It has been said by various members of the Diablo III development team that they intend to have different Resource systems for each of the five classes. They wanted it this way to make sure that each class plays differently and sort of "lives up to it's name". We know so far that the classes use these Resources:
- Barbarian: Fury
- Witch Doctor: Mana
- Wizard: Arcane Power
- Monk: Spirit
- Demon Hunter: UNKNOWN UNTIL 8/1
So Fury is generated by some of the Barbarian's basic attacks, skills, and if I remember correctly, by being hit, as well. So when it is generated, you can then use Fury for your more special attacks.
Mana functions the same as it's D1 and D2 predecessors. Cast something, replenish with potion, cast again. We are all familiar how it works.
Arcane Power is like mana that regenerates very quickly. So you can blast at stuff all day with the small spells, and you will have to limit yourself when it comes to the costlier spells.
Spirit is generated strictly by combo moves, and "signature" skills require Spirit to cast. This forces the Monk to be a dive in, dive out sort of character.
And as of now, the Demon Hunter's Resource system remains unknown. (Until the 1st!)
So while this is all fine and dandy, it got me thinking, "Is there more than one way to replenish your resources other than skills and traits?"
I understand with mana, you can pick up globes and potions, just like your health. But what about Fury? Is there a possibility to have a monster drop a "Fury Globe" that you run over and instantly gain some Fury? Likewise, are there potions that give increased regeneration of Arcane Power? It would seem unfair for the Wizard to only be able to regain Arcane Power by waiting for a bit. There needs to be something there... Something with... Zazz.
So I'm asking, do you think there should be an alternate way to regenerate/gain resource other than the conventional ways and traits? Would you enjoy seeing an occasional "Fury Globe" drop when you are low on health and need one more big attack to take out the enemy, but don't have the time (or health) to generate Fury?
Is this something that would ruin balance or the fun of the game? Please discuss!
In my opinion the method that is currently in position, where the Barbarian attacks and gets attacked to acquire more fury is fine. But I wouldn't mind extra methods such as fury globes or something to replenish the resources as well. The only problem I can see with that would be just all the resources globes getting in the way of the beautiful visuals in the game.
I really like the variety of different resource systems that have implemented thus far. I just hope that we can go around with killing sprees similar to Diablo 2 without have to many breaks to replenish our resources in between. =)
In my opinion the method that is currently in position, where the Barbarian attacks and gets attacked to acquire more fury is fine. But I wouldn't mind extra methods such as fury globes or something to replenish the resources as well. The only problem I can see with that would be just all the resources globes getting in the way of the beautiful visuals in the game.
I really like the variety of different resource systems that have implemented thus far. I just hope that we can go around with killing sprees similar to Diablo 2 without have to many breaks to replenish our resources in between. =)
Perhaps they can figure something out such as, only your character's resource globe would show on the screen, like how the items drop. Then there wouldn't be so much clutter.
But cutting out breaks, as you mentioned, due to alternate replenishing methods is one of the issues I'm addressing.
Take this instance for example: I'm a Barbarian that died in Hell mode to a pretty wicked mob. I decide to respawn and try them again, but this time, I don't have any Fury generated. But what's that? A Fury Globe over by some of the monsters I managed to kill before I died! *Pick up Globe* *Get a nice headstart on smashing baddies again*
I can not remember where i read this.. but i believe there is only health globes that drop now. They added a trait for WD that added x mana when you pick up a health globe. Which leads me to believe other classes will have something along those lines. Anyone know where i read this?
Diii.net: Do you envision the health globes will boost [non-mana resources] in the way that the Wizard and Witch Doctor gained mana from them at Blizzcon?
Jay Wilson: Um, maybe? *sounding intrigued* Usually in the third or fourth skill revision on classes we look at that kind of thing. For the Witch Doctor we figured that a lot of the mana things we had on the Wizard would work better on the Witch Doctor. We were having trouble maintaining enough mana while play testing the Witch Doctor. Especially if players didn’t take a specific mana recovery skill. So we focused on spreading that out across a lot more of the class so he can pull mana back more easily. When we get to other classes I’m sure we’ll look for more of that.
I think there's more blue inc on the subject.
Browsing....
1. As said by iwantataco theres no more mana globes.
2. Also (i can't really confirm this) but i believe theres also no more mana potions. The reason behin this is because i find really werid that theres a item that only works for one class and that only one class can spend gold to increase it's effciency via consumable itens. Unless of course they creat potions for each class or a potion that works for each class differently.
Witch Doctors recovers mana over time but slowly. I believe boost that regen with Trait, skills like Soul Harvest and/or wear itens that add willpower will be mandatory for him. I also believe Mana will be the hardest resource to manage: its a big pool with low regeneration. Wich means the WD will have a lot of space to overkill monster and waste his Mana.
Its kind of the point of the new resources system that you can't replenish it either by random external sources or by planned sources. Its not like D2 and its absolutely hideous system where you can only throw a few spells at first and then you're out of mana for an hour if you don't use mana potions. Its a dynamic system for energy management to make you use your attacks and abilities with more thoughts and strategies instead of just spamming them.
I would like to see them replace Mana with Focus. Here's what I was thinking.
With Focus, :
Lets assume Focus operates like energy/stamina did for rogues in ShadowBane, Ultima Online, or WoW. 100/100 focus to start out with.
So a Wizard starts out with 100 focus. Any spells we would classify as regular or normal would cost focus of under 100 so that they may be consistently cast.
Now here are the true workings behind focus. As battle lengthens, each spell you casts gives the character a # of additional Maximum focus for a set amount of time up to a certain limit. (Think of it as if it were adrenaline for Barbarians as a battle becomes more dangerous or longer, except apply it to Wizards). The Key word here is maximum. For example, a single cast of iceblast cost 20 focus could increase maximum focus by 3 for 30 seconds(Focus Status: 80/103. Focus has a regeneration speed. As a result four casts of iceblast would give 12 additional maximum focus increase your maximum focus to 112. (Focus Status: 20/112) Now lets assume Focus regenerates fully. (Focus status: 112/112) The Wizard would now be allowed to cast a higher tier level spell that may cost 110 focus to cast. For example, the spell Blizzard costs 110 focus. (Focus Status:3/112) I think this type of system would be perfect for wizards as it would replace the cooldown strategy blizzard has in place to force strategic use of spells just as monks have to pull off their combo's.
Now the only issue I see here, is that PvP players will complain and feel limited in a PvP battle because they cannot cast their most powerful spells immediately with only 100/100 focus. This can be rectified by increasing the maximum focus allotted at the start of a PvP battle (Focus: 130/130) so Wizard PvPer's will be happy. That said, I don't want to hear any PvP complaints.
Let me know what you think please.
I haven't thought far enough ahead to apply this sort of solution to every class, so I know cool downs may still be used in other classes... But this is just my Wizard fix...
i am glad they have different systems and it seems the mana alternatives can prohibit spamming the most powerful ability without putting everything on a cool down
also, i think it will make it better off in the early game because you wont have to chug mana potions to cast your abilities before your mana pool was large enough
with the descriptions above, i cant help but think that other classes wont benefit as much from resource globes as much as the witch doctor since they'll get their resource back from either fighting or waiting a few seconds
Blizzard has been blabbering about keeping it fast paced and promoting action. What better way to do this than implement a leach system? Once you hit/kill monsters your respective resource regains, thus you must kill to be able to kill more!
Isn't that exactly the Barbarians resource system?
Also, in regards to exploiting infinite resource systems, (I know you don't want to hear any comparisons) but in Wow, a warrior could run through a crowd of mobs (the more the better as he would get more hits onto him) and all those hits onto him (as just the actual strike builds up rage, not damage, so it wouldn't matter if it was 100 weak mobs hitting for one 1hp but the fact that the war just received 100 hits)would build up his rage near infinitely, if the mobs were any stronger any healer can just toss some heals to keep up his hp but he would still have all that rage- I remember I would Offtank multiple mobs and when doing so I can spam skills to my hearts content because of my unlimited rage.
I know that Diablo differs than warcraft 100% and that there is no 'tank' nor 'healing' class but with high enough defense and - doesn't the monk have a healing spell- healing spells used properly, he would have some prolonged resource that can be exploited...
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I agree with feminism. I don't think that it's right that for every dollar a man makes, a women gets 70 cents. Why do I only get 30 cents and some chick gets the rest?
I think that if they are build to try and reach "infinate resources", that it is balanced by having the character very weak to something else. Like infinate Fury. If you optimize a build so that you can spam mid-level skills almost at will, then your Barbarian cannot take as many hits as he could if he had a more "standard" build. Know what I'm sayin'?
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- Barbarian: Fury
- Witch Doctor: Mana
- Wizard: Arcane Power
- Monk: Spirit
- Demon Hunter: UNKNOWN UNTIL 8/1
So Fury is generated by some of the Barbarian's basic attacks, skills, and if I remember correctly, by being hit, as well. So when it is generated, you can then use Fury for your more special attacks.
Mana functions the same as it's D1 and D2 predecessors. Cast something, replenish with potion, cast again. We are all familiar how it works.
Arcane Power is like mana that regenerates very quickly. So you can blast at stuff all day with the small spells, and you will have to limit yourself when it comes to the costlier spells.
Spirit is generated strictly by combo moves, and "signature" skills require Spirit to cast. This forces the Monk to be a dive in, dive out sort of character.
And as of now, the Demon Hunter's Resource system remains unknown. (Until the 1st!)
So while this is all fine and dandy, it got me thinking, "Is there more than one way to replenish your resources other than skills and traits?"
I understand with mana, you can pick up globes and potions, just like your health. But what about Fury? Is there a possibility to have a monster drop a "Fury Globe" that you run over and instantly gain some Fury? Likewise, are there potions that give increased regeneration of Arcane Power? It would seem unfair for the Wizard to only be able to regain Arcane Power by waiting for a bit. There needs to be something there... Something with... Zazz.
So I'm asking, do you think there should be an alternate way to regenerate/gain resource other than the conventional ways and traits? Would you enjoy seeing an occasional "Fury Globe" drop when you are low on health and need one more big attack to take out the enemy, but don't have the time (or health) to generate Fury?
Is this something that would ruin balance or the fun of the game? Please discuss!
I really like the variety of different resource systems that have implemented thus far. I just hope that we can go around with killing sprees similar to Diablo 2 without have to many breaks to replenish our resources in between. =)
Perhaps they can figure something out such as, only your character's resource globe would show on the screen, like how the items drop. Then there wouldn't be so much clutter.
But cutting out breaks, as you mentioned, due to alternate replenishing methods is one of the issues I'm addressing.
Take this instance for example: I'm a Barbarian that died in Hell mode to a pretty wicked mob. I decide to respawn and try them again, but this time, I don't have any Fury generated. But what's that? A Fury Globe over by some of the monsters I managed to kill before I died! *Pick up Globe* *Get a nice headstart on smashing baddies again*
well done. thank you
1. As said by iwantataco theres no more mana globes.
2. Also (i can't really confirm this) but i believe theres also no more mana potions. The reason behin this is because i find really werid that theres a item that only works for one class and that only one class can spend gold to increase it's effciency via consumable itens. Unless of course they creat potions for each class or a potion that works for each class differently.
Witch Doctors recovers mana over time but slowly. I believe boost that regen with Trait, skills like Soul Harvest and/or wear itens that add willpower will be mandatory for him. I also believe Mana will be the hardest resource to manage: its a big pool with low regeneration. Wich means the WD will have a lot of space to overkill monster and waste his Mana.
With Focus, :
Lets assume Focus operates like energy/stamina did for rogues in ShadowBane, Ultima Online, or WoW. 100/100 focus to start out with.
So a Wizard starts out with 100 focus. Any spells we would classify as regular or normal would cost focus of under 100 so that they may be consistently cast.
Now here are the true workings behind focus. As battle lengthens, each spell you casts gives the character a # of additional Maximum focus for a set amount of time up to a certain limit. (Think of it as if it were adrenaline for Barbarians as a battle becomes more dangerous or longer, except apply it to Wizards). The Key word here is maximum. For example, a single cast of iceblast cost 20 focus could increase maximum focus by 3 for 30 seconds(Focus Status: 80/103. Focus has a regeneration speed. As a result four casts of iceblast would give 12 additional maximum focus increase your maximum focus to 112. (Focus Status: 20/112) Now lets assume Focus regenerates fully. (Focus status: 112/112) The Wizard would now be allowed to cast a higher tier level spell that may cost 110 focus to cast. For example, the spell Blizzard costs 110 focus. (Focus Status:3/112) I think this type of system would be perfect for wizards as it would replace the cooldown strategy blizzard has in place to force strategic use of spells just as monks have to pull off their combo's.
Now the only issue I see here, is that PvP players will complain and feel limited in a PvP battle because they cannot cast their most powerful spells immediately with only 100/100 focus. This can be rectified by increasing the maximum focus allotted at the start of a PvP battle (Focus: 130/130) so Wizard PvPer's will be happy. That said, I don't want to hear any PvP complaints.
Let me know what you think please.
I haven't thought far enough ahead to apply this sort of solution to every class, so I know cool downs may still be used in other classes... But this is just my Wizard fix...
Cheers,
Juystafan
ohh... I must be behind and misunderstood something I read... lol
im dumb...
/ignore me...
also, i think it will make it better off in the early game because you wont have to chug mana potions to cast your abilities before your mana pool was large enough
with the descriptions above, i cant help but think that other classes wont benefit as much from resource globes as much as the witch doctor since they'll get their resource back from either fighting or waiting a few seconds
Isn't that exactly the Barbarians resource system?
Also, in regards to exploiting infinite resource systems, (I know you don't want to hear any comparisons) but in Wow, a warrior could run through a crowd of mobs (the more the better as he would get more hits onto him) and all those hits onto him (as just the actual strike builds up rage, not damage, so it wouldn't matter if it was 100 weak mobs hitting for one 1hp but the fact that the war just received 100 hits)would build up his rage near infinitely, if the mobs were any stronger any healer can just toss some heals to keep up his hp but he would still have all that rage- I remember I would Offtank multiple mobs and when doing so I can spam skills to my hearts content because of my unlimited rage.
I know that Diablo differs than warcraft 100% and that there is no 'tank' nor 'healing' class but with high enough defense and - doesn't the monk have a healing spell- healing spells used properly, he would have some prolonged resource that can be exploited...