Looking all the d3, skills we've seen thus far, I can't help but think that most of them are just straightforward offensive or defensive skills. Just click this button and the guy lunges forward and deals damage. And that's it. Though I'd say the Wizard's time slow spell is pretty cool.
I think Blizzard can really borrow an idea or 2 from DOTA, or at least try to broaden their scope. For example, in DOTA, heroes have abilities to pull enemies to them, swap positions with enemies, transform, gain the upperhand at night, turn back time, be immaterial or not die for a specific amount of time. Or the ability to hide for a short amount of time and then deal extra damage on 1st strike. Or the ability to take away half of the enemy's life by sacrifice a portion of your own. There are really quite a few concepts they can have a look at.
I really like the concept where two skills can work together. Like some skills which are activated every time a spell is cast (storm spirit, earthshaker). So I can stun everyone around me everytime I cast a spell. Or I can gain some sort of advantage after casting a spell, like being able to freeze an enemy on the next strike.
What concepts would you like to bring to diablo 3 skills?
Core different between DoTA and D3 is that DoTA focuses mainly on eliminating other heroes, while D3 focuses on taking out hordes of monsters.
Obviously this allows for DoTA to really broaden the effects it's skills can do, since you don't have to worry so much about crowd control: you just focus on the heroes.
D3 on the other hand, has to really focus on the attack/defense skills, since again, you need to worry about many monsters, not just one enemy.
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I'll have to be honest, when a website (which I can't remember, but diablofans.com linked it to the front page.) released the "collected" D3 skill tree, I was extremely disappointed, and I kind of still am...
I really loved the idea of the "time warp", but I was expecting most of the skills to be amazingly creative like that. Most of them were typical.
By the way, Bashiok stated that they are removing that mechanic where you can use "fire bomb" and the mongrels become fire dealing. The reason being, is that if you keep switching spells, then the damage, or element dealing of your summoned creatures will constantly change. for example, you want your mongrel to have swarm so you use the swarm of locust on them; then you want to attack the creature with fire bomb...it wouldn't work out.
On the bright side, I think they might make that mechanic a skill.
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"Not Even Death Can Save You From Me" ~ Diablo (II)
Core different between DoTA and D3 is that DoTA focuses mainly on eliminating other heroes, while D3 focuses on taking out hordes of monsters.
Yes. I agree. Which is why I tried not to mention skills used in DOTA to specifically kill heroes - like the Butcher's ultimate. I just want them to be a bit more creative, instead of going for very direct attack/defense.
Something like the butcher's hook can be implemented to pull in annoying monsters that just keep running around, or things that you can't reach in time before they transform into stronger versions. Or the ability to make clones of yourself as you attack like Phantom Lancer, which may be quite useful when taking down a horde of monsters. Obviously, that has to be nerfed in some way so that players can't spam it.
But i'd say I like most of what they've shown us, from hundred fists to the time warp to stomp. I just thought maybe show us a couple of things we haven't seen before.
They say they want to give the monk a "fighter" feel, so why not make it so the effectiveness of certain high tier skills be gauged by the execution of a combo.
IE Super Tiger Claw Strike
Would require the player to press W A D D S W D A W in order, the closer it is to the order required and the more "in synch" it is the more damage it does. Similar to DDR...
Or another way to implement a similar mechanic is to right click left click, and the number of clicks determine the number of punches.
This would be a very interesting mechanic and would defiantly make the monk unique as a playable character, but also a additional resource system, and give a very "fighting game feel"
I think Blizzard can really borrow an idea or 2 from DOTA, or at least try to broaden their scope. For example, in DOTA, heroes have abilities to pull enemies to them, swap positions with enemies, transform, gain the upperhand at night, turn back time, be immaterial or not die for a specific amount of time. Or the ability to hide for a short amount of time and then deal extra damage on 1st strike. Or the ability to take away half of the enemy's life by sacrifice a portion of your own. There are really quite a few concepts they can have a look at.
I really like the concept where two skills can work together. Like some skills which are activated every time a spell is cast (storm spirit, earthshaker). So I can stun everyone around me everytime I cast a spell. Or I can gain some sort of advantage after casting a spell, like being able to freeze an enemy on the next strike.
What concepts would you like to bring to diablo 3 skills?
Obviously this allows for DoTA to really broaden the effects it's skills can do, since you don't have to worry so much about crowd control: you just focus on the heroes.
D3 on the other hand, has to really focus on the attack/defense skills, since again, you need to worry about many monsters, not just one enemy.
I really loved the idea of the "time warp", but I was expecting most of the skills to be amazingly creative like that. Most of them were typical.
By the way, Bashiok stated that they are removing that mechanic where you can use "fire bomb" and the mongrels become fire dealing. The reason being, is that if you keep switching spells, then the damage, or element dealing of your summoned creatures will constantly change. for example, you want your mongrel to have swarm so you use the swarm of locust on them; then you want to attack the creature with fire bomb...it wouldn't work out.
On the bright side, I think they might make that mechanic a skill.
yea, kind of like the Martial Arts Assassin. That was one of the funnest characters I've played, even if it isn't the best for AOE..
Yes. I agree. Which is why I tried not to mention skills used in DOTA to specifically kill heroes - like the Butcher's ultimate. I just want them to be a bit more creative, instead of going for very direct attack/defense.
Something like the butcher's hook can be implemented to pull in annoying monsters that just keep running around, or things that you can't reach in time before they transform into stronger versions. Or the ability to make clones of yourself as you attack like Phantom Lancer, which may be quite useful when taking down a horde of monsters. Obviously, that has to be nerfed in some way so that players can't spam it.
But i'd say I like most of what they've shown us, from hundred fists to the time warp to stomp. I just thought maybe show us a couple of things we haven't seen before.
Makes sense.. their orbs will grow by percentage.
Also ... I would like to see some orbs that can detonate.
Kamehameha! hell yea!
That fits the Monk more than the Wizard
IE Super Tiger Claw Strike
Would require the player to press W A D D S W D A W in order, the closer it is to the order required and the more "in synch" it is the more damage it does. Similar to DDR...
Or another way to implement a similar mechanic is to right click left click, and the number of clicks determine the number of punches.
This would be a very interesting mechanic and would defiantly make the monk unique as a playable character, but also a additional resource system, and give a very "fighting game feel"
Erm....... no.
I wasn't meaning like that.
LOL, I know. Just had the thought after reading the last few posts.
A rune isn't a skill tho., but merely a skill enhancement.
I'm talking about skills that benefit other skills and items with added skill benefits.
I'm far from dissapointed.
Although, there is still a lot they haven't shown us and anything can change.
At least, that is what I'm hoping.
Always kept spamming the same spells over and over again with a few of my characters.
I remember reading about that awhile back.
I bet they have some really cool things they're just trying to fit in somewhere.