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Bashiok says "It kind of seems like a ton of different options would be good, I know, but more options doesn't actually mean more customization. Sometimes it can mean less."
Which is what i was trying to say... however the fact that they are fully aware of this makes me feel much more comfortable about the new system. Also, not a bad read as far as the info on the barb skill tree, and changes they have made.
- Defense, damage, speed boosters. There is an awful amount of redundancy there.
No different to having 6 type of masteries and picking 1 to max
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Originally Posted by Brother Laz
- Too many defensive skills. Nobody wants them all. People will just cherrypick the best ones.
So you're telling me you have 20 points in defense and resistance on your barb in D2???
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Originally Posted by Brother Laz
- Too many time-limited skills you have to activate yourself. I tried that in Median (Rapture, Vanquish) and it didn't work because it meant you had to keep casting stuff instead of having fun attacking, or you just cast it at the start of each fight and it was like a passive except you wasted a second at each fight.
So what? Don't use them if you don't want to. Isn't this just like Battle Cries??? If you think a few buffs from time to time is hard work, try playing a dirge in eq2...
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Originally Posted by Brother Laz
- Unnecessary defensive skills. Other classes don't have quite that many defensive skills, so clearly the game is still possible without any defensive skills. So why bother getting them? The only reason people picked up IS and NR in D2 was because it was only one point.
Barbarians are supposed to be the rock of diablo. In d2, paladins outweighed them with defense and crap. Amazons outweighed them with avoid (if an amazon was to even bother putting points in that tree)...
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Originally Posted by Brother Laz
- Skills that could have been useful if only. ...
If only there were places you couldn't get to without leap in diablo 2... there's tonnes of useless skills on each class and the way to become a master of a class is by reviewing them and working out the best combination of skills.
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Originally Posted by Brother Laz
- Skills that do the exact same thing with minor variations. ...
Easily solved with synergies (if there's such thing in D3), and if not just don't get both. Let the noobs pick the noob one and the people who know their class pick the better one.
Quote:
Originally Posted by Brother Laz
- A general feeling that while there are cool skills, the tree is so big and full of boring or weak junk that it drowns out the good. Is the barb really meant to be a one build wonder again?
Be that wonder then and don't complain! If it's always been a one build wonder (which it hasn't actually been, as I see pole-arm barbs, axe barbs, BO barbs, sword barbs etc all over the place), then where's the difference? go waste all your points on a d2 barb on all 6 masteries if you wanna complain that they're a 1 build wonder.... Inevitably sword barbs > all barbs in d2 but that's only because the best weap for barbs in game are swords... if they suddenly braught out super beasty axes that they could DW then there would be stiff competition.
I <3 barbs btw, so they better not screw this class over :P:P:P
"brother lass"..i think, that maybe you are assuming too much about the barbarianīs skills, because to fully understand them you need to try them out in praxis(pvp&pvm) and understand the synergy between the skills, moreover you will need to see what the runes do and how you can use that specialized skill in i.e. a syngery with another skill on the battlefield.
When you i.e. say that he has too many defensive skills you also need to keep in mind, that some of the defensive skills might become offensive. think of the hydra rune with the wizardīs teleport, which makes a defensive skill into an offensive.
In any case i am probably rolling a barb as my first character...he looks totally awesome.
Orbs are a very minor change (admittedly a change that will have some impact on gameplay).
I had to do a double take on this. Health orbs are absolutely a game changer and, considering every public demonstration of D3 has been with a massively overpowered character, it's hard to know exactly what they'll mean for gameplay. In D2 health is an infinite recourse. You are always a button press away from a full health bar and 2-3 button presses away from the safety of town. Not so in D3. That's major, especially for Hardcore characters and high level content.
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Too many time-limited skills you have to activate yourself. I tried that in Median (Rapture, Vanquish) and it didn't work because it meant you had to keep casting stuff instead of having fun attacking, or you just cast it at the start of each fight and it was like a passive except you wasted a second at each fight.
You'd be right normally, but not in this case. The fury recourse makes short term offensive buffs work, and it's not a coincidence that the Barbarian is the only class to be given them. Using Bad Temper or Sprint is something the player does instead of using a damage skill or enemy debuff.
From a Diii.net report by Flux..
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"Fury is the new mana, but only (so far) for Barbarians. Fury replaces mana, but unlike the old blue bulb, it does not fill up when not in use. Barbarians have zero Fury to start with, and only build it up during combat, when they land successful strikes to their enemies. As soon as the Barb is not fighting, the Fury starts to drain away, and it seeps out quite quickly. I frequently filled my Fury bulb completely during a fight, paused to pick up an item or two, then ran to find more monsters, and arrived just as my Fury went down to nothing...
The only big Fury expenditure available in the BlizzCon build was Battle Rage, a war cry that boosted the Barbarian’s damage by 100%, increased critical damage by 30%, and lasted for 15 seconds (with one point in it, which was all the BlizzCon build allowed to active skills). That was half, or more, of my total [fury], but I never minded spending it. The combat improvements were substantial, and since Fury faded away so quickly, I had a constant feeling of "use it or lose it." Whenever I finished a battle with a full Fury bulb, I tried to remember to cast this war cry, since the precious juice would all be gone by the time I got to the next battle anyway."
It seems evident to me that the Barbarian is going to be a very well designed class. My only real problem with the tree it is that it seems like putting a single point in every single skill would be a viable strategy. The value of successive points beyond the first is usually far too small (Bash goes from 200% to 215% weapon damage, for example).
I'm going to laugh when people will pvp with a defensive barb, it will take an hour to kill one.
That's what I was thinking. WoW made prot warriors, the classical PvE tank class for raids, a better PvP character than a PvE main tank. If you stick in enough def stats, you can't stun, snare, or kite the barb around, meaning he'll mash up the squishies (wizards and witch doctors) pretty badly. Obviously, balance isn't being worked on quite yet.
The skill system doesn’t seem very rational, however I wouldn’t complain about it, moreover the system was maybe created to make the characters more diverse and more unique. Like they can be to a certain extend with runes applied to skills, because you now have fixed attributes each level as I understand, which will most likely make characters even less unique. I do remember, that one of the greatest things in d2 was de facto, that you could spend points wherever you liked thus making really fun, creative and interesting characters.
However, if you were to make reason of it, then an analogy of it would be something like this: The specialist wizard is a major in conjuration, but has a minor in i.e. in storm skill three. Now, if you weren’t able to spend some points in other skill threes, it would most likely hurt your character. If I were to make a battlemage/melee wizard, I would want to focus on the following skills among others:
Now, if he didn’t have access to the storm three, or if he had to spend a certain amount of points into the a skill three,(i.e. storm three to get ice armour and empowered armour) in order to get to them, then, it would most likely hurt the character and make people less willing to choose other skills than from their majoring skill three, which would result in players making less creative characters.
I am an optimist, and the skill system looks great so far, but I am a lot more worried about the attribute system. The fact, that you canīt spend your attributes where you want really suck ***, ****, dick et cetera :d
evilnemesis: I'm going to laugh when people will pvp with a defensive barb, it will take an hour to kill one.
i donīt see, why you canīt be both. I.e. the battlemaster has a skill called "retaliation", increases the chance after each block you make, to get your overall dmg increased by a certain % depending on your skill rank, thus giving battlemasters a good reason to use shields. One can only hope, that a skill rune would make him smite his opponents with it and that a skill rune with hammer of ancients would make him summon several hammers spinning around him in a circle! man i am going to miss the paladin hehe.