- Zero(pS)
- Wise Elder
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Member for 15 years and 1 day
Last active Tue, May, 9 2017 22:32:50
- 31 Followers
- 7,995 Total Posts
- 734 Thanks
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Aug 25, 2011Zero(pS) posted a message on New Class Skill VideosI have no words to describe how I feel about this game right now. I'm not even going to try to not disappoint myself.Posted in: News
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Aug 9, 2011Zero(pS) posted a message on DiabloCast: Episode XX - Give Me Options or Give Me DEATH!I'll probably use both.Posted in: News
I'll use the gold-AH to buy stuff at first, when I find useful stuff that can speed my first playthrough and sell stuff until there's plenty of gold in the economy.
I'll use the realmoney-AH to sell stuff and get some positive e-balance in order to buy stuff later when I reach a point where getting a specific item can take hours.
I don't think I'll have to spend any real-life money to get the stuff I want as long as I can take advantage of the economy and sell the stuff I find very well (aka make lots of money out of stuff that people really want). -
Jul 15, 2011Zero(pS) posted a message on ALTernate Styles of LootingI'd probably use the default option and see how it feels in the beginning. I mean you can judge whether you want to pick an item up on the fly on those "10 seconds" or so when it appears, and then you can always check it back if you're not sure.Posted in: News
Then again, maybe you just wanna keep fighting for 2 minutes in a row, destroy everything in a room, and then come back and check the loot, that would fit my playstyle too (if it doesn't take too long to do it instead of just go picking stuff up) - maybe then I might switch to "toggle" mode. -
Jul 8, 2011Zero(pS) posted a message on The Future of Item SellingNo stores at all.Posted in: News
I'm even against the more acceptable option that is "Vanity Items", I wouldn't like to see people with great looking stuff just because they have another 50 bucks in real life to waste looking better than anyone, who gave their blood to gather top tier gear and even dyes for them.
It's all preference though, but I'd like to reinforce a big huge "NO" to anything that affects gameplay. - To post a comment, please login or register a new account.
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They reveal things at a small pace to not create too much hype on stuff that can be removed as development progresses (like the Talysman) and to not throw away all their ace cards.
But this August event is definitely related to a beta starting date, and I'm pretty sure they have all of the game figured out and designed.
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Random quests outside are also going to make it look different. They have stated in one playthrough you might find a guy who has been robbed and need to help him, and in another you might find just a static chest with loot but then get "ambushed" by a lot of skeletons.
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It's very similar to the "pet companion" in Torchlight from what we know so far. Can cast a couple spells and be a small help to you, can be equipped with a couple of stat boosting stuff, and stays out of combat for some time when they "die" (which apparently they don't, they're just knocked unconscious, like Pokemon, u'know? =P)
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As far as shields go, we've recently heard that every character can use one, even the Monk (which they were still deciding), so going a defensive route is a choice every character has. But I see your concern, other classes (like the Wizard) don't rely on "weapon dmg" for her skill dmg.
I can see this being easily solved by making sure whenever the Barbarian has only 1 "one handed weapon" his "weapon damage" used to calculate the skills is increased by "x%", simple and effective. I don't think we can conclude single handed weapons will deal for sure ~60% of the damage of two-handed weapons or wielding 2 one-handed weapons, we have to wait and see tbh, but even in this case like I said, it could be easily solved with a mechanic that boosts the dmg of the one-handed weapon closer to the dmg of the other 2.
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I don't really like the name "stamina" for her resource system, but I also wouldn't hate the class if they choose that as the name. As long as the gameplay of the class is really fun with managing both types of skills/abilities (discipline and hatred), I'm probably going to make a Demon Hunter as one of my first classes.
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Just kidding, welcome to the forums, and enjoy it before this becomes hectic and full of people whining when the game is released =D
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Came in prepared to blow the idea away, found something completely different.
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While you can make assumptions based on what's reasonable, it's pretty impossible to say "yay, I got this figured out". Plus in D2, the difficulty increase was merely stats wise, and the amount of DPS you could output with an extra Sorceress or 2 on your team using Static Field on a boss greatly offset that extra HP given you could tank for them with a Paladin or a Barbarian, so in all honesty, D2 had a very weak difficulty increasing feature based on number of players. I believe this will be better on D3 (amount of enemies, their overall dmg), and bosses won't be a cakewalk with 4 players.
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Also, I think by now they will have adressed the D2 problem, where MF would only work if you landed the last hit on a boss/enemy.
I was never a big fan of Magic Find to be honest. It was such a strange feature. You could never knew if those 10-25% early MF stats that you got were actually affecting the loot being dropped. I felt like more rares were dropping, but they were also kind of useless, and Sets and Uniques weren't dropping.
At the end of the day, even with massive magic finding, you could still have to fight a boss 100 times and never get that Unique shield that only he dropped =/ it's a stat I wouldn't care if they got rid off completely (not that I want it, I just wouldn't mind).
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Then I'll probably proceed to rush/destroy the story mode in singleplayer with a Wizard as fast as possible just to know the story spoilers (which I'll try to avoid in the "beta" if I get in). Probably finish it before I get any sleep (just like I did with SC2 o.O took me 12 straight hours to finish the campaign on hard, but boy, did it feel good!).
Proceed to multiplayer with awesome self-esteem and tons of gameplay knowledge already to impress people =D
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Back then, "balanced" mean that Fireball had to deal at least 2 times as much dmg as Firebolt, since it was an obvious upgrade.
They even admitted that Teleport wasn't balanced, so the solution was to give all characters teleports with runewords o.O Nowadays they'd solve that through better means.
SC2 balancing is pretty good, despite what the forum trolls and whiners will tell you - and should be an indicator of Blizzard's capacity in balancing stuff out.
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As long as the Skill usage, overall action and dungeon design, boss fights, and runestones, all live up to the hype they've built, I'm fine with mediocre graphics (which even now I don't consider them to be - you obviously don't want them to put as much time designing armor as the designers of Mass Effect 2 or Unreal Tournament 3, do you?)
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I'm glad the Barbarian seems actually fun to play right now, with Ground Slam and stuff like that. If calling badass Barbarians to help me for 10-15 seconds and see them smash people's face during that time can't have a symbolic 2 min cooldown, I don't know what can have.
2 mins is barely anything. You could probably use it multiple times in a single dungeon. Back at Blizzcon 2011, an "alpha build" dungeon would take us most of all the 15 minutes of testing (and that was rushing through monsters and not wasting time). It's just to make sure you actually think before wasting that precious time-limited skill on normal Hell monsters, instead of unique ones.
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Then again, maybe you just wanna keep fighting for 2 minutes in a row, destroy everything in a room, and then come back and check the loot, that would fit my playstyle too (if it doesn't take too long to do it instead of just go picking stuff up) - maybe then I might switch to "toggle" mode.
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Some things might be a little off (like the Black Ice Trait, 50% increased dmg from all sources would be sick! Wouldn't it be more like 8-16-24% on lvls 1-2-3?) but most of it is pretty creative/fun.
The Familiar idea specially cool, I'd love to be able to "set" my Wiz's Familiar to be targetable, and once he's no longer too useful in that role (like you said, dies too easily in Hell or in a specific area due to specific dmg/enemies) you can just swap the Runes out and make him a dps increment.
I'd love to see the Monk in the next chapter =D might even write some of it myself.