|
Morcheeba
<Player> 09-17-2009, 08:52:09 AM PDT - (View Original Post) |
| I'm not sure the monk energy type has been created yet, since they are using mana as a substitute for now. But would it not make since that they implement the monks energy type as "chi", or something eastern typed? It sounds a little silly but since he is a monk and all, it would make since because the eastern monks use "chi" for controlling their minds and also for the use of power for martial arts, etc.. |
|
09-21-2009, 11:35:21 AM PDT - (View Original Post) |
1-sri if i dont understand but, this different mechanic its official or is your idea? We've stated that only the Witch Doctor is planned to use mana at this point in time, if that clarifies anything for you. As to what the Wizard and Monk may use, we've not said. |
|
09-21-2009, 03:16:28 PM PDT - (View Original Post) |
I don't understand how the Wizard should have something else than mana. I mean, it's logic that magic users use mana and the wizard is the class that ressemble the most of a classic mage as we know it. I think when we unveil the resource system the Wizard uses it will actually make a lot of sense. I agree with this, and I don't really understand why every class has to have their own individual "energy" type. Besides trying to implement more differences between classes. They don't HAVE to of course, but it definitely makes playing each class a lot more unique and interesting when your skills are not only flavored or tailored to your class but your ability to use them is also specifically flavored and tailored to your class. The barbarian fury system works off of the idea that as he gets more into the battle, doing and taking more damage, he builds up this power which lets him unleash more damage. That idea is ingrained in the way he plays and the way his skills look and work. And the visual style of the resource system itself, of the three fury orbs, is sort of a molten lava. Which again plays into his very physical earth-shattering flavored skills. The other class' resource systems play very much into what each class is, their flavor and kit, and individual style in approaching combat. Since each class will most likely have their own resource system how will item modifiers work without an item only being valuable for one class? Such as a caster armor that the wizard and witch doctor could make use of. That's a good question, and something we don't have any specific solutions decided on yet. It will likely be a combination of approaches to ensure that resource stats stay meaningful, without making the majority of items you find potentially worthless. - Sort of a half answer but it's the best I can do without specifics that relate to systems we haven't talked about yet. |
|
09-22-2009, 08:08:25 AM PDT - (View Original Post) |
If the resources are different, will they act in different ways? That's the idea. Using all different resources kills flexibility, unless you give each class access to every resource, in which it just adds unnecessary complexity. I've already discarded the Barbarian as an option because it used a "different resource", but since all characters use different resources now, I'll probably just stick to 1 class and only have a fifth of the gaming experience. Also, way to set yourselves up for more problems when you want to release multiple expansions with new classes. Kills flexibility how? Flexibility where exactly? And what is necessary or unnecessary is certainly debatable. I don't think anyone is denying that it's a lot of extra work. Sure we could just give every class mana and call it done. We think this will be a lot cooler and more fun. Why would you discard a class because it uses a different resource? Or not play multiple classes? Very odd sir. Very odd. |
|
09-29-2009, 08:43:21 AM PDT - (View Original Post) |
It kills flexibility by removing the option of builds/gear meant for one class to be used on another class. No it doesn't, it just means that one stat on the item might not be ideal for you. And that shouldn't be a new concept to any Diablo player. You're also assuming that resource stats have to remain separate from each other on items. There's nothing to say we can't, wherever resource bonuses exist, cover all of the resources at the same time. I'm sure you've seen Fireball Paladins in D2? This wouldn't be possible if Paladins used fury instead of mana - you wouldn't have any mana to cast a Fireball. We don't really like the idea of a class having access to other class' abilities and have no plans to implement it. Now I know I'm odd. But D2 catered to the odd as well as the average. To me, this flexibility, that allowed me to make a weird character and make it work, was a huge selling point. We still fully intend for non-ideal or off builds to be possible, and if anything is going to get in the way of that, we'd fix it. But separate resource systems is not in the way. I will eventually find an item with the resource I need and good stats - and it will only be suitable for one character class, making it useless to 80% of all classes. See how it kills flexibility? If the entirety of character customization and flexibility relies on the inclusion or absence of +resource stats then I will owe you a shiny silver dollar. - - Look, it presents some design hurdles sure, but there are plenty of solutions. I think it's a bit early, and maybe even knee-jerk to see them as insurmountable. As I said in my previous posts, we have a lot of different solutions we can take to ensure the system works and we'll probably use some combination of all of them. |