If this is out there, I apologize for the re-asking....
Has there be any information on Boss and or Monster resistances? I'm thinking in the line of D2 patches that made certain builds (lit sorc in particular) not able to take on all situations.
Like others, I'm theorycrafting builds for a Wizard, with what limited knowledge we have about skills etc.
OH! One more thing; any info on if you get a skill point to spend every level, how many trees can you max out, etc?
Basically, skill choice and variety will help with any sing;e-element immunes. Without trees, it is unlikely that any one character will only have one type of damage like it was in D2.
Official Blizzard Quote:
DiabloFans:Resistances played a huge part in Diablo II, but if you were not lucky with gear drops you would get very quickly overwhelmed in Nightmare/Hell difficulties. Can you give us any details on how the system will be changing? Will it replace the immunity system or will they go hand in hand, once again?
Jay Wilson: Well, the main reason for immunities in the game was to encourage party play. However, we have seen that some players just want to play by themselves? And that is fine, if a player wants to play single player, the player wants to play single player, we're not going to strong arm them into playing with others. Keeping this in mind, we aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.
Basically, skill choice and variety will help with any sing;e-element immunes. Without trees, it is unlikely that any one character will only have one type of damage like it was in D2.
Official Blizzard Quote:
DiabloFans:Resistances played a huge part in Diablo II, but if you were not lucky with gear drops you would get very quickly overwhelmed in Nightmare/Hell difficulties. Can you give us any details on how the system will be changing? Will it replace the immunity system or will they go hand in hand, once again?
Jay Wilson: Well, the main reason for immunities in the game was to encourage party play. However, we have seen that some players just want to play by themselves? And that is fine, if a player wants to play single player, the player wants to play single player, we're not going to strong arm them into playing with others. Keeping this in mind, we aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.
Thanks Scyber. After I posted I went digging and found the info about traits and that sorta alleviated some of my concerns. I'm still unclear on how many points or viable full tree skills we'll be able to use. For example...I'm definitely rolling a Wizard first and I'd love Teleport. Since that ability opens up at the end of the Arcane tree, is there information that says I can go deep into the Storm tree as well?
I thought the trees were no more, and now its just one big tree?
Yes as far as we know, the basic skill tree system is gone. All skills have certain required levels to learn. You can only learn 7 of the skills. Each skill has a cap of 15 or 20. You only get 60 skill points total, but you can distribute your skill points however you want in your 7 skills. Blizzard also said there is some way to respect, but we don't know if it's a full reset or just one skill at a time.
I thought the trees were no more, and now its just one big tree?
Yes as far as we know, the basic skill tree system is gone. All skills have certain required levels to learn. You can only learn 7 of the skills. Each skill has a cap of 15 or 20. You only get 60 skill points total, but you can distribute your skill points however you want in your 7 skills. Blizzard also said there is some way to respect, but we don't know if it's a full reset or just one skill at a time.
Max point on each skill range from 2 ~ 5 and there are 3 (tech route) you can take per class. 22 ~ 25 skill per class.
So that comes out to be 7~8 skill per tech route. (Defensive, passive, offensive) is one example.
And you can actually learn more than 7 skills. Though, you may only have 7 on a macro key from 1 ~ 7
Skills are no longer categorized skill sets such as the fire, ice and lightning tabs of the sorceress. Additionally, skills are no longer designed in a tree where lower level skill are needed to unlock higher lever skills. Instead the skills are categorized by rank. Each ranks of skills becomes accessible as you level your character.
You will also only be able to learn up to seven skills. You will unlock more skill slots, up to seven, as you level your character. You may have less than seven skills but not more.
Exact skill caps remain unknown. However, it is most likely lvl5 through normal, 10 through nightmare and 15 in hell. So as you progress through tue game, skill caps raise. It has also been said that there will be other ways to raise the cap.
As of right now, you gain one skill point per level. So 59 skill points in total. With seven skills with 15 levels, you won't be able to level all of your skills to max. Bash said that you will likely max two skills and put 1-10 points into the rest.
Skills are macro'd through 1-5, left mouse, two right mouse (toggles by tab key). This creates 8 hotkeys. The extra one is likely used (as seen in most vids) for potions still.
There are no passive skills. All passive skills are now done through the trait system.
Hopes this helps. Let me know if you have any other questions.
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Skills are no longer categorized skill sets such as the fire, ice and lightning tabs of the sorceress. Additionally, skills are no longer designed in a tree where lower level skill are needed to unlock higher lever skills. Instead the skills are categorized by rank. Each ranks of skills becomes accessible as you level your character.
You will also only be able to learn up to seven skills. You will unlock more skill slots, up to seven, as you level your character. You may have less than seven skills but not more.
Exact skill caps remain unknown. However, it is most likely lvl5 through normal, 10 through nightmare and 15 in hell. So as you progress through tue game, skill caps raise. It has also been said that there will be other ways to raise the cap.
As of right now, you gain one skill point per level. So 59 skill points in total. With seven skills with 15 levels, you won't be able to level all of your skills to max. Bash said that you will likely max two skills and put 1-10 points into the rest.
Skills are macro'd through 1-5, left mouse, two right mouse (toggles by tab key). This creates 8 hotkeys. The extra one is likely used (as seen in most vids) for potions still.
There are no passive skills. All passive skills are now done through the trait system.
Hopes this helps. Let me know if you have any other questions.
Scyber - thank you, thank you, thank you!
I apologize, because it looks like I need to do some serious reading about updated systems for this game. Its been a little busy for our business and that's my only excuse for lack of knowledge about D3 :rolleyes:
I have to say, I like this system. I knew that the skills would open up as you leveled and they there were no prereqs for skills (i.e. skill trees) but, I had no idea that you could only learn 7 skills. My main concern is elemental resistances, which forces you to go into another field of skill. Maybe I'm thinking to linearly, or "skill tree bound" about this. I'm going to have to do some serious reading...
I'm assuming that with each skill point, damage is increased or range of the ability. This is going to be so much fun - factoring in the effects of gems and runes for this. There are going to be so many effective combos out there, not one basic "kill everything" build.
Skills are macro'd through 1-5, left mouse, two right mouse (toggles by tab key). This creates 8 hotkeys. The extra one is likely used (as seen in most vids) for potions still.
There are no passive skills. All passive skills are now done through the trait system.
Hopes this helps. Let me know if you have any other questions.
Does this mean that there is no need for regular melee attack anymore? Assuming left-click is melee attack, you only have 5 hotkeys plus right-click and tab right-click. So most likely one of your skills can't be hotkeyed, but I'm guessing there will also be the F keys available (like Torchlight).
Your regular melee attack might be used depending on your build, but you will probably often replace it by another skill. It shouldn't be that different from what we did in D2.
I wonder if a melee skill attached to the left mouse will default to basic attacks if you lack the resource though, or if it will do nothing.
I don't see why they would let us bind skills to the F keys when we can't have more than 7 skills anyway. 8 hotkeys means that there is room for all of those + the basic attack, so why would we need more hotkeys?
7 hotkeys for skills, 1 for melee attack, 1 for potion. That's 9 hotkeys.
Anyways, in Torchlight the right-click abilities can be assigned to F keys. So you have your normal skill bar hotkeys plus you can bind, say, Whirlwind to F1, and Battle Orders to F2. F1 sets Whirlwind as your right-click ability, F2 sets Battle Orders to right-click ability. This is how it was in Diablo 2. So Torchlight basically has both Diablo 2 controls plus Diablo 3 skill bar. Maybe that's what Blizzard is doing as well. Otherwise it seems like we will need another hotkey.
I don't think a melee attack will be needed. it appears as though every class will have some skills that cost no resource. The monk has combos, the barbarian has some attacks that don't cost fury.
I don't think the f keys will be used or needed. If they did implement it, it would only be for, at most, 1 skill.
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Has there be any information on Boss and or Monster resistances? I'm thinking in the line of D2 patches that made certain builds (lit sorc in particular) not able to take on all situations.
Like others, I'm theorycrafting builds for a Wizard, with what limited knowledge we have about skills etc.
OH! One more thing; any info on if you get a skill point to spend every level, how many trees can you max out, etc?
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
Official Blizzard Quote:
DiabloFans:Resistances played a huge part in Diablo II, but if you were not lucky with gear drops you would get very quickly overwhelmed in Nightmare/Hell difficulties. Can you give us any details on how the system will be changing? Will it replace the immunity system or will they go hand in hand, once again?
Jay Wilson: Well, the main reason for immunities in the game was to encourage party play. However, we have seen that some players just want to play by themselves? And that is fine, if a player wants to play single player, the player wants to play single player, we're not going to strong arm them into playing with others. Keeping this in mind, we aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.
Source
Find any Diablo news? Contact me or anyone else on the News team
Thanks Scyber. After I posted I went digging and found the info about traits and that sorta alleviated some of my concerns. I'm still unclear on how many points or viable full tree skills we'll be able to use. For example...I'm definitely rolling a Wizard first and I'd love Teleport. Since that ability opens up at the end of the Arcane tree, is there information that says I can go deep into the Storm tree as well?
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
Yes as far as we know, the basic skill tree system is gone. All skills have certain required levels to learn. You can only learn 7 of the skills. Each skill has a cap of 15 or 20. You only get 60 skill points total, but you can distribute your skill points however you want in your 7 skills. Blizzard also said there is some way to respect, but we don't know if it's a full reset or just one skill at a time.
Max point on each skill range from 2 ~ 5 and there are 3 (tech route) you can take per class. 22 ~ 25 skill per class.
So that comes out to be 7~8 skill per tech route. (Defensive, passive, offensive) is one example.
And you can actually learn more than 7 skills. Though, you may only have 7 on a macro key from 1 ~ 7
Skills are no longer categorized skill sets such as the fire, ice and lightning tabs of the sorceress. Additionally, skills are no longer designed in a tree where lower level skill are needed to unlock higher lever skills. Instead the skills are categorized by rank. Each ranks of skills becomes accessible as you level your character.
You will also only be able to learn up to seven skills. You will unlock more skill slots, up to seven, as you level your character. You may have less than seven skills but not more.
Exact skill caps remain unknown. However, it is most likely lvl5 through normal, 10 through nightmare and 15 in hell. So as you progress through tue game, skill caps raise. It has also been said that there will be other ways to raise the cap.
As of right now, you gain one skill point per level. So 59 skill points in total. With seven skills with 15 levels, you won't be able to level all of your skills to max. Bash said that you will likely max two skills and put 1-10 points into the rest.
Skills are macro'd through 1-5, left mouse, two right mouse (toggles by tab key). This creates 8 hotkeys. The extra one is likely used (as seen in most vids) for potions still.
There are no passive skills. All passive skills are now done through the trait system.
Hopes this helps. Let me know if you have any other questions.
Find any Diablo news? Contact me or anyone else on the News team
Scyber - thank you, thank you, thank you!
I apologize, because it looks like I need to do some serious reading about updated systems for this game. Its been a little busy for our business and that's my only excuse for lack of knowledge about D3 :rolleyes:
I have to say, I like this system. I knew that the skills would open up as you leveled and they there were no prereqs for skills (i.e. skill trees) but, I had no idea that you could only learn 7 skills. My main concern is elemental resistances, which forces you to go into another field of skill. Maybe I'm thinking to linearly, or "skill tree bound" about this. I'm going to have to do some serious reading...
I'm assuming that with each skill point, damage is increased or range of the ability. This is going to be so much fun - factoring in the effects of gems and runes for this. There are going to be so many effective combos out there, not one basic "kill everything" build.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
Does this mean that there is no need for regular melee attack anymore? Assuming left-click is melee attack, you only have 5 hotkeys plus right-click and tab right-click. So most likely one of your skills can't be hotkeyed, but I'm guessing there will also be the F keys available (like Torchlight).
7 hotkeys for skills, 1 for melee attack, 1 for potion. That's 9 hotkeys.
Anyways, in Torchlight the right-click abilities can be assigned to F keys. So you have your normal skill bar hotkeys plus you can bind, say, Whirlwind to F1, and Battle Orders to F2. F1 sets Whirlwind as your right-click ability, F2 sets Battle Orders to right-click ability. This is how it was in Diablo 2. So Torchlight basically has both Diablo 2 controls plus Diablo 3 skill bar. Maybe that's what Blizzard is doing as well. Otherwise it seems like we will need another hotkey.
I don't think the f keys will be used or needed. If they did implement it, it would only be for, at most, 1 skill.
Find any Diablo news? Contact me or anyone else on the News team