Definitely not, but the Necromancer was also, well, a Necromancer. You can't get much more demonic than raising the dead. And we've only seen like 5 of the DH's skills
- Jackzor
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Member for 15 years, 9 months, and 22 days
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Jan 20, 2011Jackzor posted a message on Two Stashes, No Jewels, New Shrines and the Enigmatic SentryPosted in: News
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Jan 20, 2011Jackzor posted a message on Two Stashes, No Jewels, New Shrines and the Enigmatic SentryHuh? Its not like she's a magic class. She's a ranged class, and therefore won't be casting spells. And by "flavor" he meant things like the Spike Trap. Its clearly a "dark" spell, but it still primarily mechanical. It still heavily influences what her skills look like, which is a pretty big part of how the class feels. I mean theres really no other way to have it other than her actually casting dark spells, which would go entirely against the ranged-class archetype she's meant to fill. Far from pathetic.Posted in: News
And Jewels in D2 did things like +Attack Rating instead of +Poison Damage, how does that make them more exciting? And all gems can be de-socketed in D3. If not it would be pretty much impossible to get a level 14 gem, and when you did you'd be forced to hold on to the item you socketed it into until kingdom come. Also, judging by that screenshot of the Emerald, gems will have a effects than they did in D2.
And its not TF2 getting into Diablo. Its a pretty common idea, and he was just comparing it to something it similar to. -
Jan 20, 2011Jackzor posted a message on Two Stashes, No Jewels, New Shrines and the Enigmatic SentryWell Bashiok has talked about playing TF2 before, and in anything but TF2 a person who saps, or a "sapper" is basically an engineer (in fact, another name for it is a combat engineer), so I'm like 99% sure its a TF2 reference. Which would mean that the Sentry is something like the TF2 Sentry, as in mechanical and potentially target-tracking. Bashiok's recent response to Scyber about the DH's demonic influence more being about flavor than her having skills that are entirely demonic also supports this.Posted in: News
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Jan 19, 2011Jackzor posted a message on Blizzard Explores ConsolesPosted in: News
Theres a difference between a learning curve and being able to create a character that can't get past parts of the game if you don't know what you're doing. If you think how unfriendly D2 was to noobs can be described as a learning curve, I don't really know what to say.Quote from nickm83
Unforgiving for new players? Its called a learning curve. I apologize if I enjoy a game that might require a slight amount of thinking and learning.
What are you trying to say? Of course a gold economy would be broken without enough gold in it, just like it was broken in D2 with enough gold in it. Same goes for if farming gold becomes a drawn out, boring process. And its not like you won't have to farm for runes. You'll have to do that too. You'll just also actually care about the amount of gold you have as well. All it does is add gameplay hours, and chances are the best way to get gold will also be the best way to get most other stuff anyways.Gold economy doesn't ruin economies...dream on. You mention it'll be better then not having high runes to trade with...but guess what, you won't have any gold either. Either that or you won't have nearly as much as someone who had been playing steady...especially with no type of ladder reset or anything. I'd rather be able to farm and get a high rune, and think cool, I have a high rune, then have to farm gold, when the price for w/e people may want to buy with gold that doesn't bind is going to be constantly going up as gold is going to be constantly accumulating in the game.
And as far as not having as much gold as people who have steadily been playing the game, that pretty much goes for everything in the game. I don't see why more dedicated players shouldn't be rewarded. You can't talk about how you want there to be a learning curve but then say that people who continuously play should be on the same playing field as people who don't.
Without PKing, the griefers wouldn't be there in the first place. And that situation could just as easily be solved by a votekick system which wouldn't also be able to be used to grief. And if you want to PvP, theres a dedicated arena for that. Complete with ranks and records. So pretty much the same as D2 minus the griefing.PK is a source of grief? You've got to be kidding. PK is the best way to deal with a griefer. For example, I was on DDO the other night, and there's 6 of us in a quest, and we get to a part where everyone has to stand in a certain area for the quest to continue. Suddenly one guy just says HAHAHA GL NOOBS and goes afk. We stand there and wait 10 minutes, and realize the guys just screwing with us and isn't coming back anytime soon. We then have to recall and restart the quest without him. Now just imagine...had DDO had some PK in it, rather then getting griefed by that idiot, we could have just PK'd him and had some street justice. Then again I'm not really that stunned someone who thinks a learning curve in a game is awful design, also doesn't like PK, since killing other players with any sort of winning record was the most difficult accomplishment(and thus required the most learning/thought) in the game.
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Jan 13, 2011Jackzor posted a message on Male Demon Hunter - Coming by Next Week?This again? We're gonna criticize them for having a similar silhouette to something from WoW? Really?Posted in: News
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Jan 13, 2011Jackzor posted a message on Bashiok on Rune Levels and ProgressionThey've gone out of their way to make it so that its impossible to spread out points more than just having seven skills. They want builds to be focused on very specific abilities.Posted in: News
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Jan 13, 2011Jackzor posted a message on Bashiok on Rune Levels and ProgressionWell the lower upgrade at higher ranks would be made up for by things like adding damage as well as an extra projectile.Posted in: News
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Jan 13, 2011Jackzor posted a message on Male Demon Hunter - Coming by Next Week?Good stuff. Hopefully we actually see it next week instead of SoonTMPosted in: News
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Jan 13, 2011Jackzor posted a message on Bashiok on Rune Levels and ProgressionPosted in: NewsQuote from telperionmt
Took me a blasted long time realize what "skill cap" was in question #4, but then I saw looked very carefully at the image below the text and saw the different Difficulties playing their own part. So that's how it's going to be...?
So, basically, you can dump x-number of points into a particular skill based on Difficulty Level you are playing? And you can only drop a certain level Skill Rune into a Skill based, again based on the Difficulty Level you are playing with? That seems interesting. My experiences with previous Diablo titles suggests I'll never be able to play above "normal" Difficulty, but that's okay. I'll just read about the higher levels on this forum.
Yea, as Ophion said they haven't nailed down a system. It used to be based on the difficulty level.
And how the system works right now is that you need a skill to be at a certain rank to put a high level rune in it.
Did anyone else think of this as sort of an evolution to what synergies became in D2? Originally intended to allow you to diversify, the synergies really only forced you to focus on a few skills. This seems to do the same, but since the game is actively built around having only a few active skills, it seems like it would work really well this time around.
Pretty much exactly what I was thinking. Synergies tried to force you to use a small amount of skills when there was a huge amount of options. They definitely learned from their mistakes and are promoting using a small amount of skills in a much better way this time around. -
Jan 12, 2011Jackzor posted a message on Bashiok on NDA, Zombies, Pets and DisintegratePosted in: NewsQuote from Ophion
Their intentions has nothing to do with the methods they use to achieve them. Sending down a random meteor that turns people undead? Really?
Well an angel falling from heaven would possibly cause a meteor. And its not necessarily meant to cause a rising of the dead, but it could've just disturbed some graves from the rumbling/explosion. -
Jan 12, 2011Jackzor posted a message on Bashiok on NDA, Zombies, Pets and DisintegratePosted in: NewsQuote from BarlowEnter
My freak juice is flowing just by you contributing such fun facts. Angels in Diablo are sinister? (mmmm monsterous elemental beings?)
No argument with bible's reference; and I simply feel joyful for how literal can the dev team be with the activities of angels in Diablo.
I really should start paying attention to Diablo story content. And of course I'm prepared to take considerable focuse in D3's storyline. While I've never taken a serious notion to Diablo plotwise in the past, I'll admit much of it has to do with the age when I engaged in D1 on playstation platform. Mmm, but such facinating knowledge for the activities angels played in the story of Diablo.
Well none of those are really facts (other than the angels in Diablo being sinister, they really only care about themselves and definitely aren't looking out for Sanctuary, with the exception of Tyreal), but I was simply pointing out that the Heavens could have the power to raise and command the dead, assuming that the meteor caused the rising of the dead and the meteor itself came from Heaven. Alternatively, if the meteor is an angel from Heaven, the angel's presence could've angered the dead (or something along those lines) and caused them to rise.
As far as the plot of Diablo goes, its pretty thin in the games, or at least the games themselves don't really promote the player looking into the plot. The books outline a pretty deep world though, and Blizzard has gotten better at making plots since Diablo 2 came out, not to mention how much the plot opened up with the destruction of the Worldstone. It'll at least be more complex than "Baddie went that way. Go. Kill." -
Jan 11, 2011Jackzor posted a message on Bashiok on NDA, Zombies, Pets and DisintegrateI don't know that the cultists are powerful enough to summon a huge meteor. Whoever is behind the cultist's rise to power probably is though. I don't see how someone that evil isn't somehow connected to Hell though.Posted in: News
And we should keep in mind that the Angels in Diablo are much more sinister than the angels in the Bible. Not to mention that God/Jesus raising the dead is part of the Apocalypse, so its not out of the question that the Heavens are commanding the dead in D3. -
Jan 10, 2011Jackzor posted a message on Bashiok on NDA, Zombies, Pets and DisintegratePosted in: NewsQuote from duffman
Keep in mind that bosses are going to be a lot more interesting than they were in D2. Blizzard said themselves that they want to make bosses more like a Zelda boss, and from what we've seen so far, there is going to be a lot more happening in a boss fight that just a simple attack/dodge scenario. Couple that with the number of skills and rune variances, I find it hard to believe you will want to just use one skill.
Oh of course, but if my go-to attack is one where I hold down RMB and a laser comes out and i just stand there with it charged until the boss does something that makes me have to move, it would be kinda boring. I'd personally much rather be using multiple attacks in that time, and what I was pointing out is that since Disintegrate takes up all your time, I don't see how it fits into a skill rotation or anything. I mean I'm sure I'm oversimplifying it, but it just doesn't seem like a terribly interesting skill to me. Which is fine because theres plenty of other skills to choose from. -
Jan 10, 2011Jackzor posted a message on Bashiok on NDA, Zombies, Pets and DisintegrateWell the post about pet control leaves a lot of possibilities open. It almost seems to contradict itself. How can you plan and strategize about your pet if you can't control its actions? The first part of the post makes it seem like you just basically put whatever rune you want in your pet skill, and summon them and let it go, but in the second part he makes it seem as though its not as simple as that. Pretty vague, but whatever it is at least you'll be able to do more than just mass summon.Posted in: News
And as far as Disintegrate goes, it never struck me as OP. Having to stand still and its low damage, (it was ticking for 15-20 on targets with 800+ hp in those PvP videos) makes it a pretty situational skill. Like Bashiok said, its easy to get out of line of site in those arenas. The only thing that struck me as a problem with it is that if you're a Disintegrate Wizard, what do you do during a boss fight other than avoid damaging stuff and sit there casting Disintegrate? Like if its your most damaging still thats the only way I see it working out. I'm sure thats not the case though, and if it is, I'm avoiding that boredom at all costs.
I'm pretty sure the reason that the Zombies aren't attached to Hell anymore is because of Mephisto (I think he was the undead leader) is dead/gone. Bashiok is obviously trying to imply something though, or at least carefully choosing his words to let us know something weird is up. Maybe its whoever is the Act 1 boss? -
Jan 7, 2011Jackzor posted a message on Bone Fetish Army and the SentinelPosted in: NewsWhat popped to my mind when you mentioned the word "Sentry" was sentry-turrets
Sentry certainly seems to imply something stationary at least. It sounds to me like a stationary trap along the lines of the Assassin's traps that shoot projectiles in D2. But thats just going by its name, and I'm sure it could be different than that, but that seems to go along with the DH's gadgets and the name.
As far as the Bone Fetish's go, I don't know if it will necessarily be the same as the suicide fetishes in D2, but that would certainly be awesome. At the same time the WD already has a suicide summon in the Zombie Charger, so it could get kind of repetitive. I'm sure that whatever it is it looks and acts in a very cool manner. - To post a comment, please login or register a new account.
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As for the question in the topic, yes, I do think we'll get more people working for us. Both the followers and Artisans have been described as part of the caravan that follows the hero from town to town, and I doubt they'd refer to it as that if it was just two groups of people. I wouldn't be at all surprised to find out that the caravan contains more people.
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Also, as a general forum note, you (not anyone in particular, by the way) don't have to quote everything you are responding to. Just quote the relevant parts to avoid clutter.
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I'm sure Blizzard had plenty of iterations where mercs were available in co-op or higher difficulties, and it just ended up too chaotic or too hard to balance. If you allow followers in Hell, that will lead to the kinds of builds we saw in D2 where they're entirely reliant on the follower. Theres simply no way to avoid it considering the insane amount of possible builds in the game. So instead of going through all that balancing, Blizzard made them only usable in normal as a way to get people who just pick up the game and play SP Normal (which, again, is the majority of players) to play multiplayer.
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I completely understand why people who wanted a better merc system in D3 are disappointed. Obviously this isn't a great replacement. I think we were all disappointed when we saw a kickass video of followers only to learn we won't be using them that much. But that doesn't mean that this system doesn't have a defined purpose. The reason they put 'so much time' into it (and, really, this kind of system probably didn't take as much time as, say, the Artisan system) is because it has the potential to encourage people who are just playing SP on Normal for the first time to try out multiplayer. If you already know that you only want to play single player, fine. But theres plenty of people who just played D2 on SP Normal and shelved it. In fact, that probably describes the majority of people who ever played D2. So its worth spending time on a system that could potentially lead to some of those people instead getting involved in multiplayer and higher difficulties, because that means a larger online community, which then means a game that sticks around for longer.
As for the people saying this was all just a waste of development time, I would argue that balancing the followers in a way that would satisfy everyone (as in the people who want them to be useful and the people who want them to be non-essential) would be a process that would take much more time than the current system. You might say "Oh, well just do whatever the equivalent of /players 2 is in D3" but its considerably more complicated than that. In order to ensure that SP with a Follower doesn't become the best way to MF (even if you removed the follower's MF skills) you'd have to both increase difficulty and decrease loot drops in an almost perfect way. If you make it too hard, people start complaining that followers are useless again. If you make it too easy, people start complaining its the best way to MF. It would be something that the team would have to constantly be worrying about after release.
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- Demon Hunter is kind of like Bounty Hunter
- Every class kills demons, they don't necessarily hunt them. There is a pretty large difference.
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Which is why you really don't need to invest all that much time, gear or effort making a follower. They have, what, 4 equipment slots and a whopping total of 12 skills divided into groups of 3? There aren't that many choices involved, and even though its easily useless from our standpoint, if you look at how it will be from the point of view of someone who is just starting to play, it will be an easier transition to multiplayer. I think its a great system, and while I do wish it was usable in higher difficulties its far from the end of the world. Considering the outrage when people thought they would be essential, combined with the outrage now that people know they aren't, Blizzard had to make a choice and I think this is a reasonable compromise.
Of course, compromises always piss people off though
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