- Raptorbonz42
- Registered User
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Member for 13 years, 2 months, and 1 day
Last active Thu, Aug, 30 2012 06:51:13
- 3 Followers
- 670 Total Posts
- 18 Thanks
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Jul 7, 2011Raptorbonz42 posted a message on The Future of Item SellingWhat if what you could purchase was different Hair color/skin tones for different classes?Posted in: News
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Jul 1, 2011Raptorbonz42 posted a message on The Future of Item SellingIt's all been said already..Posted in: News
-stores are bad
-ruin balance
-buying power is bypassing the game
-not a fun mechanic
-earn you're items by playing
-etc
edit: changed lpaying to playing...what an embarrassing mistake -
Jun 19, 2011Raptorbonz42 posted a message on Item Progression and the Cubenow we know there are a whole bunch of equipment 'tiers' but are they strict visual/stat tiers or do they have a separate stat tier system as well? What I mean by this is that if you have the third tier looking equipment could it have stats better than a tier 5 looking piece and the final 3-5 visual tiers all max out at the same point. Has there been any information about this or is everyone just assuming that they are strict and linked to stats?Posted in: News
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Jun 11, 2011Raptorbonz42 posted a message on Item Progression and the CubeI am in love with the ides Bash was sharing (even the dyes to change the armor to look like an earlier set you may have preferred). On this vein (and similar to what Orphion said), I hope the best stuff still has different looks to them.Posted in: News
(and one more parenthetical aside) -
Jun 2, 2011Raptorbonz42 posted a message on Twentieth Batch of Screenshots and ArtNow that is worthy of a milestone!Posted in: News
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May 31, 2011Raptorbonz42 posted a message on Heart of the Swarm PreviewLove Starcraft 2, maybe they will make the game much better with the unit alterations. Don't mind the off topic, but thirsting for the next system!Posted in: News
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May 22, 2011Raptorbonz42 posted a message on Diablo Lore Series Part 1only ever played the games and this video was great in bringing some interesting stuff into the light for those like me. Great work! That bit about the worldstone suppressing the power of the nephalim (sp?) leads to some interesting possibilities in the story of D3 with the twisted stone being destroyed. (it was still twisted right?) One question, how are the characters in the games able to use such powerful magic, or is their magic still weakened by the twisted worldstone?Posted in: News
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Apr 30, 2011Raptorbonz42 posted a message on This Week's Poll: FollowersPosted in: News
This :Thumbs Up: -
Apr 7, 2011Raptorbonz42 posted a message on Bashiok on the Level CapI like lvl caps, because of the meaning and because there are many other tools to use for those over achievers. in my opinion a level should be a source of scaling and balance for the game. Things like gems can be something that gives a minor benefit for the dedicated.Posted in: News
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Mar 27, 2011Raptorbonz42 posted a message on How will set items work?I like the idea of a set material. Set items salvage into it and adding it to a recipe would give you a set item of some kind. But this is very general and likely hard to implement as is.Posted in: News
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Mar 25, 2011Raptorbonz42 posted a message on Eighth Batch of Screenshots and ArtFinally some excellent concept art. Looks like they listened to the outcry! I don't have high hopes on screen-shots though. They aren't going to release anything new here. Its all under wraps still.Posted in: News
Doc FTW I've said it before I love those earthy primal mid range casters. Love the feel love the style. And (according to the poll) it the least liked class! No way he's not my my first. -
Mar 23, 2011Raptorbonz42 posted a message on Rune Swapping Restrictions Poll@ Slipknotjake: I don't know this is one of those little things that will make a big difference in the game and with the barren wasteland that is the info updates us hardcore fans will discuss everything :wink:Posted in: News
As for discussion, I completely agree with Maka on this one. You play the game for literally hundreds of hours and you cant wait a maximum accumulated total of like, 8 hours over the first 60-100 to check out a new toy? I don't know about people these days. :wallbash: -
Mar 19, 2011Raptorbonz42 posted a message on Rune Swapping Restrictions PollLol, Thanks for the info Don! didn't know.Posted in: News
Q. Does it work even for skills you haven't yet selected?
Also, It's true that you won't know exactly how well a skill works from just reading about it. I had this come up my first time in Diablo 2. But Ic could let you know a general situation like is this a DoT, CC, DPS, Healing skill or what have you. As far as knowing how effective a skill is, I believe someone already mentioned that That would take a short time to fully determine (about as long as a dungeon takes to clear) -
Mar 19, 2011Raptorbonz42 posted a message on Rune Swapping Restrictions PollA lot of people are bringing up the argument that 'I want to see what it does without having to go to town.' Shouldn't they instead give some way to know how a rune will affect a skill before putting it in the skill. Either when you choose a skill it indicates the different varieties offered by runes, or when you hover a rune over a skill it has pop-up text that indicates the change, or even a help menu with a less numeric more flavorful list of runed skills ("multiplies your missiles" "Hurl a corps" "Summon the Toad Lord").Posted in: News
That way you don't necessarily have to test out every rune just to know what you're gonna get. Also It could help you make educated skill choices If you like the sound of skill 1 over a similar skill 2 and you choose it, You may never find out that skill 2 was perfect when given a certain rune and much better than any skill 1 option for your playstyle. -
Mar 18, 2011Raptorbonz42 posted a message on Rune Swapping Restrictions PollI was torn between choosing the mystic only for a scaled fee option (not constantly rising like Don implied, but based on the rune lvl you want to change) or simply "only in town" (not an option, but should be-would have been Other)Posted in: News
The reason I was torn was that I did not like the idea of being punished for wanting to try different effects. Then I figured, a small fee is not too much of a burden for something which you shouldn't really be doing too often (perhaps once for each rune type and then additionally once for each rune lvl for each skill would be around 80 exchanges)
Edit: If you want to be changing them more frequently, well, the fee shouldn't be something that would cause you to cringe at the thought, but something to consider. I like the idea of changing runes as a tactical decision to overcome a specific threat. I like even more the idea of tactically choosing skills and using them effectively, even when they are not the most optimal selection for a given task. Each combat becomes a challenge of wits to use what you have available to overcome a great diversity of opponents. - To post a comment, please login or register a new account.
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Lol I feel like an idiot for posting Inarious! But thanks
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In D3 you can re-level a character for fun (and potentially with a different gender to get more follower story or completionist stuff or w/e)
that sounds like you can re-level in D2 because of bad game design, bad game design, bad game design, or for fun
vs D3 which removes the first three situations but keeps the last with maybe a a small bonus.
How is this a problem...?
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Anyway, good luck! (your gonna need it)
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Edit: the builds look fun though even if AD doesn't work
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You can do this, the 60 points you get in Dexterity won't matter when compared to the 120 points you get from 1 gem out of who knows how many. As I said before the Stats were just moved
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Supposedly they are useful for characters now. Each character can increase damage significantly (1% per point dealing with point values ine the 200 range on individual items), vitality significantly at 10 HP per point, etc., etc. Now one thing I am concerned about is that each stat also adds to a type of defense (str=Armor; dex=Dodge; int=resistance; vit=Health Pool) so I don't know how that will work out in terms of choice viability. Will a character be more of a glass cannon if they focus on their primary stat and more of a tank if they spread points out evenly? or will the choice be Primary stat or Vitality and the other 2 don't matter? or some other outcome that I haven't come up wit yet? Lets hope that its not the second one at least...
In short they do matter, but how much each one matters for each class is up for debate.
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To the OP, the reason they removed stat points is primarily because they migrated them to Gems which now can really define your character. Unlike D2 where gems were not very useful, tended to get hoarded and, when runes were introduced rarely used to fill sockets, the new gems will dramatically change stat points and allow you to distribute stat points as you like. With this improvment to gems, they felt stat distribution was weak and redundant on a per level basis.
They also perfer using items because items are expected to, and can be changed. Contrast with stats-by-level which were more punishing for no reason. Some people will claim that now stat decisions are meaningless because they are relatively easily changed, but there is a cost to changing gems (unsocketing, combining, and socketing all cost gold at the jewler IIRC) and choosing to spec your character the way you want is precisely what D2 seemed to have (I feel it only seemed to have it, but did not acually have it. YMMV) the difference is that we are told that this system actually works as intended. If stat distribution in D2 was not meaningless (many people felt it was including the devs) then (assuming Blizz delivers on their promises) stat distribution in D3 will definately not be meaningless.
As for Skills, there are more of them without runes (I took the liberty of adding passives in both D2 and D3), the runes add variation (even if that variation is not 5x it is definately over 2x) all skills are viable for end game (unlike D2 were there were skills that were not, ex. firebolt) and whoever said all lvl 13 anything in the beta were identical was missinformed or lying. just open Beta weekend proved that to anyone paying attention. Skill points were just a way of selecting which skills you want and making them viable at end game. Now that all skills are viable you get to choose what skills you want to use without the tedious second step of repetitive clicking.
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http://us.battle.net/d3/en/class/wizard/active/
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That's not the issue. No one thinks that 100 billion builds are going to be used. But if you do use 2*10^(-6)% of possible builds are viable that is still 2,000 builds. Relativly, that is a small porion, but it is still much larger possible pool to draw builds from compaired to d2 and many other games.
Edit @Ayr Ah, I think we are having comunication issues. No matter :kitty:.
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I wasn't either. I was refering to disliking skill function.
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Spiders, and toads I will use only if I do a pet build and grudgingly at that.
Bats, I don't like them on the Doc.
zombie chargers except explosive beast
any wall of zombies that is not a wall
rain of corpses for grasp, kiss of death for acid, and the vision quest passive.
Basicly every other skill is amazing to me (note: BBV needs to work on pets to be included)
Absolute favorite skills: Mass Confusion and Acid cloud
Edit: I think this is an opinion thread right? some of the skills I listed I know are empirically great, they are just not for me.
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