- brimg
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Member for 12 years and 9 months
Last active Sun, Dec, 11 2011 10:23:40
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Oct 11, 2011brimg posted a message on Diablo III Beta Key SweepstakesA little sick of needing FB / Twitter for so many key contests. C'mon Blizz, you have enough P.R., you don't need me to whore out my profile for you.Posted in: News
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Sep 30, 2011brimg posted a message on DiabloCast: Episode XXVIIIEven though the square layouts of D2 were possibly unrealistic, it never bothered me. I think I will miss their openness. The above-ground areas in D3 seem too one-dimensional (so far), and it just doesn't feel like much of a game if there's only ever one choice for which way to go.Posted in: News
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Aug 3, 2011brimg posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from xRand0mH3rox
The idea behind the recent rune ideas that Jay talked about in the interview gave me the idea to solve the problems most of us have with this new skill system. It is ok to swap the skills without any consequences, but the skills could be made like runes.
If we insert a skill into a slot, it is unmastered, so it can be changed any time, like in the current concept. But every slot would have a mastering option. 30-60 is 30 levels, divided by 5 is 6. So the characters would get one mastering points every 5 level after level 30, which means 6 points total.
Every slot would have 3 master level, like advanced, expert and master.
If someone starts to master a skill, that would be locked into the slot. Mastering would give affixes semi-connected to the skill, like increasing critical-chance or resource pool maybe.
So basically it would keep the skill changing option to experiment any time, but if someone wants to really go deep into customization and maxing out the potential of a character, mastering a skill would be a choice to go as well, and it would make the skill build locked.
I really like this idea, I think it is similar to mine above, where I proposed a 4-total-skill-point system, whereas yours is six, and slightly more flexible. I hope the devs read this and consider refining something along these lines and seeing how it plays. -
Aug 3, 2011brimg posted a message on Skill Points Removal Fuels Game ControversyTwo proposals:Posted in: News
A) Bring back 'skill points', but give one major and two minor per character. So each player has six skills... one major buffed, two minor buffed, and three regular. This adds further customization on top of the six skills one makes their build from. I think it can greatly add to the complexity of the game, while avoiding the pitfalls that made skill points unfun.
A lock-in system for old characters. Once you've found a skill set you love, you can lock it in, announcing to the world that that is who your character is.
Thoughts on the removal of skill points:
1) They now CAN make a 1/2 skill system not viable, by balancing the game to need more than 1/2 skills. If Whirlwind can kill every monster on screen, every time, then it will have a cooldown or resource cost to make that impossible. You will need to fill that gap with another skill, either an attack or a resource regen. Then, this can be repeated until you need at least 3 skills to have no downtime, etc. The only way you would be able to get away with only using 1/2 skills is then if those skills are to weak to clear the screen of monsters by themselves.
2) The skill point system in D2 was dumb for the reasons Mr. Wilson states... having to save points while leveling is just against the way one feels a game should be played. As others point out, the synergies made it worse. Anyways, who wants to play a game for 3 hours, and have cast the same spell 30,000 times, and nothing else?
3) I think what players will miss is the sense of identity that comes with choosing a certain build. Who knows if the barbarian you see is really into swinging axes, or just testing it out before swapping skills? When every player of a certain class can wake up tomorrow and respec the same way, that makes one feel not unique.
4) Similarly, players seem to be worried about the current degree of customizability. In D2, even two characters with the same skills could (theoretically at least) have a different point spread, and therefore a different emphasis on different skills. It seems like what Mr. Wilson was saying was that they couldn't build this degree of complication into D3 without it being only skin deep... it would seem like there were a lot of choices, but really there were only a couple ways to do it 'right'. Yet the idea of two characters choosing the same 6 skills, but playing them slightly different, is interesting. One character might use skill A as a main attack, and B situationally, while another uses B regularly, and A only occasionally.
5) Replayability vs. time. The nice thing about the system laid out for D3 is the ability to play around and test a skill/build. Once you find one you consider optimal for you, bam, you're an axe barb. But tomorrow, you could be a sword barb, and that makes the original choice less meaningful since there was no cost in making it. A system with locked-in builds helps replayability, and is good for those who can/do play a lot. A system with respecs is good for those who shouldn't have to play for 10 hours just to try out swords instead of axes. I feel for both groups.
Thanks for reading. Edit: inadvertent smiley, lolz. - To post a comment, please login or register a new account.
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Right now, I plan on one male of each class, regular mode. Then I'll roll hardcore characters as I wish, of the female varieties. If I decide low-level pvp or just another off-build is something I want to do, I'll roll another softcore as the desire strikes me. I agree new characters are a great way to replay the game. I also think it's nice to not have to replay through three difficulty levels if you don't want to, just to try a new style.
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1) I have a shotgun in my hand. I am panting. There is a waterfall-like stream of poison to my left, and a high platform to my right. From it, a brown furry creature is running down some stairs to me, shooting fireballs as it comes.
2) It is very dark, and I know that I am in a once sacred place, now fallen. Shadows and cobwebs surround me. I feel out of place, yet at peace, as I sit on a throne carved from grey stone. An elevator creaks in the distance.
3) I feel like I am at the top of the world, and the air is thin. Thin-legged spider-like creatures jump all around. I search frantically, running around with a lit bomb, before they can overwhelm me.
4) The city around me seems carved out of sand. I lose myself in the streets, still trying to understand how I could have ever reached this place riding the creature I did. Shaking these thoughts, I concentrate on why I'm hiding behind this crate... I am a thief now.
5) The world is unremarkable, but seems somehow new. The grass and trees are bright green. Over-large rats and spiders, surely trivial beings, somehow seem a tremendous challenge. I slash and hack at them, still marveling at the workmanship of the enormous dwarven statues at the entrance to the underground city where I purchased this humble sword.
6) I am amazed by the beauty that surrounds me, and enchanted by the quiet music in my ears. Still, my heart races at the constant fear of drowning, while my brain puzzles at all I've encountered, trying to uncover the secret to the way forward. All the while, her golden hair and flowing pink dress haunt the back of my mind.
7) Stars race by. My eyes search the darkness ahead of me, fighting off the gleam from the silver wings which spread around me. Small glimmers enlarge into the black shapes of evil. My hand is sure, but the ship trembles slightly as I fire the lasers. One drops, and the other is hit, though even more appear around me. I loop around - the fight is on.
8) I unload my pistol into a metal filing cabinet - no time to pick a lock now. Papers in hand, I exit the room, and coolly kill two agents down either side of the hall. Through the glass doors and outside, to hide behind a bunker of snow, as blue camouflaged men rush by in either direction.
9) I am in a forest of wood, but everything is metal. The bats are made of cannonballs, and the music assaulting my ears is made of tin. I clank my arms together, and take aim at the fierce mess of of circuits and springs leaping towards me.
10) The air seems to form symbols. I cannot tell if I stand inside a house, or hell. My own consciousness is a shell of sanity surrounded by madness incarnate. The spells which permeate this swirling wind do their best to turn me to fear. Yes, I am there. But I am also somewhere else, and she is very near...
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This means the original skill description is also kept when runed?
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However, if the summons are proving squishy, it's possible this could reduce damage by just enough to make everything go smoother.
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Skill combos = (25 choose 6) = 177,100
Passive combos = (15 choose 3) = 455
Rune combos = 5^6 = 15,625
Total (multiply those) = 1,259,070,312,500 for each class
Of course, right now each class does not have 25 actives and 15 passives.
Real numbers here: http://www.diablofans.com/topic/27956-number-of-different-builds/
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Not your RealID... Each 'CD Key' will create an account name, which I believe will share the banner, and then (up to ten) character names under that. And I was picturing whenever your name is shown it would be (Account) Character, or some similar formatting.
Correct me if someone has more up to date info? I know there are hardcore options on the banner, yet clearly each account can have HC and non-HC chars.
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Unique names have great benefits, but the fact is the community is much larger then the number of good names. A friends list exists so you can find players you liked again.
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Quite the opposite... It has been clearly stated that Inferno will be the same acts as Normal, Nightmare, and Hell, and not an endless dungeon.
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Just beat me... was too tired for big numbers last night.
GRAND TOTAL: 2,089,314,390,625
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I was thinking it would work like this: you play through Normal, Nightmare, and Hell, increasing in difficulty as you go. At Hell Act IV (or last), you get to the highest level of difficulty.
Without Inferno, you could go to Hell Act I, but the drops would be worse. You're forced to keep playing Hell Act IV (or last), since it is the highest difficulty. Instead, here is Inferno, the whole game boosted up to that final difficulty (plus a notch).
It wouldn't necessarily have to be a whole new play-through. More like: completing Hell would be completing the most difficult content. Inferno then simply bumps the rest of the content up to that difficulty, so you can keep playing any part of the game all you want... but you've 'beat the game' once you complete Hell. Inferno just adds replayability.
Probably, though, since Inferno will be more difficult than Hell, plus the addition of Inferno-only items and runes, it will end up needing a whole new play-through.
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Yes. Ok, you mechanically go through the same clicking motions in each case, and the animations are similar. But play-wise... a character with a lots of life-leech skills is going to play differently and react to different scenarios differently than a character who traded that life leech for excess damage.
Go look at the Barbarian tree in D2. A whole page of passives, and a page of shouts... there are only a few active skills you can make a build around. D3 beats D2 by a mile in that category.
I think any more skills added to D3 would just lead to redundancy.
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The kill bonuses from No Escape seem to make it a waste of a passive, but if you plan on spamming runed Throw, it might work. I'd recommend Juggernaut, but perhaps you think with Charge/Spear/Leap plus hopefully very high uptime on the slow effect from Throw, you can get right back in and heal up with a runed Spear. Planning on getting below 20% for Relentless sounds reckless, but that seems to be what you're going for... control and kill quickly before they can get you.
My concern would be Fury... but the runed Stomp could be a lifesaver there.
I think if you can manage the control you're shooting for, it will be a nice win.