This afternoon Blizzard ran their monthly live stream conversation with a developer, and saw John Yang and Nevalistis join two fans for some action. They finished up through GR30 and Nevalistis scored 4 legendary items and a set item from the final GRG, so lucky to her. The conversation during the live stream covered a […]
is hitting the live servers tonight/tomorrow after the weekly maintenance concludes, and there’s a ton of new stuff to be had. We’ve been newsing it all up for the past couple of months and keeping all of the DiabloWiki.net articles up to date. We’re datamining the Patch right now, so we’ll have the full data […]
- Guest Article: Preparing to Season
- Players hit 70 in just over an hour on Season 1 -…
- Is Nitro Shred a Scam or does it really work for…
- Obtaining legendary Gems
- OT: Days of our Lives aka the Beacon's Billboard
- This is because Isotension enhances muscular T-Rex…
- Suggest me the best
- Little Known Facts and Did you Know
- Arcane Wizard - patch 2.1 Build
- The Noodle Compound Bed and Breakfast
- Anyone playing Diablo 1?
Diablo 3 Melee Monster Range = ExtensivePosted 11 Apr 2012 by
Site regular MauriceBastard made a post in our forums, in which he pointed out that monsters in Diablo III have considerably more reach on their melee attacks than you might expect. If you run up near a slow enemy like a zombie or a skeleton, and then run away, you can be 10 or 15 (or more) yards away and still get hit by their slow swing.
MaBa made a video that showed it off repeatedly, so the effect was clear for even non-beta testrs. Less clear was the cause. Is this a bug, a sign of latency, or a feature? Feature, according to Bashiok.
Also think about just running past enemies to rush through an area and never being hit. Anyone looking to rush would love it! Which is why it’s not a good idea from a design perspective. It’s not something we’ll be changing.
I guess that answers that question, then. Do you guys approve? Not including this feature would mean that players with good connections would have a huge inherent advantage in play. It could be partially overcome by giving monsters a much faster swing, or by making them start to attack much sooner after contact, but that would look weird for slow enemies. Then again, getting hit by a zombie that’s half a screen away looks kind of weird too.
Click through to see this effect repeatedly demonstrated in a video.