I doubt we'll see instability draining the Wiz's own hps. I suppose it's possible; a few D1 spells and Sacrifice / Blood Golem could work that way in D2, but it doesn't seem the style of D3.
From what Jay said in the interview I did with him (quoted on the Insta page), he hates the mage to run out of mana. Says that's no fun. So I'm guessing that actually running out will be (virtually) impossible. Wizards will always have enough to cast spells, and they won't be able to kill themselves doing so. So what's the benefit/detriment, then?
Start slower speed/lower damage, and they increase with consecutive use/accuracy? I think they'll want to reward wizards for fast action and using lots of spells. We'll be doing something to endanger our character, but I don't think it would be something as simple as steady life drain or potential self-damage. Maybe increasing +damage from any hit you take? Sort of a feedback system there, but only dangerous if you actually get hit. Skillful player can ride the lightning and boost damage, without taking penalty.|||Quote:
We'll be doing something to endanger our character, but I don't think it would be something as simple as steady life drain or potential self-damage. Maybe increasing +damage from any hit you take? Sort of a feedback system there, but only dangerous if you actually get hit. Skillful player can ride the lightning and boost damage, without taking penalty.
That was my impression too. The orb fills like barbarians fury with spell usage and when you pass milestones, eg. 20/40/60/80%, you gain more damage but take more damage from enemies too. Falling off again when you stop casting. That wouldn't be a resource as such though, so I'm very prepared to be wrong.
I think it would end up being pretty lame overall if it was something like, spells do more damage but you have a chance of getting some unexpected spell. Dying because you go spectral blades instead of a defensive skill like nova or teleport would just be frustrating.|||I think it's as simple as your spells do less damage and are less effective with more instability, which builds up with casting. If it just made your more vulnerable that disadvantage would disappear when played by a careful or skilled character or when partying with a good tank. OP cries would start immediately I'd think.
And I agree that having different spells pop up would be absolutely insane. Sorcs don't have much life so feedback damage in the form of life-drain would be stupid as well.
I'm having a thought - maybe it follows a curve? Slow at first so as to be useful... but the longer it goes the faster it increases so, like the Barb, you're encourage to be aggressive because the longer an encounter goes on the faster your Instability rises and when it peaks... COOLDOWN! (Nooooo) Can't cast for a bit and have to run away. Orrr maybe thaaat's when it makes you vulnerable.|||Quote:
That was my impression too. The orb fills like barbarians fury with spell usage and when you pass milestones, eg. 20/40/60/80%, you gain more damage but take more damage from enemies too. Falling off again when you stop casting. That wouldn't be a resource as such though, so I'm very prepared to be wrong.
I think it would end up being pretty lame overall if it was something like, spells do more damage but you have a chance of getting some unexpected spell. Dying because you go spectral blades instead of a defensive skill like nova or teleport would just be frustrating.
O.O That milestone thing gave me a wicked thought: What if 100% instable equates to a small frenzy. At least some lash-out as an attack. After all, the more instable one grows, the more I guess crazed the person is. It'd be neat :P|||However it will work, It greatly increase my interests toward that class. It felt it was indeed very bad after you ran out of mana, but I only played a wizard at level 13 so it might get better at higher levels. But being able to cast spells anytime (or without having to wait until after you're dead) will make everything more balanced for that character.|||If the idea behind it is that she will never go ''OOM'' then i think we have a balancing issue because the other melee heroes will sooner or later go low on hp but a good wizard player can just go ''on and on and on and on'' ? eventualy making her the best mf class to go to again ?
yes im comparing wiz and sorc|||I like the sheer power idea behind the wizard. I'm all for making her more powerful at the expense of survivability. Seems like skill will play a huge role in keeping her alive.
We'll need to know a lot more about instability and the punishment for dying.
I could see instability doing something like lowering your resistances or defense the more you cast after a certain point. The problem is that it will have to be a timed effect. So, after a big boss battle or something won't that mean most people will go to town or just sit around waiting for the negative effects to wear off? That's kind of boring.
Oh well, gotta wait and see what Blizzard has in mind. I'm definitely interested.|||Something where the Wizard's spells cause tiny rifts to appear around her, and she can tap into them to access greater spell power, but each time she gets hit, there is a chance for each rift that she has to explode, dealing damage to her. So if you have many rifts around you, and you get hit by a stray arrow, there's a chance that a few of them will explode and you will take a lot of damage, in addition to the initial attack.
I think I heard Blizzard saying something about having visual feedback to accompany the Wizard's mana system, and I think a bunch of unstable energy void-things around her would do nicely.
She could even have a bunch of rift related spells...|||I'm going to focus on the word, "blasty" that Jay Wilson was using. What this could mean is:
A) an increased cast rate
B) More spell damage
C) Larger spell radius
D) Longer spell duration
E) Additional spell effects (Higher chance to freeze, stun, slow)
Now let us focus on the word vulnerable:
A) Penalty to defense or block
B) Penalty to run/walk speed or to hit recovery
C) Increased chance to be stunned or slowed by an enemy attack
D) Lowered resistances to magic
E) Hitpoint Debuff
D) Health Drain
I believe the system will combine some effects from that first list with some effects in that second list. To find out what is most probable, match up a few of them and whatever looks the most promising in terms of balance is probably what it is going to be.
I am voting for increased cast rate and damage for the buffs, and slower run speed, slower hit recovery, or a chance to get stunned during an attack for the debuff. I think this is a good combination because it would essentially hinder the wizard's ability to escape while making her extremely powerful.
What this would mean in terms of gameplay is that there will be some wizards who will run around a lot and cast lots of small spells and other wizards who will trade that speed in to do extremely heavy damage. This system seems balanced to me because I can apply it to a similar situation in Diablo 2: Comparing a Barbarian with a sword and shield and Concentrate to a Barbarian with Berserk and a huge maul. One will do very steady damage and not be vulnerable while the other will do extremely large amounts of damage and be extremely vulnerable.|||I assume wizards will have the fewest hit points of any class. We'll have to see if Blizzard can implement a spell casting system that makes an already fragile class even more fragile but still playable without dying. It is not going to be fun if you have to stop casting spells and retreat to an area you have already cleared to let the penalties go down so you won't die.
I really don't like the idea of making it dangerous for the wizard to cast his spells but we'll see what the final system looks like.
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