If only the Dark Souls style game didn't get canned. I would still want a true sequel, but an offshoot adventure would have been sweet!
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Member for 16 years, 9 months, and 27 days
Last active Wed, Oct, 5 2022 13:28:23
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Diablo360 posted a message on Diablo 4 - What we know (or assume to know) so farPosted in: Diablo IV: Return to Darkness -
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Holyknight3000 posted a message on For Hong Kong
This fiery runes wallpaper is for Hong Kong. A nice elegant wallpaper that has all 75 runes I have ever made in the flower on their flag.
At first I wanted to just have the runes there but then it was hard to make out. Only when you took a step back would you see it (I added the flower faintly and it looked better).
So I have two versions. One that is like I planned, and the other that has Hong Kong's colors a little more obvious and I think it looked great.
Main: http://fav.me/ddi3us1
Alternate: http://fav.me/ddi3zf0Side C: http://fav.me/ddib4pk
I hope you guys like.
Share it and enjoy it!
HK
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RedvenomGaming posted a message on Diablo II Enhanced Edition (Releases 2020)Posted in: Diablo IIThis is not official in anyway, shape or form.
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Varking posted a message on 10 Players on one map
Looking for news about the game it was neat to discover how many players were shown on screen at once. The gameplay trailer shows various amounts but it seemed fairly often we would see around 6. On this particular screengrab I noticed 10 so I took an awful shot at cropping it. Still, something to think about.
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Bagstone posted a message on Diablo 4 - What we know (or assume to know) so farPosted in: Diablo IV: Return to DarknessAs the silence seems to make way to occasional news about Diablo 4, I thought it would be good to have a thread that offers everything in one place. I'll add stuff to it in reverse chronological order, so the most recent info is always to be found at the top. If there's anything I'm missing, just reply to this thread and I'll add it.
June 20, 2019: Diablo 4 allegedly shown to Blizzard France employees
Source: LeMonde (french). Article talks more about the internal struggle after the massive layoffs, no new gameplay insight.
June 6, 2019: StarCraft FPS cancelled, focus on developing Diablo 4
Source: Kotaku. A first person shooter in the StarCraft universe was cancelled to shift more development onto Diablo 4 and a Left 4 Dead-style Overwatch 2. Blizzard took the time for an official response, semi-confirming it.
November 21, 2018: Diablo 4 internally first codenamed "Hades", then "Fenris"
Source: Kotaku. For a nice summary of a few bullet points, I'll just cite this thread by KainneAbsolute on MMO:
Project Hades: Diablo IV
- Team 3 (Diablo team) was going to start the development of the second expansion of Diablo 3 after the release of Reaper of Souls, but they received the order to stop. It really surprised them because RoS recovered some of the lost faith of the players in the franchise and they have a few things planned.
- Seems weird because after all, D3 and ROS are successful games.
- Team 3 was scattered. Some people went ot other franchises.
- Project Hades: They were asked to start Diablo IV development immediately. They didnt understood the reasons: they didnt wait to look the performance of RoS in the following months. Maybe they considered that Diablo III was already a failure and RoS was a good moment to leave
- Diablo 4 has some development. The idea was a third person Dark Souls Style game.
- The change in style was so big, they started to think if it was ok to call it Diablo 4.
- However it was cancelled and rebooted in 2016. They dont know if it was because Mosqueira left the company in the same year. Mosqueira denied to declare for this article.
- The Rise of the Necromancer was a way to appease the fans.
- ‘Man, if we had just done that second expansion instead of losing half the team as a result of the cancellation, and then all of the personnel changes, management changes, then this walk down the road of Hades… If we hadn’t done any of that and had just focused on doing a solid third act for Diablo, it’d be out by now.’”
everything in a well manner.
Project Fenris: Diablo IV reboot
- Really early in development.
- "They want to make this gross, make it dark, [get rid of] anything that was considered cartoony in Diablo III… Make what people were afraid of in Diablo II, but modern."
- Principles: embrace the Darkness and More social.
- More social? Hub cities and instanced dungeons.
- Team feels enthusiastic and optimistic for the new concept, however it wont see some light until 2020. They want to announce it with a playable demo.
- Isometric camera angle game...for now. They are not sure.
- The team expected and announcement and teaser this year or during Blizzcon. Blizzard heads changed their minds. Blizzards other department and Blizzcon planner said there wasnt going to be a Diablo 4 announcement. Lack of communication.
- They didnt talk about how to monetize it. Blizzard looks to the example of HS and OW.
(Below: posts before or just shortly after Blizzcon that do not directly hint at "news".)
November 7, 2018: A Quick Word from Blizzard
Source: Official forums
Nevalistis: "Since the moment we stepped into the office on Monday, we have been discussing everything Diablo non-stop. We’re fully committed to listening and engaging—so please keep the constructive feedback coming. Our primary focus right now is poring over that feedback to inform internal discussions, and we’ll follow up with further thoughts as soon as we can."
"We continue to read feedback and our internal discussions are ongoing. We have many plans for Diablo across multiple projects which we’ll be revealing over the course of the coming year. We are eager to share more about all of our projects, but some will have to wait as we prefer to show you, rather than tell you, about them. It's going to take some time as we strive to meet your expectations, but now, more than ever, we are committed to delivering Diablo experiences the community can be proud of.
- The Diablo Teams -"
August 8, 2018: Multiple Diablo projects in the works
Source: Youtube
Nevalistis: [...] We’d also like to let you know that the forges here at Blizzard are burning hot. And we have multiple Diablo projects in the works. Some of them are going to take longer than others. But we may have some things to show you later this year. We hope you stay tuned, while we work to bring these Diablo experiences to life. None of this would be possible without the support that you have shown us for over 20 years.
So whether you first joined us in Diablo 3 or you are a seasoned veteran, thank you. Diablo is, and always will be, part of Blizzard’s identity, and we can’t wait for the future.
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Medievaldragon posted a message on Diablo Immortal: What a MMOARPG should be IMHOPosted in: Diablo: ImmortalI am hopeful to play Diablo IV, when it is ready. In the meantime, if my NVIDIA Shield tablet is optimized to be able to play Diablo Immortal, I'll hook it to my HDMI display to play it.
However, I am very concerned about the term MMOARPG.
The gameplay videos I have seen from Bahjeera/Jen, Pamela Horton, and Kraxell show an exact copy of how Diablo III's environment and maps look like.
I don't think it should be called a MMOARPG, or if the intention is to make one (which I am sure is the intent) make it a true MMOARPG.
I need to explain my point of view here.
This is a game outside Diablo III, which should feel like a Diablo game. However, being an MMO, it should be a true open world of Sanctuary. A fixed outdoor world that resembles something akin to Zuldazar or Stormsong Valley -- but from the point-of-view of the camera on the sky looking down (like we know from Diablo II and Diablo III).
I put together the Bilefen map in Adobe Photoshop by knitting together the mini-map pieces shown in the gameplay video (Kraxell's). This does not look like a MMO open world environment to me. This looks like a copy of Diablo II and Diablo III's environment with narrow paths that zig zag from point A to point B.
I submitted a tweet to @Diablo to let them know my concern. If I am going to travel from Westmarch to Bramwell, I want to explore full zones as I make my way there.
For example, if you are in Stormwind and wish to travel to Loch Modan on foot, you travel through Elwynn Forest, then Redridge Mountains. Head north toward Burning Steppes. Cross through Blackrock Mountain, then Searing Gorge, Badlands, then Loch Modan. Immense landscapes. A true open world.
Of course, it doesn't have to be first-person view. It would be the same, but the camera on the sky looking down in an angle (like in any Diablo game). But still a true open world.
Bilefen as shown in the map below.... as I candidly tweeted to the @Diablo team, looks like a narrow spagetti string, trying to mimic Diablo III's environment. It is in no way a vast open world.
I want an open world like this:
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Medievaldragon posted a message on Diablo IV and Diablo II: Remastered in DevelopmentPosted in: Diablo III General DiscussionIn this thread, I won't mention what was announced at BlizzCon, or the community reaction.
I will focus on what is 100% fact based on info Blizzard developers have hinted.
Wyatt and Allen Adham's smiles when asked about what they have in development for PC, and their comment that "we know what you want, and we have multiple projects developed by multiple teams" is definitely a hint that Diablo IV is in development.
StarCraft: Remastered shipped last year, and Warcraft III: Reforged was announced for 2019. I have posted news about job openings for Diablo remastered positions. It is 100% factual that Diablo II: Remastered (including Lord of Destruction) is the next game coming from the Classic Games team.
Brian Sousa told us at BlizzCon 2017 that StarCraft: Remastered took 1 year to develop. That's a sprite 2D engine, not a 3D engine. Diablo II is built in a 2D engine. Seeing as Blizzard didn't make a 3D engine for StarCraft: Remastered, then it is logical that Diablo II: Remastered will remain a 2D engine. That means Diablo II: Remastered is coming in 2019. 2020 as the very latest (and I doubt that).
A perfect platform to announce Diablo IV is GamesCom, giving fans a cinematic and maybe a demo. Enough hype to build up toward BlizzCon 2019.
However, Blizzard did hint that the forges at Blizzard are burning hot, and that evil things take time.
Being there multiple projects, I wouldn't be surprised if Diablo IV is not announced in 2019, but instead a new DLC pack similar to the Necromancer, but adding another class. My bet is on Druid.
(((Update: The Rise of the Necromancer pack was actually announced at PAX East. I was invited by Blizzard to the press event and played the demo there on March 2017. Maybe a second pack gets announced at PAX East too?)))
If you listen to the panel, Kris Zierhut said he likes to play as a druid main in World of Warcraft.
Wyatt: Well, we are planning on adding additional classes over time. So, you know, Matthew got a vote, Chris got a vote, you have a vote. It’s kind of a three way tie. We’ll see what happens next.
Kris: My World of Warcraft's main is a Druid. So...
Wyatt: Oh! I see, I see why.
They were talking about Immortal, though. They will release new classes over time to that game.
For Diablo III, if they released a Druid pack, think adding a new class and nothing else is not enough. There should be at least a new zone, new dungeons, new loot and content. No one wants to start a new class from level 1 for the same content in Reaper of Souls. A full expansion isn't particularly needed. Blizzard has added new zones in the past.
Adding new zones with new lore (i.e. Scosglen) to Diablo III: Reaper of Souls as a Druid pack could tie in with Diablo Immortal (set 5 years after LoD). However, lorewise, we can't forget that Tyrael sent Horadrim to Skovos Isles in Reaper of Souls. It's an odd comment to make in-game if it is not going to be featured in upcoming content to follow up.
So if there is a upcoming Class pack with Skovos Isles content, what could make sense is to launch a Amazon class pack + Skovos zone.
Why do I think a DLC pack is coming? In Rhykker's BlizzCon interview with Allen Adham, he mentioned Blizzard hasn’t forgotten the Diablo franchise’s PC and Console audience.
The only thing currently in Console is Diablo III: Eternal Collection (which includes the base-game, Reaper of Souls, and Rise of the Necromancer pack). If we take Allen's words literally, then we should expect a Diablo III DLC pack or expansion for PC that will also be released on Consoles.
StarCraft II: Remastered was announced on 25 Mar 2017. Shipped on August 14, 2017. It took a year to develop from scratch.
Warcraft III: Reforged was announced November 2, 2018. However, it's been in development for a while, and it has some degrees of difficulty making it compatible with old custom maps while upgrading some systems. It might take longer to ship. However, seeing there are multiple teams, I wouldn't be surprised if we get an announcement around the time StarCraft: Remastered did. Diablo II: Remastered shouldn't take more than a year to develop.
It is frustrating that we didn't hear anything new for the PC, but hearing the assurance that multiple projects are in the works, at least we know we can expect several Diablo PC projects. Hopefully, Diablo II: Remastered ships this Summer so that at least people have something for PC to spend time on until Diablo IV comes out.
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Holyknight3000 posted a message on HotS 16: Mephisto - Lord of Hatred
Finally my PC was stable enough to finish this. Since i couldn't find a transparent version of Mephy boy here i had to cut him out of the background. This took a few days between my two jobs.
I'm just happy with the results because i wanted to have him and his magic glyph pop out in front of my hex grid in the background.
Enjoy guys and I hope you like.
HK
Diablo, Mephisto & Heroes of the Storm (C) Blizzard -
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Nickolay posted a message on Nic's IntroductionPosted in: IntroductionBeen on the site many times for builds etc but never been much on the forums.
Anyway, had Diablo since launch, tho it was more of a hype purchase then barely played it over the years.
Came back for 6 seasons ago ish, a lot off and on.
Glad to be here and hopefully we'll exchange some information =)
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WordMaster posted a message on Barbarian facial/body paintPosted in: Diablo III General DiscussionIt sounds like you were wearing the level 1 normal chest armor, cloth tunic. On the Barbarian, it doesn't show as cloth at all, but rather war paint on the chest and face.
https://us.diablo3.com/en/item/cloth-tunic-ChestArmor_001
Blue is the default appearance. You can dye the armor any color at the Mystic, or transmogrify another chest armor to look like it.
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Their explanation leans back on the "it's not Diablo II" argument which has been touted since the game's announcement back in 2008:
Official Blizzard Quote:
We've been playing the game, we know what skill points were causing, and it was not interesting and unique builds. It was not meaningful customization. It was maxing out a couple skills, and that's it. It was Diablo II. What we have now actually forces people to make interesting choices, to craft interesting builds based on very strict limitations.
But the Diablo III team wants the latest game in the series to go beyond, as they see it, another shortcoming they saw in Diablo II's skill system. Bashiok says that "one common mistake people are making is thinking all the class skills are straight damaging attack skills... There's no variety because you just pick the most powerful six, and you're done."
Their latest iteration of the skill system essentially splits what would have been called passive and active skills in Diablo II into two exactly that: passive and active skills. Where passive skills are invested in separately and contribute to your character's brawn in secret, regular skills are the ones you will use to blast your enemies into gooey bits, as well as zip around the screen at lightning speeds and issue combo attacks. Not all of these skills are straight damage dealers. Some of them allow resource regeneration or life steal, which adds another level of tactical flare to your combat experience.
Whereas in the past you would have used skill points (awarded at each level-up) to augment the power of your favorite skills (or the potency of synergies), the new skill system in Diablo III scales your skills based on your level. In addition, runestones, including their numerous tiers, affect the look, feel, and effects of your skills. Beyond them, gear directly affects your battle potency. Bashiok laid out a Diablo II scenario for demonstration:
Official Blizzard Quote:
The base problem with skill points is that we found they simply put too much incentive toward pumping up one or two skills. If we wanted to balance the game it means we'd have to let someone be able to essentially beat the game with that build since it's the most obvious. You're not going to put a few points here, a few there, you're going to go the D2 route, horde points, and dump them all into a core skill or two. It really limited builds since points always went toward specific types of attacks that scaled well with additional points, and we're not going to keep systems that are stifling (viable) build potential and (meaningful) character customization.
So, removing functionality encourages customization? While many would argue the case of stat point removal for Diablo III, this might not be exactly the same thing. Regardless, this solution does directly address the "one or two skills" scenario (Diablo II cookie-cutter builds, anyone?), so maybe it is a big step in the right direction.
Interestingly enough, the removal of skill point allotment indirectly addresses yet another controversial topic: respeccing. Many have argued that allowing for respeccing caters to a "softer" gaming audience and drains the game of an element of challenge (just take a look through a 2008 article's responses). Without skill points, there's no longer any need for respeccing. Whether or not this appeases more hardcore players is another question entirely.
Force had some excellent one-on-one time with Jay Wilson to get the full story straight from the Diablo man, himself. Wilson talked about everything leading up to the latest decision, including observations from alpha testing and conclusions drawn from prior strategy scenarios in the older games.
But does all this wishy-washy skill softness mean something more than encouraging more diverse builds? As a user on the Battle.net board asked, "Do you come upon a particularly nasty group that this other skill would just be perfect for, so you hang back, grab that skill, then destroy the group?"
Bashiok did not shoot the idea down entirely:
Official Blizzard Quote:
You're far more likely to see a player sticking with a build and working to become better at it than constantly swapping around. That's not a rule, it's player psychology so there's going to be a wide range of variables, but it's what we have found to be true not only for Diablo III, but a lot of the games out there with similar free-swapping of builds.
The removal of skill points seems like a step away from the spirit of the franchise, instilled in us with Diablo II. It will restrict cookie-cutter and low-skill-count builds to an extent, and it indirectly removes the need for a controversial respeccing system. But it is a far cry different from the original games and many "Diablo clones," possibly alienating parts of an otherwise eager audience.
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We've seen lots of timely and impressive fakes. Do any of you remember the pre-announcement box art fad, fake release info attempts, and so on?
If it is for real, then I'm sure he/she would have, at the least, screenshots. It would be a must for fansites. Blizzard wouldn't send everyone away without multimedia material, I don't think.
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And without any asterisks or (TM) appellations!
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No, you're wrong. Raaaaaaaaagggeee!!!
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The rep wars...good times.
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A bit of post-post followup on Bashiok's part left us with the team's reasoning behind the cooldowns, which have been met with both approval and skepticism, as well as a small idea of how Runes (Diablo III) will play into cooldown limitations on higher-end skills.
Official Blizzard Quote:
Q: So teleport has an 8 second cooldown, what about it? For all we know, a Golden rune will decrease the cooldown by 1 second a level, leaving it with a 1 second cooldown with a level 7 rune.
And, of course, cooldown timers are nothing new to the Diablo series. Several skills in Diablo II, including Blizzard (Diablo II) and Frozen Orb, among others, forced players to wait precious few seconds, encouraging the usage--or spamming--of other skills in the interim. But Diablo II's timers were significantly shorter than those of Diablo III's highest-tiered skills. We wonder, what makes things different in the latest game to merit such significantly longer cooldowns?
Official Blizzard Quote:
Diablo II had a single resource mechanic (mana), and the biggest end-game skills in Diablo II are low-to-mid tier skills in Diablo III. The big "end-tier" skills we have are more complex and usually wouldn't make sense as spammable skills, or would likely outright have to be pulled from the game if it turned out they ever could be spammable. And we have varied resource systems that we can't just throw a problem-solver at, like Diablo II could with mana potions.
For instance Call of the Ancients literally calls down the four barbarian ancients to fight alongside you. How would that work if it was spammable? Should we make it cost 100% resource to keep you from being able to spam it, and then leave you drained to cleave back enough fury to follow it up with anything? That doesn't sound like something *I* would take. Maybe someone could find a build for it, I don't know.
And in case you invest in skills with long cooldown periods and discover that they don't fit into your playstyle, respeccing will be viable option in Diablo III, if not a panacea. We've known for some time now that the team is intent on implementing respeccing of some caliber in Diablo III (see ScyberDragon's excellent Diablo III FAQ).
As we draw ever-nearer to the likely third quarter beta release, it looks like Blizzard is holding true to its promise of revealing major game mechanics to an eager fan crowd.
Official Blizzard Quote:
Q: First and foremost, I am not positive if it's been confirmed if we can even respec in Diablo III. I am assuming we can, which leads me to my question
What is the potential cost for re-specializing your character's talents? Also, is there a limit to how often we can respec? Does the cost for increase for each respec?
Official Blizzard Quote:
akumagin: @Diablo Any updates on the Demon Hunter resource system?
Oh, you naughty dog, Bashiok, playing the soon(TM) card. Oh well.
With a new mechanic announcement on the horizon, tons of great information already in our pockets, beta just out of reach, and Blizzcon 2011 fast approaching, it's truly an exciting time to be a Diablo fan. Stick around for all the latest as our decade-long wait finally comes to a close.
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I'll convert the drop down list to a checkbox list in case a user wants both.EDIT-
Fixed. Do you think the effect on missing runes is enough or should I do something to the rune images?
(Also added some quick links immediately under "x results found" - if you click one, it'll take you straight to the runeword. Handy for long results.)
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