I think their concept is basic, a direct damage + delayed area damage. It's just how they wished to portray it.
If they had better animation/effect on the pillar it'll probably be better. Like rather than a actual stone thing, a spiritual-ish white/blue energy pillar comes out of the ground with a quick thrust and sends whoever standing on it flying (moon physics style), and then explodes with a quick white flash (rather than crumbling stone) dealing area damage or even convert some enemy to your side (religious conversion).
- hoboman27
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Member for 15 years, 9 months, and 22 days
Last active Tue, Nov, 6 2012 20:29:30
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Oct 1, 2011hoboman27 posted a message on DiabloCast: Episode XXVIIIDuring the diablocast, Kevin (I believe) shared his opinion on the skill swap.Posted in: News
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit being broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
So even if another player's playing habit has nothing to do with the rest of the players, blizzard will likely be there to make sure everyone's playing the game as they had intended, since the auction houses.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so.
Just my 2 cents (im a hobo its all i've got) and please lets not start that debate here please. -
Oct 1, 2011hoboman27 posted a message on DiabloCast: Episode XXVIIIDuring the diablocast, Kevin (I believe) shared his opinion on the skill swap.Posted in: News
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit be broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so. -
Aug 29, 2011hoboman27 posted a message on Diablo 3 Beta: What to Expectvery nice plan, and excited to see all the details.Posted in: News
Scyber, is it possible that you guys do a benchmark testing, show us the graphics options, resolutions available.
I know you personally have a crazy rig, but if you have any old videocards lying around. that would be great to test it out.
I just built a 2500k z68 system, with no videocard, since i wont be playing anything until diablo 3 comes out. And your tests will definitely help me, and the others who question their computer systems, decide on good and efficient hardwares.
Thanks -
Aug 25, 2011hoboman27 posted a message on New Class Skill Videosthe monk using the polearm was a little odd, starting from 0:35 and on, when the female monk wields the weapon around you still see the polearm clearly behind her back, stationary. Dont know if its a glitch of some kind or what.Posted in: News
Did anyone else find that weird? -
Aug 3, 2011hoboman27 posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from MasterFischer
Quote from Roger
Quote from MasterFischer
1. If you want to make a new character and stick with specific skills, then do that? What is the problem? Why do you need to make 50000 new characters? That's stupid. But it's there for u if u want. You can make 10 characters right now, so do that. You can always delete your char if u dont like it and start over, or u can strip all your skills. Start a new character and do another build if u want.. do that.
2. Levelning up, you gain, more powerful spells, powerful rune effects and new items, new powerful spells, just cos u dont have a little button to click, doesn't mean anything..
All your stuff increases when u level-up. That's nice and powerful. Just go look in your inv.
1. There is really no need at all to make a new character since you could only make a lvl 60 character and switch skills. This is not about stupidity or need to make 50000 chars, it is about relevant choices and about the developing of a character to try a build. Now you can try a build simply changing the lvl 60 character skills. It's easier, as using a trainer and making a level 99 character and choosing the skill point allocation also was, but is not as fun as starting over and FEELING the build in every part of the game. I always loved the first 20-30 levels far more than the last ones.
2. I don't know, does that feel relevant to you? A completely automatic level-up? The level-up is the climax of every RPG, it can't go like "Oh, another level, what can I do now? Oh, i am stronger, that's all.".
I am not trolling nor am saying that the system will be bad. I am just trying to grasp how this system deals with the aspects I've risen, that are very important to me.
Tell me then.
1. There is no need? Who says that? YOU create your OWN needs. That statement from you is weird. You do what you want. Why you do WANT to have a restriction to HAVE to make a new character everytime you wanna try something new or just a little different? That's insanely stupid and not fun.
If you WANT to make a new character and start fresh.. then do it ? What's stopping you? Nobody. Just never respec or change skills and start fresh 1-60.. same build.. try it.. what is wrong with that?
Just cos blizzard doesn't MAKE you do it anymore, doesn't mean it wrong or bad.
2. So clicking 5 times on a little button is very important to you? In diablo 2, raising vitality 5 points didn't matter AT ALL really... the small attribute points was skewed, and it was just plain a stupid design. Besides, it wasnt even every level that u got to spend attribute points and get new skills... in diablo 2, you just "rose" in level as well.. but u unlocked new stuff sometimes.. it was good.
In diablo 3, you fight and when u get new lvl.. ding.. u know u got alot of new stuff... newer spells, more attributes, more stuff to explore and gather.. if u want to feel powerful, then just click randomly on your scree nand imagine your stats rising lols
1. I believe roger is talking about incentive, as with the new system, there is less incentive to create a new character with a different focus. Since your original character have already been built, quests done, geared up, and can change its skills (which are maxed) easily. Even though a lot of us, like to create new character and play for the experience. there are many constraints in life, and if there's less incentive for gamers to do it, then people would rather not do it at all.
2. Fighting monsters is a major part of D3, but why do we fight monsters, to level up, to find items. And it is this progression of your character that is the key to these games.
Customization debate aside, The following is what i posted in another post earlier:
"...what i am concerned about this choice is its affect on the playthrough experience, as well as the player's 'attachment' towards the character. Back a while ago when blizzard announced their level 60 cap, their explanation was to make every level feel significant. And i feel that skill points is a part of this 'significance,' a reward you receive for leveling up. even though just a psychological thing, but it does make you feel more weight on each skill point's distribution, and feel that you are more 'involved' in your character's progression.
Now with the skills scaling to your level or weapon dmg, once you have tried all the skills and selected the 6 skills you want, you are kind of done with it from level 30 (or 24) and beyond, since all you need to do now is to level up, and your skills would be stronger. which i think kind of 'detaches' you from your character and gameplay experience. I know people can say that "well with people following a specific build, skill choices arent really a big part of ongoing experience." well yes, but for one that is caused by DII's old system that we were hoping Blizzard introduce a new mechanism to fix, and second you still get to decide your skill point every level and probably decide on a specific path you would like to follow.
People can approach a build differently, for example you may want to orient or max skill X before skill Y. if you know the area have some high dmg monsters, you may want to put more skills in your defensive skills for now, and catch up your attack skills later on. Or when you play in a team, you may want to focus on certain skills that will compliment other team members depending on their current skill choices. this type of strategic thinking and constant balancing of your character to current needs i say is part of the experience with action RPGs." - To post a comment, please login or register a new account.
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Remember how 1 skill pt in corpse explosion and teleport in d2 was good enough?
It is very likely that there will be skills (all maxed) in d3 like that, where runes do not make much of a difference for the purpose of the skill. For example, buff/debuff or escape skills. You can use your buff/debuff, and when you see the need, switch that to a escape/movement skill.
What I am saying here is that, Blizzard decided on the 6 skill slot to force us make hard decisions. 6 skills out of 20. But its system right now is going the opposite direction than their philosophy.
If we can use macro to quickly switch skills, we can potentially have more than 6 skills (all maxed) at our hand.
I am sure that runes will make skills different, but not the same degree of alteration to each skill. For those skills where rune effects are negligible, and does not improve its intended purpose, people will just get more skills.
Also, for those rich kids (or people play endelessly) they may able to put a rune in all the skills they need, maybe all 20 if allowed. You can say well they spent their money/time, and they deserve it. But you have to question, is this the way blizzard want the game to turn out?
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Thank you
and yea its definitely too much, and it stays on as long as your health is below that level. It'll be difficult for you to see your enemies and their shots coming in. If a health globe dropped, it might be hard to see it too, since the red background just blocks it.
In a PVP it'll be even worse, as other players are constantly moving, using their skills and this just blocks your view.
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Anything with a portal gun is just fun
http://www.youtube.com/watch?v=WtcGiZelPfk
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Scyber, is it possible that you guys do a benchmark testing, show us the graphics options, resolutions available.
I know you personally have a crazy rig, but if you have any old videocards lying around. that would be great to test it out.
I just built a 2500k z68 system, with no videocard, since i wont be playing anything until diablo 3 comes out. And your tests will definitely help me, and the others who question their computer systems, decide on good and efficient hardwares.
Thanks
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Would it be possible for you guys to do something like a benchmark and test out d3's playability on different graphic settings/resolution, and perhaps videocards if you have any old videocards lying around? I know you just got a super rig and will max out the game with 100+++ fps no matter what.
Of course this will be after you guys finish playing the beta multiple times, since thats what the crowd want most.
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Did anyone else find that weird?
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http://pc.ign.com/articles/114/1141379p1.html
I'd say the Cyclops is definitely OP
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so just need to ask you a couple of questions
1. What monitor resolution do you play at?
2. when do you need the card (are you planning to play other games that require a new graphics card)?
3. how much are you looking to spend for on a new video card?
oh and it depends on the resolution, at a low resolution your 9600gt might be able to pull it off, but i really doubt it. As you can see here, at 1680x1050 ultra for sc2 using i7 920, 9600gt is on the borderline of being laggy
http://www.techspot.com/review/305-starcraft2-performance/page4.html
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1. I believe roger is talking about incentive, as with the new system, there is less incentive to create a new character with a different focus. Since your original character have already been built, quests done, geared up, and can change its skills (which are maxed) easily. Even though a lot of us, like to create new character and play for the experience. there are many constraints in life, and if there's less incentive for gamers to do it, then people would rather not do it at all.
2. Fighting monsters is a major part of D3, but why do we fight monsters, to level up, to find items. And it is this progression of your character that is the key to these games.
Customization debate aside, The following is what i posted in another post earlier:
"...what i am concerned about this choice is its affect on the playthrough experience, as well as the player's 'attachment' towards the character. Back a while ago when blizzard announced their level 60 cap, their explanation was to make every level feel significant. And i feel that skill points is a part of this 'significance,' a reward you receive for leveling up. even though just a psychological thing, but it does make you feel more weight on each skill point's distribution, and feel that you are more 'involved' in your character's progression.
Now with the skills scaling to your level or weapon dmg, once you have tried all the skills and selected the 6 skills you want, you are kind of done with it from level 30 (or 24) and beyond, since all you need to do now is to level up, and your skills would be stronger. which i think kind of 'detaches' you from your character and gameplay experience. I know people can say that "well with people following a specific build, skill choices arent really a big part of ongoing experience." well yes, but for one that is caused by DII's old system that we were hoping Blizzard introduce a new mechanism to fix, and second you still get to decide your skill point every level and probably decide on a specific path you would like to follow.
People can approach a build differently, for example you may want to orient or max skill X before skill Y. if you know the area have some high dmg monsters, you may want to put more skills in your defensive skills for now, and catch up your attack skills later on. Or when you play in a team, you may want to focus on certain skills that will compliment other team members depending on their current skill choices. this type of strategic thinking and constant balancing of your character to current needs i say is part of the experience with action RPGs."
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i think you misunderstood me, i meant to say that customization from skill point/selection level is going to be affected, but the "ultimate" level of customization may not, since the runes mechanism is suppose to cover for it. but how well? we dont know.
But i am more concerned about the game play experience without the existence of skill points and balancing your leveling progress. As i thought that was a big part of my experience with any action RPG games.
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However, what i am concerned about this choice is its affect on the playthrough experience, as well as the player's 'attachment' towards the character. Back a while ago when blizzard announced their level 60 cap, their explanation was to make every level feel significant. And i feel that skill points is a part of this 'significance,' a reward you receive for leveling up. even though just a psychological thing, but it does make you feel more weight on each skill point's distribution, and feel that you are more 'involved' in your character's progression.
Now with the skills scaling to your level or weapon dmg, once you have tried all the skills and selected the 6 skills you want, you are kind of done with it from level 30 (or 24) and beyond, since all you need to do now is to level up, and your skills would be stronger. which i think kind of 'detaches' you from your character and gameplay experience. I know people can say that "well with people following a specific build, skill choices arent really a big part of ongoing experience." well yes, but for one that is caused by DII's old system that we were hoping Blizzard introduce a new mechanism to fix, and second you still get to decide your skill point every level and probably decide on a specific path you would like to follow.
People can approach a build differently, for example you may want to orient or max skill X before skill Y. if you know the area have some high dmg monsters, you may want to put more skills in your defensive skills for now, and catch up your attack skills later on. Or when you play in a team, you may want to focus on certain skills that will compliment other team members depending on their current skill choices. this type of strategic thinking and constant balancing of your character to current needs i say is part of the experience with action RPGs.
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Now with the skills scaling to your level or weapon dmg, once you have tried the skills and selected the skills you want, you are kind of done with it, and would not bother to visit the skills page, since all you need to do now is to level up, and your skills would be stronger. which doesnt seem to be a very comprehensive gaming experience. I know people can say that well with people following a specific build, skill choices arent really a big part of the game. well yes, but you still get to decide your skill point every level and probably decide on a specific path you would like to follow.
People can approach that build differently, for example you may want to orient or max skill X before skill Y. if you know the next act will have some high dmg monsters, you may want to put more skills in your defensive skills for now, and catch up your attack skills later on. that i say is part of the experience with action RPGs.