Forum Settings
       
Reply To Thread

PSA: Diablo III Open Beta WeekendFollow

#27 Apr 22 2012 at 9:05 PM Rating: Good
Terrorfiend
*****
12,905 posts
Is there an ability shortcut like in the old diablos? Iirc you could hotkey all your abilities to the function keys to swap them on the fly.
#28 Apr 22 2012 at 9:09 PM Rating: Good
Muggle@#%^er
******
20,024 posts
You have 6 ability assigned to hotkeys at a time, but they're broken down so you can only have 1 per "type" (as far as I can tell).

So your left click will be one of five abilities, right click one of five, and then 1-4 each one of five (20 total).

Dunno if those restrictions are absolute, just for the purposes of the demo, etc. I know you're free to remap which type is assigned to which number key, at the very least.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#29 Apr 22 2012 at 9:40 PM Rating: Good
Terrorfiend
*****
12,905 posts
so, is every class going to be exactly the same then? I mean, is every level 1000 Wizard going to have exactly the same skills? My first impression after a whopping hour of play is that they took a genre that is criticized for requiring little human input, and made it take even less input.

eta: that is regarding talent trees and skills and such. the actual combat looks to take more input when compared to diablo 2, since there is an action bar now obviously.

Edited, Apr 22nd 2012 8:53pm by KTurner
#30 Apr 22 2012 at 9:57 PM Rating: Good
Muggle@#%^er
******
20,024 posts
You have access to every skill, yes. And if you get used to it, you definite can switch out skills on the fly, in battle. There is a short CD for doing so, but nothing unmanageable, imo.

And since each stat is class-based now, you won't see variety there. All Wizard damage is based on Intelligence. You CAN gem for Strength, if you want a high armor skill, but you won't gain any damage for doing so. But the idea of creating an arcane warrior, which was a pretty popular Sorc build in D2, is now essentially impossible. You CAN do something similar, but only if you're willing to completely gimp your damage in the process.

Pretty much you'll just be gemming for 2 stats, if you gem for stats at all. Whatever your class' stat is (Stength, Dexterity, or Intelligence) and then Vitality for health. If there are diminishing return caps, you might see people gemming in the other two just to reach them. But since each stat buffs one area of defense (armor, dodge, or resistance %), I'm guessing most players will rely on the default skill-up in those areas, to be strong in one area but weaker in the other two. I'd guess it evens out, in general. Witch Doctors and Wizards generally want to stay at range, so a lot of the damage they take will be magical. Demon Hunters and Monks are the odder ones, but I guess DHs are meant to avoid Projectiles and Monks just avoid melee blows. Warriors will take every hit, but have high armor to mitigate it.

But since EVERY damaging ability uses your weapon damage, which scales from the actual weapon and your class' stat, you're going to be much less effective for every point you lose there.

[EDIT]

Every x level Wizard will have the same skills available as every other x level Wizard. He may choose to use different ones, of course, but unless they perfectly balance them all it's just not going to happen. We'll definitely see cookie cutter builds. Many of them. Because, inevitably, one or two strategies are going to work WAY better than others.

Switching will also take skill to pull off, since you need to know the exact position of your skills and their glyphs to save time selecting them (plus you're immobile while you do it). But handle it properly, and you can definitely switch at least one skill quite easily.

So, essentially, yes. Everyone has legitimate access to every spell. You only choose what 3 passives you want up atm, and what 6 skills you want hotkeyed. I've already experimented with switching in beta, and it's a great deal more effective.

Edited, Apr 23rd 2012 12:02am by idiggory
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#31 Apr 23 2012 at 2:57 PM Rating: Good
****
5,599 posts
idiggory, King of Bards wrote:
You have 6 ability assigned to hotkeys at a time, but they're broken down so you can only have 1 per "type" (as far as I can tell).

So your left click will be one of five abilities, right click one of five, and then 1-4 each one of five (20 total).

Dunno if those restrictions are absolute, just for the purposes of the demo, etc. I know you're free to remap which type is assigned to which number key, at the very least.


Earlier in the Beta, abilities weren't separated into types like that. You could use any ability you've unlocked, so for example, I could have two hatred-generating abilities, one for each mouse button, on a Demon Hunter.

Around Beta patch 13? 12? Something like that, they split the abilities into the categories we see now (and massively changed the rune system). They thought it would make it easier for newer players. AFAIK, you can actually turn this off in the options and go back to full control of what you have.

Edited, Apr 23rd 2012 5:05pm by IDrownFish
____________________________
idiggory, King of Bards wrote:
I have a racist ****.

Steam: TuxedoFish
battle.net: Fishy #1649
GW2: Fishy.4129
#32 Apr 23 2012 at 3:00 PM Rating: Good
****
5,599 posts
Here we go. Found the quote. It was Beta Patch 13. The full news post from Blizzard about it is in the spoiler tags. It's quite large.

Quote:
Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we’ve been hard at work on the rune and skill systems, and today we’d like to share details on the changes you’ll see in Beta patch 13. We’re confident that these changes will make Diablo III a better game, and to help illustrate why, I’ll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.

I’ll start with the skill system. Our high-level goal with this system has always been to give players a great degree of power to customize their characters. We believe we accomplished that early on by abolishing skill trees and moving toward an open-ended system where skills, rune variants, and passives are chosen at-will by the player in a flexible customization system.

That goal and the system have been great successes, but the amount of customization we have available doesn’t mean anything if it’s not useful in combat situations. Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of “easy to learn, difficult to master.” What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success: the wholesale slaughter of the demonic invasion. With that combat-depth goal in mind, we’ve been internally categorizing the skills since the inception of the system. Many of you could probably identify what these categories were if we asked, and some players have even mapped out what they are fairly accurately.

For every class we essentially created three common types of abilities, and then a handful of class-specific ability types. All classes have skills that fit into categories we call Primary Attack, Secondary Attack, and Defensive. Primary Attack skills are frequently used abilities that typically generate resources. Secondary Attacks are more powerful attacks that are limited in use through resource cost or cooldown. Defensive abilities are used to escape or control the flow of combat. Beyond that, classes have unique categories, like armor spells for the wizard or mantras for the monk. We used this methodology to help us design the classes and their skills, but we weren’t exposing this to the player despite the fact that these categories would give the player, like they did our own team, a better understanding of how the classes work.

One of our other goals is to ensure our game controls and interfaces are easy to use so that players spend their time trying to master game mechanics rather than fighting an interface. Giving players complete freedom to choose “anything” with no direction as to how our systems are intended to work was a failure in our design. There was also a detached relationship between the bottom-bar UI and the skill system. We have six skill slots, and six spots to put skills, but the two interfaces didn’t really interact, and stocking abilities in your interface felt awkward.

To fix these issues, we focused on two core changes: (1) exposing the skill design intent by categorizing the skills and (2) linking skill selection directly to the bottom-bar UI to make assigning skills a clearer process. When viewing the skill screen, you’ll be presented with your six skill selection slots; each of these correspond directly to your bottom bar, and each will provide a specific list of skills from which to choose. By providing a clear-cut guide on how to best maximize your build potential, we hope to cover that “easy to learn” half of the mantra.

You may already be fuming because you’re a “difficult to master” type of person, but before you run to the forums, we have you covered. In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it. We hope the new, more guided interface will give you an in-game heads up as to the intent of each skill — and maybe even be the way you play through the game in Normal — but if you eventually have a build that simply can’t be accomplished the way we’ve laid things out, you’re free to pop on Elective Mode and take the skills you want.

While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we’ve been working to make some rather intense changes to the runestone system. Before we get too far, it’s probably best to clarify our terms: First, they’re now called skill runes, and they’re called skill runes because they’re no longer a physical item, but built directly into the skill system. Let’s back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues.

Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem.

Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we’re confident hits all of the desired mechanics and solves all of the related issues – and that’s what I’m going to talk about today and what you’ll see in Beta patch 13.

With the new skill rune system, you’ll be unlocking new skills as you level up just like you always have… but in addition you’ll also be unlocking skill runes. Now, when you open the skill window, you’ll choose which skills you want in which slots, the skill rune variants you’d like, and your passives. All of this is done directly through the UI, and all of the options from the skill, skill rune, and passive systems are unlocked through character leveling progression, leading to a cleaner overall integration of these systems. Just as we set different skills to unlock at specific levels, skill rune choices unlock at different levels as well.

Another thing we strive for in our games is “concentrated coolness,” and while rune quality levels made sense when we were attempting to itemize them throughout the game, they make far less sense as runes are unlocked through the UI. We didn’t want to get back into a situation where you’re clicking a button to pump points into skills. It’s far more concentrated (and cool) when your rune choices have a single and powerful benefit to your skill choice. The new skill rune system does not have ranks, and we’ve instead made each around the equivalent to what the rank 4 or 5 rune was previously. One click, you make your rune choice, and you get an explosive benefit to that skill. That feels a lot cooler.

Runes have been by far the biggest design hurdle we’ve had in the game, and as you know we’ve been continually iterating on them. We fully expect that some of you will be disappointed that runes won’t be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we’re launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.

Before I wrap up, I did want to cover that one of the added benefits of the new system is that you’ll be unlocking something every level all the way up to the level cap (60). Now, with each level you’ll unlock at least one new skill or rune, and in most cases you’ll be unlocking three or four. The most immediately exciting part of that system is that skill runes begin unlocking at level 6, which means that players in the beta test will finally be able to play around with some rune variants.

Phew. Well, there you have it — the new skill and rune systems! We strongly believe that these changes are going to make for a better Diablo III, and we’re looking forward to you trying it out in patch 13, which should be live any minute now (if it isn’t already). As always, we’d love to hear your feedback on your experiences with these changes. To help center the conversation on these changes to a single location, we’re going to lock comments on this blog and encourage you to post in a thread we’re specifically making to discuss this: Skill and Rune Changes Discussion.

Thanks for reading.

Jay Wilson is Game Director for Diablo III and won first place in the team’s chili cook-off competition. Recipe available upon request.


Edited, Apr 23rd 2012 5:01pm by IDrownFish
____________________________
idiggory, King of Bards wrote:
I have a racist ****.

Steam: TuxedoFish
battle.net: Fishy #1649
GW2: Fishy.4129
#33 Apr 23 2012 at 3:15 PM Rating: Decent
Muggle@#%^er
******
20,024 posts
Them making it locked by default may actually be one of the stupidest, contradictory design ideas I've seen in a long, long, LONG time.

"Easier for new players..."

What?

So instead of letting new players have a full set of skills quickly, you force them to deal with 2-3 by making sure their first 9 skills (iirc) only fall into 3 categories? And you prevent them from using legitimate strategies, like allowing them to use both their snaring arrow and the AoE arrow on Demon Hunter, or Magic Missile/the AoE shock on Wizard, etc.?

I actually don't understand that. It makes no sense to me, at all. Does the game even tell you it's an option to disable that? I don't remember reading it, I only noticed the unlock feature in the interface options.

That seems like giving every newbie a headache for no reason.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#34 Apr 23 2012 at 4:46 PM Rating: Decent
Terrorfiend
*****
12,905 posts
HUH?! i didnt read that wall of text but if i can go in there and make my right mouse button throw a spider jar and my left mouse button blow darts im gonna be a happy guy.
#35 Apr 23 2012 at 5:44 PM Rating: Excellent
****
5,599 posts
Never really played with the option before, but I just booted up the game and messed around with the skills, just to make sure I wasn't talking out of my ***.

My Witch Doctor now has Spiders on the left mouse button, and Poison Dart on the right mouse button,
____________________________
idiggory, King of Bards wrote:
I have a racist ****.

Steam: TuxedoFish
battle.net: Fishy #1649
GW2: Fishy.4129
#36 Apr 24 2012 at 1:06 PM Rating: Good
Repressed Memories
******
21,027 posts
idiggory, King of Bards wrote:
We aren't talking about something specific to low levels.

You kinda are. Damage on abilities varies greatly at the low levels, because it's highly dependent on what items drop for you. Your dps can easily vary by a factor of 2 at level 9 based on luck. By level 9, you might not even have had a drop for every slot yet.

Unless you're deliberate doing an item controlled study, it's rather pointless to compare experiences.
#37 Apr 24 2012 at 3:23 PM Rating: Good
Muggle@#%^er
******
20,024 posts
Allegory wrote:
idiggory, King of Bards wrote:
We aren't talking about something specific to low levels.

You kinda are. Damage on abilities varies greatly at the low levels, because it's highly dependent on what items drop for you. Your dps can easily vary by a factor of 2 at level 9 based on luck. By level 9, you might not even have had a drop for every slot yet.

Unless you're deliberate doing an item controlled study, it's rather pointless to compare experiences.


Except that it was never a post about experiences. It was a purely mathematical analysis of damage.

If one ability does less damage over 3 seconds than another does in 1 or 2, with no innate utility, then it doesn't matter what your gear is like. That will always be the case. It just doesn't matter what your gear is like, because it will be same situation throughout.

Sure, if you're so ridiculously geared that your spiders are 1-hitting things, that makes it a pretty nice ability. But if you have a drop that powerful, then a discussion of tactics has pretty much become useless--you have more or less turned on God mode if 16% weapon damage is equal to an enemy's health.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#38 Apr 25 2012 at 9:12 AM Rating: Good
Avatar
*****
13,240 posts
Or you're fighting very high damage, low hp, swarming enemies. Or you need to soak long ranged suppressing fire. Or want to tie up a boss at a choke point while you cast on it. So yeah, no utility whatsoever.
____________________________
Just as Planned.
#39 Apr 25 2012 at 9:45 AM Rating: Good
Muggle@#%^er
******
20,024 posts
It's horrible for those situations--you'd use Grasp of the Dead.

If we're talking about high damage swarmers, you have two primary objectives. 1, to dispatch them as fast as possible. 2, to keep them away from you.

By nature of the ability, Corpse Spiders has a cap on its damage. It's essentially a single-target ability that can spread out its damage some instead.

Best case scenario, you are seeing 4 enemies get hit for 16% damage per second.

Grasp of the Dead will do 20% weapon damage per second for 8 seconds (tics are timed according to your weapon speed, but scale accordingly, from what I can find online). That makes it a VASTLY stronger ability than CS for these situations, to begin with. Now note that it also snares movement speed by 60%, which helps a huge amount with your second goal.

Which brings us to the next issue--without the leaping upgrade, your spiders are going to struggle to keep up with faster mobs. An area AoE with a heavy snare to keep them in will be much more useful, particularly when combined with something like the upgraded 3-dart PD to take out anything that escapes the area.

The ONLY useful aspect of the ability is, as you say, the ability to tie up a choke point. But your true summons will do this much, much better because the spiders will die in about 1 hit, and so anything with AoE damage or a cleave is going to charge right through.

Plus, Wall of Zombies was designed for this purpose specifically. So why would you use CS to do it (after level 29, at least)?

I honestly don't know what you mean about the long ranged suppression fire, though. Enemy AI seems to prioritize you unless they can't reach you, in which case they'll take out the spiders. Archers and casters won't have this issue--they shouldn't ever attack your spiders unless you retreat out of range. As the spiders only last 2 seconds, you can't keep the wall intact to encourage the archers to attack them and, therefore, they won't act to suppress incoming damage from ranged mobs.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#40 May 02 2012 at 10:50 AM Rating: Excellent
Guru
Avatar
*****
11,159 posts
WD felt like the weakest class to me, too. So, I dunno.

Kinda silly seeing some grumble about the introductory areas being easy. From what I've read, up the end of the beta is maybe 1/3 of Act I with 4 Acts overall (last I heard, anyway). This is then eventually repeated in Nightmare, Hell, and the new Inferno difficulties, with the added layer of Hardcore if you're the masochistic type that likes losing everything if you die. The proposed level spreads are something level 30 around finishing Normal, 50 for Nightmare, and 60 for Hell. As one might expect, the EXP curves will climb as you, so the EXP needed to hit 30 might pale compared to 31-50. For now, hard to say how "fast" this will feel since effectiveness in later acts/difficulties will hinge heavily upon gear you're using. Just because you beat Nightmare doesn't mean you're ready for Hell. And according to Blizz, people will die a lot in Inferno.

Anyway, I tried not to get too hung up on how useful lower end skills were. When ultimately limited to a number of abilities, people will choose what works best for them. Yeah, I expect cookie cutters... some abilities are just conceptually better by default, but I'd say there's a modest enough variety to keep everyone from "being the same" as some are concerned with. I'm of the mind playing a ranged attacker like Wizard or Demon Hunter will be the smartest thing to do as first characters, as melee will have to express a greater concern for defense since they must absolutely be in the fray, even if Barb and Monk gets a passive damage reduction. Ranged superiority has just be one of those things that historically dominated gaming, too.

Overall, not fond of the skill selection UI, but it's not like I'll be sitting in that a lot. With the Nephilim Valor concept kicking it at 60, you'll lose possible built magic find if you switch skills around. This encourages people to find what will work for them and stick with it instead of feeling compelled to constantly flip flop between abilities. You still can if you believe it worth the loss, but I no doubt Inferno will require high end gear to tackle reliably.

Can it be May 15th now? :/
____________________________
Violence good. Sexy bad. Yay America.
#41 May 03 2012 at 11:52 PM Rating: Good
WD comes into its own when it gets Soul Harvest at level 9. That thing scales as you level up, making it always useful and I can't see it not being on every WD's bar. I don't think any class is strictly built around single-target damage (it'd be pretty silly) but WD's definitely got a lot of AoE going on. Soul Harvest a cluster of guys, Grasp of the Dead, dogs running around, if you don't have the mana to sent firebats through the group I can see *wanting* corpse spiders spreading their damage around. If you kill one guy then all your AoE attacks are doing less total damage. Wiz's also got some nice AoE stuff but WD feels like it's built more around using all of them at once while at least the early Wizard is "right ability for the right job."

Contrast that with the early DH. Hungering Arrow's pretty sweet but based around hitting 1 target. Bola shot looks nice for AoE but I didn't get to 11. Impale's single and Rabid Fire's got spread but discrete arrows. Their early action bar things are battlefield mobility. They can't rip through a crowd as easily as the WD can, at least not by level 10.

EDIT: but we'll see what happens when we get more game under our belts. I'm currently torn between the WD and DH. I really appreciate the skill system, what with not punishing me for trying out stuff to see if I like it.

Edited, May 3rd 2012 10:54pm by selebrin
#42 May 06 2012 at 9:00 AM Rating: Good
***
1,877 posts
Since we already have a Diablo thread open and due to the game still not released I am going to leave some links here. More importantly this one.

There are two images I want to point out from that link regarding the Skeleton King and Armaddon, a generic mob. While the HP of the Skeleton King is going to be a bit of a shocker, it's the minimum damage the Armaddon does on inferno that makes me giggle with glee. Remember that is the MINIMUM damage that mob will do (not factoring in resistances like armor and the such).

What do you guys think about the numbers some of these mobs will put out and the massive HP bosses will have?


Edit: Link fail.

Edited, May 6th 2012 11:02am by Criminy
#43 May 06 2012 at 9:23 AM Rating: Good
Muggle@#%^er
******
20,024 posts
I think the context is important. Judging by the enemy levels, this is almost certainly a discussion of repeat leveling. Like in D2, one "game" was actually the 3 acts through 3 times.

So, yeah, it's a huge jump between one level to the next. But you're also encountering this boss at completely different levels. You won't be fighting the Nightmare level Skeleton King at level 12. You'll be fighting him around level 33-40 (King is 8 in Normal, but you'll probably be quite a bit higher than that when you reach him. I assume the same is true across levels, especially if you've been doing a fairly complete run through).

What is your damage and health going to be like at that later level? What new abilities and runes will you have? How much stronger will your gear be relative to your level (due to having a complete set and gems, etc).

Really, "difficulty" is a remarkably poor term for use here, because there's a more important difficulty setting--difficulty scaling. This increases the strength and tactics of mobs as more players join the game (and I imagine you can scale that up manually in single player, like you could in D2. At least I hope they'd add that). This is the meaningful difficulty setting as it regards to general experience--the kind of difficulty that actually changes the way you act tactically. It's going to be more or less as easy to solo Nightmare as it is to solo Normal. But soloing in a private Nightmare game is going to be easier than soloing in a populated Normal game (again, with a level appropriate character).

I want to reiterate that I'm sure it's not going to be exactly the same. Nightmare is going to be harder, and soloing in Inferno might be a fair bit higher in difficulty than soloing in normal. But I doubt we're going to see a huge bump in difficulty going from Normal Diablo to Nightmare Tristram.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#44 May 06 2012 at 9:33 AM Rating: Good
***
1,877 posts
Yeah I understand that comparing the damage we do in normal will not compare to the damage we do in nightmare let alone hell or inferno. Just some tid bits of numbers to look at. Also here is some info from a blue.

Quote:
Difficulties - Normal to Hell
Majority of Diablo players just play through normal, have a great time, and then are done.
For the more core players, nightmare is where it starts, thought most might feel inferno is where it will truly starts.
Jay says he can get through nightmare in less than 10 deaths.
Hell depends on his current character build.

Inferno
Jay Wilson states that he can not clear less than half of act 1 without less than 10 deaths.
He states that in Inferno if you find a really hard pack, you are not really able to skip them, while in nightmare and hell you can kind of just move around them.
We have encounters in the Inferno mode, where we will die a dozen times trying to take a rare down.
We also have enraged timers, where if you don’t kill the monsters in a certain amount of time, they enrage and then they do massive damage.
The level of difficulty on Inferno is so high that a lot of people on the dev team can’t test it very effectively. So we’ve actually had to use a specialty group within. We formed a specific strike-team, just for end-game. And their goal was to tell us that this was a challenging and compelling experience.


It will be interesting to see how well people progress through hell and then inferno.
#45 May 06 2012 at 9:41 AM Rating: Good
Muggle@#%^er
******
20,024 posts
Wait, is that true? Most people stop after Normal? That doesn't make sense to me, in virtue of the type of player that would be attracted to a dungeon crawlers. Unless we're going to count the people who never even finish Normal, since the number of players who clear games is actually a really small percentage of the players who buy them.

What I'm GUESSING is that Normal, Nightmare, and Hell are like in D2--split up so that you are designed to hit cap by the time you kill Diablo in Hell mode. Inferno will be truly difficult as a result, because you stop scaling with the mobs so well.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#46 May 06 2012 at 11:43 AM Rating: Decent
****
7,861 posts
In Diablo 1 I finished Normal, Nightmare, and Hell. In D2, I don't think I even finished Normal.
____________________________
People don't like to be meddled with. We tell them what to do, what to think, don't run, don't walk. We're in their homes and in their heads and we haven't the right. We're meddlesome. ~River Tam

Sedao
#47 May 06 2012 at 11:46 AM Rating: Good
Muggle@#%^er
******
20,024 posts
Huh, interesting. I think I just assumed everyone would at least go through twice.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#48 May 06 2012 at 1:02 PM Rating: Decent
It's Just a Flesh Wound
******
22,702 posts
The point of D2 was to kill things repetitively in hell so that you could kill things faster. After your first time through normal, it's pretty much get to hell asap. Smiley: dubious
____________________________
Dear people I don't like: 凸(●´―`●)凸
#49 May 06 2012 at 1:03 PM Rating: Good
***
1,877 posts
Here is a video of Jay Wilson talking about inferno mode. While he talks about things that should be rather obvious to most of us, the video in the background is interesting to watch. For example I watched that demon hunters health ping pong around. Also it gives a sneak peek at some of the later levels. Which is also a win/win in my book. Smiley: tongue
#50 May 06 2012 at 1:05 PM Rating: Excellent
Guru
Avatar
*****
11,159 posts
Stats don't really mean much to me without knowing the player equivalents. Yeah, those huge numbers look scary on paper, but if the expectation of entering Inferno would have players at something like 50k HP and 60% or more damage reduction, suddenly those numbers can be tolerable. Only real concern with that kind of stat bloat is it grossly trivializes the earlier difficulties to the point where a veteran of Inferno could make Hell seem like Normal.

Anyway, I'm not a fan of what Blizz did to Hell in D2 sometime back, what with basically guaranteeing every mob has at least one immunity and it becoming largely melee unfriendly unless you're dinging into gear you farmed up from a Sorc or Necro. I liken impenetrable defenses to overwhelming offense on the retarded balance scale, and there was no shortage of both there. Inferno seems to be poised to replicate similar, but I'm hoping it's more likely people will actually be able to experience it successfully than through oodles of frustration.
____________________________
Violence good. Sexy bad. Yay America.
#51 May 06 2012 at 1:30 PM Rating: Good
Muggle@#%^er
******
20,024 posts
Criminy wrote:
Here is a video of Jay Wilson talking about inferno mode. While he talks about things that should be rather obvious to most of us, the video in the background is interesting to watch. For example I watched that demon hunters health ping pong around. Also it gives a sneak peek at some of the later levels. Which is also a win/win in my book. Smiley: tongue


The first comment did make me lol. I TOTALLY get why he structured the response the way he did, but "So you're gonna want defensive abilities, AoE abilities, and single target abilities" would hopefully hold true for all difficulties... And if you're the type of player who would need to be told this, or that you'd want to balance your abilities around team config and utility, chances are you aren't going to be playing inferno mode... Hell, chances are you shouldn't even be considering it. Smiley: lol

It's essentially like telling a player that Heroic Lich King is really hard, so you'll want to use your group buffs and plan out Heroism/Bloodlust.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 253 All times are in CST
Anonymous Guests (253)