Taking another look at these orbs, I'm wondering how these look when they're not completely full. Since they're all fully filled orbs, it looks exciting for the murky liquids to be spiraling and rotating.. But what happens when the orb isn't completely filled? If it's the same animation with the top cut off, that'd be disappointing(and odd looking). Then again, these orbs are supposed to go up and down quite often, so this would also probably be by far the simplest way to animate the orb liquids..
Any thoughts?
I think the barb's will have a "boiling" effect when not full, the monk's looks like it has a smokey effect going on, I imagine the DH's will have a ripple of some kind, i wouldn't be surprised if the light/energy bits of the wiz's kept moving around even without the liquid in the area (almost like sparks coming off the surface), not sure what they'd do for mana, maybe a bigger/slower wave/ripple effect? perhaps it will have a concave/convex bend depending if mana is being spent or filling up?
Taking another look at these orbs, I'm wondering how these look when they're not completely full. Since they're all fully filled orbs, it looks exciting for the murky liquids to be spiraling and rotating.. But what happens when the orb isn't completely filled? If it's the same animation with the top cut off, that'd be disappointing(and odd looking). Then again, these orbs are supposed to go up and down quite often, so this would also probably be by far the simplest way to animate the orb liquids..
Any thoughts?
I think the barb's will have a "boiling" effect when not full, the monk's looks like it has a smokey effect going on, I imagine the DH's will have a ripple of some kind, i wouldn't be surprised if the light/energy bits of the wiz's kept moving around even without the liquid in the area (almost like sparks coming off the surface), not sure what they'd do for mana, maybe a bigger/slower wave/ripple effect? perhaps it will have a concave/convex bend depending if mana is being spent or filling up?
I think it would be cool for the orbs to all have active physics inside, but that might be a little much.
Rollback Post to RevisionRollBack
"No one gets to heaven 'til they've lived awhile in hell and even then it's rare that you'll be going there."
My thoughts on the WD mana resource are summed up nicely in this article.
" Fall too low and you may find yourself hopelessly thirsting for Mana in the heat of battle. "
That doesn't sound fun.
I guess it sounds like brain effort for managing your resource.
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will. Barbarians will never find themselves hopelessly needing rage, taking damage and other skills they have will create rage, it will be a constantly changing resource. Wizards replenish quickly enough to always be able to do something, but slow enough to limit them to a reasonable amount of power. Spirit for the monk also sounds like it will never leave you feeling helpless.
On a side note, I've noticed this community has a real big issue with resorting to differing opinions. If you're relatively new to the forums(like myself) the members such as yourself, Doomscream, and there are others that act the same way, just get personally attacked for having an unpopular opinion. Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here.
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will.
/snip
Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here.
While the other classes have new resources, someone had to have mana.
While the WD could POTENTIALLY be SoL and mana-dry, he has means for restoring some amount of it (I think one skill might by default, and there's a regen passive, and maybe others could be runed to do so). I also think that he'll simply have MORE resource than anyone else. While a barbarian will always only have 100 fury (barring some passive) the WD will be gaining mana with each level, and items (i don't think items will increase other classes' caps, more likely their regen rate or ability costs, but we don't know for certain yet).
In other words, I think the WD will be able to go through say, 4 encounters worth of combat before he's out of mana, whereas every other class will empty their resource every fight. With a long-term resource like this, the WD has the potential to be extra powerful in bursts (i.e. boss fights) while pacing himself when that power isn't necessary (standard monsters) so that his regen can (completely) offset his ability costs when not in "boss mode" consumption.
Yes, yes. Because this hasn't been beaten to death before... People will always complain no matter what. If mana was not represented, people would have complained. I think it's nice that we have the classic rpg energy source in D3 still.
Mana, as a resource, is a part of the WD's gameplay,
if you can't handle it than it's not for you. You will get punished if you can't handle the resource of your class no matter which you've chosen, that's the whole point. Moreover changing things just for the sake of changing is more than flawed.
I never said i can't handle it, i just stated an opinion that it didn't seem fun to me. I'd rather play a class that has regen mechanics built in. Running to town to buy mana pots doesn't count. Don't put words in my mouth.
It just came to me, but for DH, both of them low upwards, while hatred and discipline are a bit opposing each other arent they? Wouldn't it make it better, if one of them flown downwards? Or maybe both of them flow tovards the middle ( --> l <--).
there will most likely be passives like Diablo 2's "heat" passive spell that helped regenerate the sorc's mana. The more points invested the faster it would regen. We dont have points now so I am assuming that runes will play a massive role in how your mana will regenerate.
People are underestimating the potential uses of the mana for the WD. Remember, this game is going to be more cooldown oriented than previous games, thus, having mana AND various cooldowns will still make the WD a flexible character to play. You might choose to high short cooldown spells which will probably burn a lot of mana per fight, or choose longer cooldown spells which will probably save more mana per fight. There's a lot we don't know and can only speculate about, but people need to stop oversimplifying something that we haven't even see yet.
As for comparing mana to arcane power, from what I've been able to scrape up, the Wizard has a lot less cooldowns. Most of their spells are based on amount of arcane power consumed. You wanna use a super powerful spell? Okay! It'll only cost you 60% of your power. Go for it! Maybe it has a really short cooldown or no cooldown! You just need to have the available resources to use it.
The DH also has a similar resource system to the WD and Wizard from what I can tell. The only difference could probably be that using skills from one side regenerates the other side a little faster. However, the DH can still be quite interesting to try different combinations with due to cooldowns and regeneration rates.
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will.
/snip
Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here.
While the other classes have new resources, someone had to have mana.
While the WD could POTENTIALLY be SoL and mana-dry, he has means for restoring some amount of it (I think one skill might by default, and there's a regen passive, and maybe others could be runed to do so). I also think that he'll simply have MORE resource than anyone else. While a barbarian will always only have 100 fury (barring some passive) the WD will be gaining mana with each level, and items (i don't think items will increase other classes' caps, more likely their regen rate or ability costs, but we don't know for certain yet).
In other words, I think the WD will be able to go through say, 4 encounters worth of combat before he's out of mana, whereas every other class will empty their resource every fight. With a long-term resource like this, the WD has the potential to be extra powerful in bursts (i.e. boss fights) while pacing himself when that power isn't necessary (standard monsters) so that his regen can (completely) offset his ability costs when not in "boss mode" consumption.
Hey look, an actual constructive post!
Time will tell how the WD mana management will play out i suppose. I guess I just like the idea of fury that you could be at a very low level(maybe ~10) leap into a pack of enemies generating some more, taking some damage, and just using appropriate skills to balance spending and regenerating the resource. With mana its a much more passive management in that you just have to not overuse it and you'll be ok. Definately will have to play all 5 classes and see how they work once the games out, but its fun to speculate sometimes.
its really all going to come down to play style, which is brilliant. Before, in D2, if you wanted to be competitive you would have to build your char a certain way. Most of the chars became the same monotonous blend of vitality and certain armors that you would HAVE to wear. At least with different resources we will see more room for multiple standard builds.
The resource UI never moves. You could cut out a piece of yellow cellophane and tape it over the mana resource circle, turn it green, and then call it whatever you want. Really it's called mana because it is the classic mana mechanic, which works well for the witch doctor.
I always turn to Bashiok's teachinsg when in a need for some wisdom...
haha yes, i may end up doing this turning the game into a 3D game!!!! HOLY SHIT, epiphany!
YYYEEEAAAA!!! the rage is back for warriors, about time they got rid of mana for them, time to run into a hugh mob spam cleave and watch them drop MUAHAHA, now the said part is listening to him go "Not enough rage".
I think the barb's will have a "boiling" effect when not full, the monk's looks like it has a smokey effect going on, I imagine the DH's will have a ripple of some kind, i wouldn't be surprised if the light/energy bits of the wiz's kept moving around even without the liquid in the area (almost like sparks coming off the surface), not sure what they'd do for mana, maybe a bigger/slower wave/ripple effect? perhaps it will have a concave/convex bend depending if mana is being spent or filling up?
I think it would be cool for the orbs to all have active physics inside, but that might be a little much.
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will. Barbarians will never find themselves hopelessly needing rage, taking damage and other skills they have will create rage, it will be a constantly changing resource. Wizards replenish quickly enough to always be able to do something, but slow enough to limit them to a reasonable amount of power. Spirit for the monk also sounds like it will never leave you feeling helpless.
On a side note, I've noticed this community has a real big issue with resorting to differing opinions. If you're relatively new to the forums(like myself) the members such as yourself, Doomscream, and there are others that act the same way, just get personally attacked for having an unpopular opinion. Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here.
While the other classes have new resources, someone had to have mana.
While the WD could POTENTIALLY be SoL and mana-dry, he has means for restoring some amount of it (I think one skill might by default, and there's a regen passive, and maybe others could be runed to do so). I also think that he'll simply have MORE resource than anyone else. While a barbarian will always only have 100 fury (barring some passive) the WD will be gaining mana with each level, and items (i don't think items will increase other classes' caps, more likely their regen rate or ability costs, but we don't know for certain yet).
In other words, I think the WD will be able to go through say, 4 encounters worth of combat before he's out of mana, whereas every other class will empty their resource every fight. With a long-term resource like this, the WD has the potential to be extra powerful in bursts (i.e. boss fights) while pacing himself when that power isn't necessary (standard monsters) so that his regen can (completely) offset his ability costs when not in "boss mode" consumption.
http://www.soundcloud.com/salerno
I never said i can't handle it, i just stated an opinion that it didn't seem fun to me. I'd rather play a class that has regen mechanics built in. Running to town to buy mana pots doesn't count. Don't put words in my mouth.
http://www.soundcloud.com/salerno
As for comparing mana to arcane power, from what I've been able to scrape up, the Wizard has a lot less cooldowns. Most of their spells are based on amount of arcane power consumed. You wanna use a super powerful spell? Okay! It'll only cost you 60% of your power. Go for it! Maybe it has a really short cooldown or no cooldown! You just need to have the available resources to use it.
The DH also has a similar resource system to the WD and Wizard from what I can tell. The only difference could probably be that using skills from one side regenerates the other side a little faster. However, the DH can still be quite interesting to try different combinations with due to cooldowns and regeneration rates.
http://www.soundcloud.com/salerno
Hey look, an actual constructive post!
Time will tell how the WD mana management will play out i suppose. I guess I just like the idea of fury that you could be at a very low level(maybe ~10) leap into a pack of enemies generating some more, taking some damage, and just using appropriate skills to balance spending and regenerating the resource. With mana its a much more passive management in that you just have to not overuse it and you'll be ok. Definately will have to play all 5 classes and see how they work once the games out, but its fun to speculate sometimes.
http://www.soundcloud.com/salerno
http://www.soundcloud.com/salerno
There this looks less like semen now
Pumpkin Contest Submission:
http://habeasporpoise.deviantart.com/art/Diablo-3-Pumpkin-263477540
very powerful and pregnancy shot type of semen
http://www.soundcloud.com/salerno
http://www.soundcloud.com/salerno