better feeling how it will be in inferno. but don't forget when u experimenting with a lower lvl rune in a lower lvl area it can give a good picture of how a higher lvl rune will function in a higher lvl area - so more or less will have same ratio, plus the dmg of a rune is by percentage so that specific rune with a better weapon can be as good in abit higher lvl areas.
now about the planning a head a "perfect" build it's also true u can't rly know if ur build is good until u try it - and if the old system would have stayed to release i will try out as much skills as possible to see if i like it. ofc the first skills i will choose r the skilled i planned in advance, but than u will see if u like them or not - some ppl will like it and stay with it some ppl will like it, but still will want to try the other runes on that skill.
but let's see an example of a casual player he plays with the new system and every rune on the skills he uses r good for his play style and he enjoys it - and he stays with it , now lucky for him all the skills he like and wanted unlock till lvl 30. but as he is a casual he will get to lvl 35-40 and will stop playing ( rather it's too time consuming, too harder, or he had enough) - so all the skills he didn't have a chance to see which were from 36-60 or 41-60, he will never know if he like them or not - hypothetically if he would have see/use them he will enjoy it more or they will be more suited to his gameplay - he might have continue playing even more than 35-40( mayB even becoming a hardcore player cuz of that).
so u see the problem here...i am not sure for the numbers but let's say that 60%-70% of the player base - r casual players, which means they won't go pass lvl 35-40 cuz of the reasons i mentioned(true the range lvl that casual player will get will vary-but still not too higher) so non of them will be able to use all the skills available in the game.
truth be told some hardcore players won't care about the amount of skills u will be able to use while lvling cuz most of them will get to lvl 60(and for them the game only begin at lvl 60) so they will see all the skills and use them as they please. while casual players will feel the game will end at norm-nightmare, mayB abit of hell.
0
best regards,
Arrok
0
if any1 understand it differently or mayB know more about this - plz tell me. cuz if it's the way i think it is - it's a rly sad day for all the monk, barb and DH duel wielders.
thanks in advance,
Arrok
0
now as i understand it in the old system there were all kind of runes and rune ranks available to drop and after u assign it to a skill it will "mark" that rune to it , so even after taking it out u can't put it in another skill( cuz it's already marked) - so it's not like every rune that drops have a skill already assign to it. now as i understand it rank 1-2 runes would have dropped very often at normal so at lvl 30-40 u would have already found a certain rune to every skill u have(even if it's a low rank 1) - so u would have still have all ur skills u wanted.
no argue in that it took too much inventory , but i believe u can make a rune only inventory so it won't take space in ur normal inventory.
sadly for the dead zone of lvls 30-60 , i don't have a creative idea how to solve that problem, but imho dead zone of lvls 30-60 < not have all ur skills while lvling.( u can still fill that dead zone with finding better items and better rune ranks)
as much as i liked the idea to find a better rune rank i will be fine as long as they lower the last rune skill i get to around lvl 40-50, not to say some1 post that the skill essence of burn of the monk is only at lvl 56 and if thats in release i will be heart broken :P.
anyway these r my thoughts - i believe bliz will do the right thing, and even if they won't change it that way - i will get use to that and still enjoy the game.
best regards,
Arrok
0
bottom line is, i think ppl will have a main build which will be flexible according to situation and co-op - as the game progress i believe there will be less and less key builds as the mobs changes plus at later difficult same mobs which u might already know will have a different set of skill - so u will have to adjust ur build to that :).
Thumbs up for bliz for making it rly interesting in this aspect!
hopefully i mange to give u a good perspective on things(which is only my opinion and speculation - cuz i never played the game :))
best regards,
Arrok
0
i rly liked the fact that u could find some powerful rune to improve ur skill and it's more thrilling and rewarding when 1 such rune drops for u.
sadly, as the current runesystem works, there will be runes that u won't mange to get till very high lvl - which means most of ur lvling u won't have those rune specifc skills which can be rly disappointing, moreover if the time it takes to get to lvl 60 is equally as the amount of time u got to lvl 99 in d2, than it will take very very long time - and some casul players will never get to that lvl, which means they played a game but couldn't use all the skills available(which is a rly bad thing imho).
to conclude my thought, i don't believe bliz will change the current rune system, mayB alittle bit, but not to a majer change - so i guess i will have to get use to it and i will enjoy this game nontheless.
P.S: sry for any missspelling and grammer mistakes , english isn't my native language :).
just wanted to voice my opinion on this subject, have a nice day every1 - and hopefully i will see u guys in game at release.
best regards,
Arrok
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well it's true at any period of time i had like about 3-4 i played, but ofc cuz i collect gear so i have plenty of chars just as mule, but sometime i play with them so they can hold more items or if i have a certain kind of items on a char i would have liked to lvl that particular char to be focus on the items he is holding. and ofc cuz i wanted to try all kinds of builds - for each build i open a char and thats was nice. technically in d3 u don't need to reopen a char for a different build, but still most likely i would like to open new chars for every certain build i wish - and sometimes me and my cousin like to open together new chars to lvl together only, in addition to our other chars. so i might get frustrated cuz of lack of char slots - but i believe i will get used to it and i will find an alternative option( worst case scenario i will delete 1 of the chars and reopen another 1 or just sell that char in the ah - if that option will be available at that time )
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i won't write down all the pros d3 have cuz it's quite alot and i can't be here all day.however i will like to point out a few pros which r rly significant for me:
-there is a monk class with martial arts, fist weapons and staves! - this 1 alone brought bliz a customer(other than the obvious rep and history of bliz as a gaming company)
-shared stash between all chars, alot of inventory space and the biggest item takes 2 slots space in inventory.
-personal loot table for each player( instead of the awful fastest clicker wins all loot like in d2)
-regular and friendly crafting system(instead of the bunch a few items in the horadric cube to get something)
-cross games communication.
i don't have much cons for now other than: the monks general animations instead of a spacific weapon animations and mayB the 10 char max per account limitation. tho they r not too important to me, so i wrote them down just for sake of the discussion.
anyway those few of my thoughts about d3 as an appealing game.
best regards,
Arrok
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as for healer class dominate pvp - i don't believe any 1 char can be classified as a healer only class, and even if some1 manage to make a build which have only 1 purpose which is healing, it won't be a good spec - cuz diablo isn't build that way. i won't go as far as to say no1 will have some kind of healing/regan life skill or side skill, there r alot of skills(in every class) which help u in that department without compromising the dmg output or the utility it have. furthermore BoH skill of the monk just got a 15 sec CD on this patch - which makes it even less useful if u wanted to make the monk healer class only and spam that skill in pvp.
so bottom line is, i don't believe a healer class will dominate pvp and even if there r all kind of regan/healing skills they won't be the focus in a pvp builds.
thats just my opinion however any1 can disagree with that and thats fine
best regards,
Arrok
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even tho it's true we have alot more armor pieces slots than in d2, i rly liked the extra thrill when finding a higher rank of rune - which means a more powerful skill.
as much as we have imo more things to farm than in d2 - still it's a big void for me when they cut off the runes.
but i believe i will get over it and get use to the current farming table loot - cuz i trust bliz judgment on things when it comes to have an enjoyable and addictive experience.
best regards,
Arrok