I want a video game, and not a research project. Time spent reading forums and guides rather than playing the game is a failure of design.
Diablo 3 trumps Diablo 2 in just about every way you nostalgic bastards.
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Sep 23, 2011Posted in: Diablo III General DiscussionQuote from bidmal
Quote from voiceofreason
Permanence is not uniqueness. Take a look at Diablo 1 and 2, very permanent build decisions yet cookie-cutter characters everywhere using the same skills and same gear. In fact, permanence promotes such a system because people start following builds since they want to minimize mistakes which could lead to having to reroll.
The Diablo 3 system should hopefully foster more variety and play styles.
I wouldn't be so sure, there are tons of different builds in D2... Though that's an interesting thought. But look at WoW: even though u can pretty freely respec, this is what u can refer with "only cookie-cutter" builds and "following builds" and rotations at elitist jerks, rather than D2.... May be it's just because WOW's way more competetive than D2... Well sure we have to w8 for release and see what's going to happen. But i think in few months there will be few cookie-cutter builds in D3 for different situations (like mob-type and group combination) and 80%+ will stick to them and just swap skills in certain points of inferno, and that seems not fun.
Sure, there are lots of builds, but how many are effective and how many are used? If I can only make 1 decision I'm going with the best. I'll admit I made a WW lance barb that wore iceblink in D2 classic, it was fun, but it was stupidly overpowered. There was no reason to use anything else.
It's not a question with an easy answer, there will always be optimal builds and people will want to use those. My point is that permanent stat and skill decisions lend nothing towards solving the problem.
Sep 23, 2011Permanence is not uniqueness. Take a look at Diablo 1 and 2, very permanent build decisions yet cookie-cutter characters everywhere using the same skills and same gear. In fact, permanence promotes such a system because people start following builds since they want to minimize mistakes which could lead to having to reroll.Posted in: Diablo III General Discussion
The Diablo 3 system should hopefully foster more variety and play styles.
Let's say some casual players will start to whine about classes the same way they do about respecs: "WTF, i've started barbarian, farmed with it with for lvl60, bought tons of items from AH, but now i realyze, that DH is imba and suits to my gameplay better and want to farm inferno with it, why the hell i have to start the new character from blank sheet, quest till 60 again???????!!!!!!" And Blizzard listens to them and make the level global for Account, and u can freely switch between classes/skills...
This is just non-sense.
Go play Anarchy Online if you like stat distribution. I'm willing to bet you'll find yourself on a forum researching how to not screw up your build
Sep 22, 2011Compared to Diablo 2 1.00, I'd say it's already pretty damn solid.Posted in: Diablo III General Discussion
The only serious bug I've encountered was I was able to trade my friend gold twice. I meant to trade 1500, but I was able to double click and it sent him 1500 twice.
Sep 22, 2011Posted in: Diablo III General DiscussionQuote from CurseYouAll
In order of annoyingness
1. Monsters and destroyable scenery fly like pinballs when struck. Looks very unrealistic and silly! Blizz, can you please tone down the physics a bit? It feels like Titan Quest!
2. Fonts are ugly and unfinished, but I believe this will be fixed
3. Level up and new skill announcements pop up right in the middle of the screen and obscure the action. I hope these can be turned off, just like any type of battle feedback, like damage, crits, gold picked, etc. Completely unnecessary and distracting!
4. Players not taking damage from activated traps (falling walls, etc.) is unrealistic
5. Mouse cursor is ugly and organic. What happened to the gauntlet?
6. Comic-style balloon boxes popping up when characters speak are annoying
7. The aura effect around dropped gold coins is annoying. Dropped gold looks like flying sparkles
8. Characters and NPCs never shut up, I hope there is a way to turn off those prompts (like "not enough mana", the templar exclamations and etc.)
9. Quest exclamation marks above NPCs' heads are a bit annoying and too WoW-like
Some of these have probably been discussed already.. What do you think, do you also find them annoying?
1. I think it's fine, it's fun to blast a pack of enemies and watch em fly. Then again I liked Titan Quest. I want my attacks to feel like they have some force.
2. Never crossed my mind while playing.
3. The window pop up can get in the way a bit. The other stuff I don't notice while playing.
4. It's a video game. It also presents issues with non-ranged classes.
5. Once again, hasn't crossed my mind.
6. See above.
7. Yep, don't care.
8. Hasn't bothered me, but I attenuated my audio.
Sep 22, 2011I first played Diablo 1 on PSX. It worked pretty well. They had to rework the menus for the control pad though.Posted in: Diablo III General Discussion
Ranged targeting for skills like the monk's dash would be my real concern, that and navigating the inventory.
Sep 21, 2011I think he has simply come to terms with her death already. Seeing her turned is more painful than knowing her soul is at rest.Posted in: Diablo III General Discussion
Given the fact they are burning dead bodies in town, I think it can be assumed the townspeople have simply become callous to what's happening around them.
Sep 19, 2011The problem right now is you are forced to choose between using bow skills(hungering, multi) or gadget skills (bolo, grenades, etc). You burn through hatred too fast trying to use both in a battle.Posted in: Demon Hunter: The Dreadlands
Hungering and multi shot should build hatred. The barb and monk have no reason to ever use a normal attack, and neither should the DH.
Sep 18, 2011Posted in: Diablo III General DiscussionQuote from snared04drummer
You can say and think what you want about the Witch Doctor, I'm just relaying what I've seen and experienced. The skills feel very cumbersome and hard to target with, and don't hit very hard. The zombie dogs are good pets; have decent health and damage, but you can't even see their damage (?). Which is odd because you can see the Templar's damage. Not sure why followers would display that sort of information when your own minions don't.
Plague of toads has pretty much a melee range, and they tend to run around willy nilly rather than aggressively towards an enemy target. Compound that with the fact that they're quite weak and you do the math.
Grasp of the dead does ignorable damage. The slow is nice, but if you're playing coop with a dps class, they'll be dead long before they get to you anyway. And if not, your pets tend to draw aggro anyway, so the slow isn't really that helpful.
Haunt is a very Warlock-like dot, and is a cool mechanic, but suffers from weakness and the fact that while you're casting it, you could be doing a lot more damage with other skills. If it were stronger, it would be great for bosses and large targets.
Zombie "charger" is more of a shambling corpse that falls apart after a couple of seconds, and costs an inordinate amount of damage for how much mana it takes.
Hex could be interesting except the fallen shaman pops out, hexes one enemy, and then sits there until it dissapears. It can hex champions, etc. but you can't really control what it decides to hex (and it can't hex major bosses like the Skelton King), so it's not really an effective or reliable large target skill like the DH's Marked for Death skill is.
Corpse spiders is fun to watch and can be spammed, but they don't do much damage and go away quickly.
Horrify is a good CC mechanic, and will be even better when runed, but is obviously not a DPS skill, and doesn't really help improve that situation for the WD.
Firebats and Firebomb are the only damage skills that I've seen that are worth mentioning. However Firebats is a melee range skill, and puts you in direct line of fire, and eats through mana fairly quickly.
The problem, other than a lack of damage and cumbersome skill mechanics, is that this class is very much presented as a pet/ranged dps class, but doesn't really play that way. Unlike the Wizard, whose weapons are ranged by default, the WD is stuck with daggers, etc. and can't fall back on ranged attacks if he/she is out of mana. To me that's a design issue that needs to be dealt with. Combine that with the fact that half your skills are melee ranged spells, and you come to the conclusion that this class needs some more ranged damage skills, or at least some moderate buffs to the ones it has.
You can be unimpressed with the Monk if you want, but I'll tell you that he actually accomplishes his classes' focus: he can move in and kill large groups of enemies, very quickly.
I was gonna pretty much write this. His skills are awkward overall and the cooldowns suck. Not a fan of the melee range caster play.
I'll just reiterate the monk is the shit.
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