I went with character and classes. Like Carlo said, there was soo much limitation. I mean think of all the possible things that can be done! They only covered 4 elements in the game (ice, fire, air, lightning). They could have added water (ice is solid water, has a different efefct), earth and possible light/dark spells. Although I guess 'Shadow Disciplines" comes close... but like holy/unholy spells and stuff. And this is just for spells! Imagine how much there can be!
But like everyone else said... there is the good storyline (I love a good storyline, tis why I love the Golden Sun series), good gameplay and much much more. And the idea on making the music match the moment would be great. Ohhhhh... I can't wait for D3 now T_T
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One becomes strong when they are fighting to protect someone close to them... - Shiro Haku
Earth came with the Druid in a very minimal form. There was no air element, you must be thinking of Poison. Curses would be considered unholy, while hammers, I think, or holy bolt, would be considered holy. Shadow Disciplines are mind disciplines, not magic, since the assassins were opposed to using magic. Water doesn't seem like much of a damaging element, maybe healing, I guess, but I always laugh when I see something like "Bubbles" or "Water Ball"- how on earth could that do anything, unless it made your armor rust? You couldn't incorporate tidal waves or anything, since you'd need to be near oceans or lakes. It would be very odd
I chose skills/abilities. they are highly related to character classes, yes, but skills/abilities are what I specifically like about classes. I play games to be able to choose cool abilities/spells/skills. I look forward to the rest of it too (storyline, music, everything), but the skills are what I'm interested in the most.
edit: curses aren't unholy, just as much as Necromancers aren't unholy. They are neutral.
and yeah, I don't like the water element either. then people will start wanting 'lava' element and all those crappy little ones.
As for water... it wouldn't be a stand-alone. I think it should be considered as a mix with ice element. Plus - I think water should be allowed to do *more* damage than normal, cost same amount of mana as it should, but can only be cast with a water supply that is near-by. That *or* have it cost a lot more mana, do normal damage but can come out of nowhere (or theoretically, use mana to draw out all the hydrogen and oxygen atoms out of the air, force them together to make water :P), or just use moisture in the air.
And if there are water supplies, I think the maps should eb very detailed, and have wells to be a commonhold in the new lands, as well as rivers, ponds, lakes. I think the terrain should really reflect nature better imo. Have hills, forests, tree lines etc. Not just "Oh lets have a couple of trees here" and "a dirt path here" etc. Especially with the desert... after a while it just became a big dissapointment imo.
And the only 'holy' skills there are is smite, holy shield, holy bolt, fist of the heavens, blessed hammers and a few 'holy' auras. But thats really it, I think they could have expanded on that diea a bit more. But also, with the 'unholy' or 'evil' spells, they could have like... "Unholy bolt" (Which actually exists, look at the undead mummy guys), black firebolt, black ice bolt etc. Kind of like sorceress skills but evil. xd Same goes with holy, there could be something like that.
Oh! And thanks for adding in the poison element, I forgot ^^'
But there *is* a wind element... very sparse though. Its the druid's Hurricane/Tornado/Twister/Cyclone armor techniques. Hurricane is half ice half wind though. o.o'
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One becomes strong when they are fighting to protect someone close to them... - Shiro Haku
Oh man, I got a rod in my pants just thinking of what the next cinematics will look like.
hmm.... if the doorbell rings, don't sit up too fast.
Anyways, I voted for the acts/areas. When I first got the demo, my mom saw it and grounded me for about 5-6 months (she's literally crazy). I only saw the first act for several years, but the impression of the cold plains and the blood moor stuck in my mind. Every time it is cloudy and raining I feel at peace. Therefore the ambient settings are just as important (if not more) than everything else--- imho. :cool:
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What is normal? Normal is a concept that everyone or a majority of people are the same or similar. However, we know that everyone is unique. If everyone is unique, then everyone is different. If everyone is different, then everyone is weird. If everyone is weird, then everyone is normal.
IMO the sounds, voices, and music in Diablo 1 was it's strongest point to mezmorize you to feel like you were in the game... It really set the tone and think it's the real reason why it was so addicting. If they can mimic those tunes for Diablo 3 then that'll be all I really ask for, as far as the lil details go anyway. I cant get that Tristram song outta my head to this day... It hypnotised me for life!
Storyline of course. The story gives me much enjoyment and are vital in any of Blizzard's games. That is what I will be most interested in after announcement as well.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
I think they will slightly change the gameplay, not much though. Just like fixing or adding things from Diablo 2.
That depends entirely on how broadly you define gameplay. I for one think the core concept, which is the pace and the manner through which you go through the game (which is killing monsters), will stay, as will other concepts such as randomized items.
However, story-wise I can see a lot of changes. More in-depths quests, more quests that are truly optional and not at all placed along the main storyline (perhaps an entire act that isn't part of the main quests?), quests that interact with each other and change the reactions, effects and outcomes of subsequent quests. More depth, more conversation, more everything.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
As for water... it wouldn't be a stand-alone. I think it should be considered as a mix with ice element. Plus - I think water should be allowed to do *more* damage than normal, cost same amount of mana as it should, but can only be cast with a water supply that is near-by. That *or* have it cost a lot more mana, do normal damage but can come out of nowhere (or theoretically, use mana to draw out all the hydrogen and oxygen atoms out of the air, force them together to make water :P), or just use moisture in the air.
And if there are water supplies, I think the maps should eb very detailed, and have wells to be a commonhold in the new lands, as well as rivers, ponds, lakes. I think the terrain should really reflect nature better imo. Have hills, forests, tree lines etc. Not just "Oh lets have a couple of trees here" and "a dirt path here" etc. Especially with the desert... after a while it just became a big dissapointment imo.
And the only 'holy' skills there are is smite, holy shield, holy bolt, fist of the heavens, blessed hammers and a few 'holy' auras. But thats really it, I think they could have expanded on that diea a bit more. But also, with the 'unholy' or 'evil' spells, they could have like... "Unholy bolt" (Which actually exists, look at the undead mummy guys), black firebolt, black ice bolt etc. Kind of like sorceress skills but evil. xd Same goes with holy, there could be something like that.
Oh! And thanks for adding in the poison element, I forgot ^^'
But there *is* a wind element... very sparse though. Its the druid's Hurricane/Tornado/Twister/Cyclone armor techniques. Hurricane is half ice half wind though. o.o'
Yeah, I forgot about the wind powers, but that isn't actually considered an element. You can't get immunity to it, except for Cannot Be Frozen, but that doesn't actually detract from damage. The only one you can resist is Arctic Blast which is, obviously, Cold elemental.
If you dig in to the sorceress lore, it says that they try to learn the very basic and primal elemental magicks, which are Fire, Cold, and Lightning (in the Diablo universe), Poison, although you can get immunity from it, isn't really mentioned as an element besides immunity. My bad leading off on that bunny trail ^^
Puting "dark" or "unholy" in front of every skill you can already use, giving it its own element, and changing some effects or colors... It wouldn't be original. Yes, there is the Dark Bolt, which the revivors in Act 2 use, but making a whole element out of it? You'd need a real whole elemental build of "light elemental skills", which the paladin does not have. He has some intermingled with his Combat and Aura skills, but that's it. You'd need a whole light skill tab, too- and I'm not too thrilled at the idea of having like priests and clerics and vampires, like everyone's talking about. It's far too WoW-esque.
But like everyone else said... there is the good storyline (I love a good storyline, tis why I love the Golden Sun series), good gameplay and much much more. And the idea on making the music match the moment would be great. Ohhhhh... I can't wait for D3 now T_T
One becomes strong when they are fighting to protect someone close to them... - Shiro Haku
edit: curses aren't unholy, just as much as Necromancers aren't unholy. They are neutral.
and yeah, I don't like the water element either. then people will start wanting 'lava' element and all those crappy little ones.
As for water... it wouldn't be a stand-alone. I think it should be considered as a mix with ice element. Plus - I think water should be allowed to do *more* damage than normal, cost same amount of mana as it should, but can only be cast with a water supply that is near-by. That *or* have it cost a lot more mana, do normal damage but can come out of nowhere (or theoretically, use mana to draw out all the hydrogen and oxygen atoms out of the air, force them together to make water :P), or just use moisture in the air.
And if there are water supplies, I think the maps should eb very detailed, and have wells to be a commonhold in the new lands, as well as rivers, ponds, lakes. I think the terrain should really reflect nature better imo. Have hills, forests, tree lines etc. Not just "Oh lets have a couple of trees here" and "a dirt path here" etc. Especially with the desert... after a while it just became a big dissapointment imo.
And the only 'holy' skills there are is smite, holy shield, holy bolt, fist of the heavens, blessed hammers and a few 'holy' auras. But thats really it, I think they could have expanded on that diea a bit more. But also, with the 'unholy' or 'evil' spells, they could have like... "Unholy bolt" (Which actually exists, look at the undead mummy guys), black firebolt, black ice bolt etc. Kind of like sorceress skills but evil. xd Same goes with holy, there could be something like that.
Oh! And thanks for adding in the poison element, I forgot ^^'
But there *is* a wind element... very sparse though. Its the druid's Hurricane/Tornado/Twister/Cyclone armor techniques. Hurricane is half ice half wind though. o.o'
One becomes strong when they are fighting to protect someone close to them... - Shiro Haku
hmm.... if the doorbell rings, don't sit up too fast.
Anyways, I voted for the acts/areas. When I first got the demo, my mom saw it and grounded me for about 5-6 months (she's literally crazy). I only saw the first act for several years, but the impression of the cold plains and the blood moor stuck in my mind. Every time it is cloudy and raining I feel at peace. Therefore the ambient settings are just as important (if not more) than everything else--- imho. :cool:
--Steel :cool:
Isn't that kind of part of the Storyline? Because I am interested in the Enemies and Allies in the Storyline also.
I'll vote eventually, maybe (assuming I figure it out).
http://www.youtube.com/watch?v=zZRQEtAyiTM
You have to admit that he's good.
However, story-wise I can see a lot of changes. More in-depths quests, more quests that are truly optional and not at all placed along the main storyline (perhaps an entire act that isn't part of the main quests?), quests that interact with each other and change the reactions, effects and outcomes of subsequent quests. More depth, more conversation, more everything.
Yeah, I forgot about the wind powers, but that isn't actually considered an element. You can't get immunity to it, except for Cannot Be Frozen, but that doesn't actually detract from damage. The only one you can resist is Arctic Blast which is, obviously, Cold elemental.
If you dig in to the sorceress lore, it says that they try to learn the very basic and primal elemental magicks, which are Fire, Cold, and Lightning (in the Diablo universe), Poison, although you can get immunity from it, isn't really mentioned as an element besides immunity. My bad leading off on that bunny trail ^^
Puting "dark" or "unholy" in front of every skill you can already use, giving it its own element, and changing some effects or colors... It wouldn't be original. Yes, there is the Dark Bolt, which the revivors in Act 2 use, but making a whole element out of it? You'd need a real whole elemental build of "light elemental skills", which the paladin does not have. He has some intermingled with his Combat and Aura skills, but that's it. You'd need a whole light skill tab, too- and I'm not too thrilled at the idea of having like priests and clerics and vampires, like everyone's talking about. It's far too WoW-esque.
Just my opinion.