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Bashiok has made some good replies in the forums this afternoon. Here’s the run down:
A hopeful fan points to the 3:39 point in the Blizzcon 2009 gameplay movie, when the Witch Doctor “casts an AOE warcry-like shout around himself, then blinks/flashes/teleports forward several character spaces accompanied by a high pitched wind-like “whiiish” sound.” Bashiok is forced to shoot him down.
Blizzard Quote: |
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| That looks like he just rubber-banded a bit. A slight desync between the client and the server and when the character position updated correctly made it look like a teleport.
He doesn’t have any abilities like that. |
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Elsewhere, a fan asks for little movie demos of what skills do when you mouse over them, since just the hover text and icon aren’t clear enough for him. Bashiok replies:
I have to say I think this would be a horrible idea. Imagine the annoyance of little movies playing every time you opened the skill tree? Sure, it would be sort of cool the first week you had the game, but you’ll learn what the skills do on your own or from online sources, and never use them again after that. Besides, what happened to actually, you know, playing the game and figuring stuff out? Should D3 ship with build guides and equipment recommendations too?
Finally, a fan posted a screenshot showing an odd defensive trap pillar thing, seen in one of the desert tombs we explored in this year’s Blizzcon build, wondering what it was and what it did. Bashiok replied cryptically...

Tier I
This is the fifth (of six) part of our exclusive Jay Wilson interview. In today’s section Jay covers skill design concepts and character build variety, as well as touching on returning D1/D2 monsters, and letting us know how we’ll be quickly and easily making town selling trips, without Town Portal scrolls to help.
Check out parts One, Two, Three, and Four if you missed any of them, and join in the always-juicy post-interview comment conversation. Tomorrow’s installment will close things out with a bunch of miscellaneous questions, and I’ll post the full transcript on Friday,
Diii.net: The Witch Doctor build seems fairly narrow in concept. He’ll always have mongrels for tanking, some mini-mage support, and some minion attacks and a bit of mind control. Looking at his skill tree now, there doesn’t seem to be that many potential Witch Doctor builds, which isn’t true of the Wizard or Barbarian. Can you comment on that? Is it just that we don’t know enough about the Witch Doctor yet?
Jay Wilson: The Witch Doctor is less developed than the Wizard and the Barbarian. His skills are on what we call a second round, a second revision, while the Barbarian and Wizard are firmly in their third, maybe even their fourth revision. So as every time we revisit the systems we expand the abilities. It’s based on playing them. We discover basically the same things, and we’ll say something like, “Oh, this class seems a little bit more focused than we wanted. We can’t make this kind of build the way we wanted to.” So we end up expanding them over time.
In the game, every class is different. Some classes offer themselves up to a lot of variations. Some classes tend to have a lot more focus. We saw that in Diablo II, some classes had fewer variations and fewer possibilities than the others. That’s not really our goal though. Our goal is to make sure that every class is equally diverse in the types of builds they can be made for.
Diii.net: That’s what players hope for long term, but as you said earlier, it’s amazing the variety of things players find to use once they have the game in their hands. Look at all the weird builds in Diablo II.

It’s been a while since Blizzcon, and a while since we saw any reports from that event, but there’s a “new” one up on Game Shark. The write up is fairly brief, but if you crave all known Diablo 3 reportage, then you’ll want to check it out. A quote from page two:
A strong defense is important for a vulnerable melee class. The monk has this covered with its Impenetrable Defense, a force field of sorts that rebounds ranged attacks. During my trek through the desert I encountered a few bug-like creatures that tried to assault me from afar. They failed since their attacks bounced harmlessly off my giant purple glowy ball and ricocheted back toward them.
Hordes of enemies rushing towards you at once may strike fear in the hearts of normal folk, but not for the monk. The Seven-sided Strike is a powerful area of effect attack that can take out clusters of mobs with ease. A few times I found myself surrounded by nasties, but I disposed of them quickly. I rarely made it out unscathed though and usually found myself at half health. Then again, that might just be due to my lack of skill as a player and not the fault of the game mechanic.
The Diablo III playable demo was very short but left a positive impression. It left me thirsting for more, which is obviously a good sign. Sadly, being that this is a Blizzard game, we’ll likely have to wait a significantly long time before we can get this long anticipated three-quel into our hands.
Stillman returns with another victim for his character-devouring slab. This time it’s…. the Barbarian. Again. Yes, the corpse so nice he’s carving it twice. Gruesome. It’s like Halloween in… October? At any rate, this column speaks lovingly of the Barbarian’s slightly less than original elements. He’s a cool character, and aside from his hair, face, beard, arms, legs, tattoos, muscles, weapons, and armor, he’s totally original to the Diablo series!
Here’s the start of the column, click through to read the whole thing, and let the author know what you think in the comments.
Haven’t I seen the Diablo Barbarians somewhere before? We’re back with another bone to pick with the Barbarian. Part 2 of Barbarism is about how borrowed the Barbarian is. It’s not that using good ideas from our mainstream culture is bad, but what is overbearing sometimes is when there is so much copying that not a trace of originality shines through. The result of borrowing too much is what you get with the Diablo 2 Barbarian, but this column will explore aspects of the Diablo 3 Barbarian as well. Are Blizzard’s Barbarians too cliché and copied? It’s time for him to meet his maker.
The Diablo 3 Barbarian stole the most from this guy (who is probably not too happy about it):

Today’s section of our Jay Wilson interview focuses entirely on the Monk. These were the first questions I asked of Jay, and the answers were among the most interesting he gave during our interview. Read on to learn more about the Monk’s unrevealed skills, and share my surprise that they are probably going to include Auras. There’s also some info weapon-specific skills, the Monk’s un-monkish ability to wear heavy plate, and even a bit on the Monk’s lore and appearance. Enjoy.
Friday’s interview excerpt will cover items, and next week we’ll dive much deeper into character skill issues, the planned varieties of character builds, and much more. Here’s the first Monk question; click through to read the whole piece.
Diii.net: We saw 8 Monk skills at BlizzCon (all detailed in Diablo Wiki). All were melee offensive or defensive. Can you give us some idea of what other skills the character will have at his disposal?
Jay Wilson: Most of the Monk’s skills will focus on combat skills and attacks, along with his various escape skills. And we talked at Blizzcon that we’re likely to put some defensive and supportive abilities on him. Possibly Auras. We’ve not done the next round of skills on him yet so we’re not exactly sure.
Diii.net: Really? That’s handy, since I was also going to ask if he’d have any co-op or party-boosting skills.
Jay Wilson: We definitely want to do that with one class. Whether or not it’s the Monk hasn’t yet been decided. The Monk does seem to be the logical choice. The only reason we might not do with him is that he’s too logical.
Diii.net: You want to mix it up?
Jay Wilson: Exactly.
Diii.net: There was talk of the Monk’s lore, that the Monks have 1001 gods and they give themselves tattoos to honor their gods and celebrate their glorious achievements in life. Are any of his skills going to be representative of those gods? Say there’s a fire god, and the Monk would have a fire attack in His name?


Our Tuesday morning interview with Diablo III Game Designer Jay Wilson went off smoothly (thanks to all who submitted questions), and despite scheduling issues resulting in our interview lasting a bit less than the anticipated 30 minutes, we were able to get off a lot of questions. Fifty-six, by my count, and having just finished transcribing them all, I should know. We’re not going to be posting them all at once just yet, and will instead put up a thematically-related chunk each day, before posting the full transcript next week. All the better for you guys to sink your teeth into the new info. And yes, there’s a lot of new info, and some very debate-worthy stuff. I’m personally itching to rip into Blizzard’s plans regarding one aspect of the game controls, but that will have to wait until another day.
For today, we’re starting off with some additional info on something we just found out about at BlizzCon, and that we’ve heard almost no details about yet. The non-mana resource system that the Wizard and Monk will be using. If you missed the Blizzcon headlines, let me explain. Only the Witch Doctor will have “mana,” in Diablo 3. The Barbarian has Fury, which is fairly well understood, but we don’t yet know anything about what the Wizard and Monk (or the secret 5th character) will use. Jay wasn’t about to spill all the beans, but he was quite forthcoming about how the various mana-like resource systems are designed to work, and what sort of play style they are meant to encourage. Here’s the quote; click through to see the equally-informative follow up.
Diii.net: Everyone seems pretty happy with the function and form of the Barbarian’s Fury resource, but nothing has been revealed about the non-mana resources that the Wizard and Monk will use. Can you give us some insight into what kind of play style their resources are meant to encourage?
Jay Wilson: Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. For the WD we’re okay with mana, since he’s got some pretty good skills to recover mana that also double as attacks. And he’s not defenseless when he’s out of mana. He’s got pets and ways to attack with them that aren’t mana intensive. For him that makes mana fairly interesting.
For the wizard, when she’s out of mana she just dies. And that’s not fun. So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. “Do I want to make myself more vulnerable in exchange for being more blasty.” And that’s a cool gameplay pull there.
For the Monk um… I’m not ready to talk about him yet since he’s just too early. We still haven’t decided exactly what we want to do with him. We’re still playing around with his resource system.
Diii.net: Do you envision the health globes will boost those other resources in the way that the Wizard and Witch Doctor were gaining mana from them at Blizzcon?
