2010-04-24, 04:44 | Link #441 | |
Bearly Legal
Join Date: Jun 2004
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Diii.net: Everyone seems pretty happy with the function and form of the Barbarian’s Fury resource, but nothing has been revealed about the non-mana resources that the Wizard and Monk will use. Can you give us some insight into what kind of play style their resources are meant to encourage? Jay Wilson: Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. For the WD we’re okay with mana, since he’s got some pretty good skills to recover mana that also double as attacks. And he’s not defenseless when he’s out of mana. He’s got pets and ways to attack with them that aren’t mana intensive. For him that makes mana fairly interesting. For the wizard, when she’s out of mana she just dies. And that’s not fun. So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. “Do I want to make myself more vulnerable in exchange for being more blasty.” And that’s a cool gameplay pull there. For the Monk um… I’m not ready to talk about him yet since he’s just too early. We still haven’t decided exactly what we want to do with him. We’re still playing around with his resource system. You can read the rest at here No further details were revealed so far but i would guess it's more like a wizard would gain certain buffs and debuffs the more/less they cast their spells. So far it's been hinted that wizard would gain more damage while becoming more vunerable depending on the level of "instability". It's quite an innovative approach since in D2, mana and energy stat was mostly ignored with leech and mana pots. This should reemphasized on the mana system while making it less of a pain in the butt.
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2010-08-18, 11:21 | Link #442 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Now it's been a while since the last update, but now we have a new system to speculate about:
PC IGN: Diablo III's Artisan System Quote:
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2010-08-19, 03:29 | Link #445 | |
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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2010-08-19, 04:28 | Link #448 | |
Disabled By Request
Join Date: Jan 2010
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Cutesy rainbow landscape. God damn that would be an epic commercial advertisement. Diablo must be stopped! Hurry my little pony! We must engage the evil immediately! I'm getting tired of the wizard being called a 'glass cannon'. In every two sentences they call her a glass cannon, and if not it has the word vulnerable and blasty in there. So we wanted to make her blasty but vulnerable so she is a cannon of glass glass cannon with blasty vulnerableness!.... blasty glass cannon. Sounds cool huh? Huh? The monk? Oh he'll be blasty too. Okay. I'll stop now. Though in all honesty I'm interested in the monk the most. |
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2010-08-19, 09:41 | Link #451 |
Senior Member
Join Date: Oct 2007
Location: ¯\(º_o)/¯
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It's too late. Adult Swim has already beaten Blizzard to the rainbow punch
http://games.adultswim.com/robot-uni...line-game.html
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2010-08-19, 11:30 | Link #455 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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I am now up to date with all the recent news, and I am quite happy. There is definitely a focus on remembering Diablo is a Single Player game. And the note that a shared stash system is necessary. Blizzard even admits the DII item transfer method was stupid.
The linking of better access to items with quests and raw materials is definitely more flexible than the old way, when shops only stock things based on you LEVEL. That was silly. And money is now better utilised, since it made no sense paying money to yourself if you craft items on your own. But now having such services available for a fee means gold mean something again. Also note that rarer ingredients are more likely to be salvaged from high level items. So even if you got a high level crappy item you don't want to use, you may get a chance to get a rare ingredient recycled from it. This goes with the intention of Blizzard wanting us to do more than just boss runs; you can get high level item drops in all high levels areas, not just from bosses. Boss runs will still need to be used for uniques, but at least raw material salvaging would be more varied. The ability to reclaim socketed gems without losing either the gem or the socketed item is great. Blizzard didn't want to force us to not use something until we have the max gems for it. Now we can slowly upgrade the socket item while using the bonuses already present in play. In short, no more "having crappy gear all game just to ensure good gear in the final levels". Getting to level 14 gems will now be a bonus, and no longer a necessity.
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2010-08-19, 14:31 | Link #459 | |
Senior Member
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Quote:
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2010-08-19, 15:27 | Link #460 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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Unfortunately, so far it is pretty much confirmed that you don't have a weapon-switch button in DIII. There are vocal complaints about that, so I am pretty sure it still isn't in the game.
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Tags |
arpg, blizzard, dungeon crawler |
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