Wednesday, April 18, 2012

My idea for a non mana Wiz system

Only thing I can think of is Spell weaving. Where the wiz needs to build up her weave to cast higher tier spells. Once the Wizard has brought the weave to its max she can continue casting at a risk to her life or she can stop the weave and start a new one.

Ex. The Wizard at first can only a cast tier one spell, after casting the tier one spell she can cast a tier 2 spell, then after that a tier 3 so on and so forth till she gets to the highest tier she can cast.

After she casts the highest tier spell she can either:

A: keep casting spells at a risk (say losing life or other nasty things). Each time she casts when the weave is at max there can be a bonus to damage.

B: Stop the weave (aka flush the meter) and start from the beginning. When the weave is stoped there can be effect like an AOE blast or something

This system will allow the Wizard to never physically attack anything unless she wants to. This system will also reinforce the “always keep attacking” idea for D3.|||That won't work for this kind of game. You are only going to pick and then focus on a few spells to use in the game. And you need them available at all times.|||Quote:








That won't work for this kind of game. You are only going to pick and then focus on a few spells to use in the game. And you need them available at all times.




If accessibility is a problem I can easily change it so you don't have to cast the spells in ascending order, I could just say the Wizard has a circular bar that has runes, every time the wiz casts a spell a rune is filled. Every rune increases the chance that the Wiz will take damage from her own spell, But every rune will also increase the next spells damage and crt chance.

Maybe something that looks like this.

|||They could go the Sacred route, and instead of having a traditional mana system give all spells significant cooldowns. Additional spell levels and passive bonuses could reduce cooldown times, and a Warmth-like mana-replenishing passive could further reduce cooldown times.

I dunno how many of you have played Sacred into the Silver/Gold/Platinum levels, but for just about every Sacred class the big skill struggle is maintaining high damage and effectiveness with low cooldown on every spell, using socketed runes. Using this approach, the D3 Wizard could focus on a minimum of 3-4 spells, and cast them during the cooldowns of others. Blizzard has a 5-second cooldown? Cast other spells while Blizzard warms back up.

I think that it's a possibility, if Blizzard really isn't giving the Wizard traditional mana. It would force players to go for more skill variety and nearly eliminate spell-spamming gameplay.|||Quote:








They could go the Sacred route, and instead of having a traditional mana system give all spells significant cooldowns. Additional spell levels and passive bonuses could reduce cooldown times, and a Warmth-like mana-replenishing passive could further reduce cooldown times.

I dunno how many of you have played Sacred into the Silver/Gold/Platinum levels, but for just about every Sacred class the big skill struggle is maintaining high damage and effectiveness with low cooldown on every spell, using socketed runes. Using this approach, the D3 Wizard could focus on a minimum of 3-4 spells, and cast them during the cooldowns of others. Blizzard has a 5-second cooldown? Cast other spells while Blizzard warms back up.

I think that it's a possibility, if Blizzard really isn't giving the Wizard traditional mana. It would force players to go for more skill variety and nearly eliminate spell-spamming gameplay.




I agree that if they take mana out and use this system, cooldowns would trully be the only way to stop spamming.|||Here is another way for a wizard without mana: Put on a Sowrd and shield and attack!



Ok seriously, at the moment i am not sure what i would say about the fact that every class has another system. I love mana.

Will be very interested in what they come up with and the balancing.|||I think mana in some form will still be in the game, just that it may be accumulated/refreshed in a different manner.

For instance, the barb's fury is mechanically similar to mana, just that you must attack to build it up to "cast" your more powerful attacks.|||I'm completely opposed to the idea of giving the Wizard anything other than mana. If she doesn't use mana, who would?|||Witch Doctor...|||Quote:








I agree that if they take mana out and use this system, cooldowns would trully be the only way to stop spamming.




There is a much more rewarding way to stop spamming than cool-downs or severe resource restrictions: just make it ineffective in terms of killing. It is a lot more fun to see your strategy pay off by killing a room full of monsters than it is to see it pay off because you managed to work within the confines of cooldowns or limited resources.

I think a good system resource system should reward players for being more efficient, but not force this play style upon them. This is precisely what Fury does. Spammers ought to be free to spam average skills so long as they can survive, but the damage-to-monster ratio ought to limit this possibility increasingly as the game goes and minor limitations ought to limit the spamming of the most damaging, highest costing spells.

Here is a forum I started for people to post their ideas on different resource systems: http://diablo.incgamers.com/forums/s...d.php?t=738165. Have a look and post your ideas or criticisms.

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