That's like, the 2nd best part!
Can't wait for this patch. This gives me much hope for the future of the game.
Quote from Plocer
Quote from TourettesOF
That attack speed idea sounds really bad.... I'm kinda happy about the fact that decent items may drop from Act I now though!
Attack speed mixed with generators just make it too good compared to other things. 1-2 seconds to get to full resource is just too good.
Annnnddd, yes.
1
The game is meant to be replayed. If people are playing it once for the story then the difficulty shouldn't bother them too much (Also, Normal WILL get harder in the later acts). If someone is playing for a challenge then that person will be replaying the game often. We're talking about 2 different people here. If a person happens to be playing for the story AND the challenge, he also won't mind replaying the game a bunch and plans to.
No one will be "expert" players on their first run, no matter how many hours of Diablo II you have under your belt. I welcome the Normal difficulty as a place to learn as much as possible since this is a new game, regardless of my skill in previous games.
2
This confused me. You mean that we will be able to swap skills in between matches, right?
Were these testimonials shown? I think it would be amusing to read what they had to say about getting their butts handed to them on Inferno, lol!!
Awesome write up, thank you very much.
0
0
We'll need another melee type definitely. Right now there are 3 ranged classes and then the Monk/Barb. The Barb is pure melee and the Monk is the "hybrid" melee (akin to a Paladin) so what other types of melee are there?
How about a melee pet class? We have the Witch Doctor which is the caster pet class for the most part (lots of summoning of things) but he's not an actual, all out pet dependent class.
I'm thinking something like the Beast Lord from Everquest. He was in-your-face melee with a pet and a few nature spells (very short range). So something along those lines would be a good addition and balance things out archetype-wise in Diablo 3.
I can think of all kinds of ways to make the pet prominent so it really means something and the Beast Lord doesn't become just a Bard with a pet. The pet would never have to be summoned either since Skill Slots are extremely precious in D3 and it seems unfair to have a full on pet class lose a slot to summoning his pet. So when the pet dies it will automatically resurrect after X seconds OR when the Beast Lord's resource becomes full either from generating it via skills or passively regenerating it. Now, onto some specifics.
The Beast Lord uses Nature Power (can't think of anything cooler, lol) with a starting cap of 100. It regenerates slightly faster than Discipline does now for the DH, which isn't that fast. All Physical attacks generate Nature Power and all Nature/Pet skills use it.
He will have 3 Skill types like most other classes. They will be...
Some examples below.
Animal Instincts type skill - A self buff...
Beast type skill - A physical damage (mainly) melee attack...
Nature type skill - A poison damage melee attack...
Animal Instincts type skill - A utility/mobility/defensive/offensive move all in one! (kinda silly but fun)...
Well, I had fun writing this and hopefully some of you find it interesting, the idea of a melee pet class focused MAINLY on melee attacks with a dash of nature/poison stuff going on and a BIG emphasis on the pet itself.
That last ability I listed was a little nuts but it was fun to think about! I was trying to make a point that this class would really play off of the pet, where the pet is, what damage it's taking, stuff like that. Those things would be important to the player in deciding what skills to use (my pet is doing X so I should do Y. I just made my Pet do Z so that means I should do X next, etc).
0
The need for the bonus would be the same as it would be no matter what system they use. People will want more stat bonuses. I don't think stats being on unattuned runes is a way to gauge whether regular runes are still around or not. Maybe I misunderstood your meaning.
Anyways, it's nice to know that everyone agrees this is the best way to do it though, people may get angry at Blizzard for things here and there but they are pretty damn smart so hopefully they realized this like we all have and they do it.
Someone needs to pass this on to Jay just in case this simple, elegant solution has slipped by the D3 team somehow lol.
0
Thanks for clearing it up for me and sharing your thoughts guys
EXACTLY! I was fearing this wasn't the case when I first heard of the new system so that's why I started thinking just like that.
0
It's like it was before but instead of just running out of Hatred you have ways to generate it.
You should just dump some Hatred and balance it out with a few generators then dump some more, trying to never get close to empty (unless you have to dish out some super burst damage).
0
First of all, I still haven't heard if it is or isn't like that. I assume it isn't, please correct me if I'm wrong.
In short, I believe keeping plain Runes in addition to Unattuned Runes alleviates the frustration but keeps the fun parts of the new system.
They should have regular Runes still drop but they don't have any of the stat bonuses of Attuned Runes. This way people can go with "what they know" (or feel) to work by using regular Runes until they find/trade/buy that Attuned Rune they are really looking for. This allows people to experiment with Unattuned Runes but still have regular Rune "backups" to use.
Allow the Mystic (or something) to create regular Rune types at a decent cost + materials and keep Unattuned Runes as a loot drop. Best of both worlds. People will still really want the Unattuned Runes since they will have stat affixes.
I think the system could work awesomely if they keep both types of Runes in. I can see how it could be frustrating having such a random factor to something that is supposed to be a HUGE/KEY part to customizing your play style, BUT...I can also see how it can be fun/exciting to experiment and find the PERFECT Rune or to buy and sell them.
I'm pretty torn between the old system and the new one, which is why I started thinking about this.
0
If not, I think that would help out.
Have regular Runes still drop but they don't have any of the stat bonuses of Unattuned Runes. This way people can go with "what they know" (or feel) to work until they find/trade/buy the Attuned Rune they are really looking for.
I thought the Mystic could make regular Runes? Is that being taken out in this iteration then? Maybe I'm wrong.
I think the system works awesomely if they keep both types of Runes in. I can see how it could be frustrating having such a random factor to something that is supposed to be a HUGE/KEY part to customizing your play style, BUT...I can also see how it can be fun/exciting to find the PERFECT Rune or to buy and sell them!
Keeping plain Runes in addition to Unattuned Runes alleviates the frustration but keeps the fun parts of the new system.