Friday, April 13, 2012

Ray of Frost Runestone effects - Blizzard Diablo III Site - Page 3

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Generally, you will probalby want the greatest effect in fastest time possible for PvP.

What's the point of using a cost lowering skill rune if you are unable to finish off the target fast enough, or simply end up dying before you use the extra second of casting? If you can use a Frost Ray for 3 seconds longer, does it really matter if the enemy target dives behind a pillar and denies those 3 seconds to you? It would really hurt if picking the damage oriented rune would have gotten you a kill there.




oh, i mean uber skills which deals big damage without any runes. Like ww, or blizzard maybe.|||True. If their costs are in the range of 50+%, being able to lower that cost so you can reliably chain something like Frost Nova into Meteor in an emergency could be valuable.|||Quote:








Honestly, given how profoundly retarded the concept of having permanent immunity to slows is, I don't think it CBF will be in. Probably a temporary immunity/reduction as an after effect for using one of the Barbarian skill, but nothing so stupid as "put on item trololol go **** yourself all that is ranged."




I completely agree with you, but I also didn't think Blizzard would be stupid enough to design an entire system and then make it single player only so I've been a little hesitant with making common sense statements.|||We've been over this -_-

You are comparing what was most likely a resource allocation decision to a fundamental game balance/design decision that would negate the entire underlying basis of their PvP balance. If melee can become flat out immune to kiting by putting on a CBF type item, ranged vs. melee balance becomes inherently skewed in melee's favor.

Having CBF on an item is about as bad as giving Wizards a no cooldown teleport back.|||Quote:








We've been over this -_-

You are comparing what was most likely a resource allocation decision to a fundamental game balance/design decision that would negate the entire underlying basis of their PvP balance. If melee can become flat out immune to kiting by putting on a CBF type item, ranged vs. melee balance becomes inherently skewed in melee's favor.

Having CBF on an item is about as bad as giving Wizards a no cooldown teleport back.




Still, they repeated constantly they dont want to turn d3 pvp into wow style pvp, which is stun/freeze fest. But i agree, enigma exists no more, so CBF mode should not come back too. Atleast in the form it was implemented in Diablo 2.|||That's why they put in the disable counter system.|||Quote:








That's why they put in the disable counter system.




The disable counter system sucked in WoW. It reminded me of how they "balanced" War3 with heal scrolls and invuln pots.

I'd rather just not have stuns, snares, disables, etc allowed in PvP, than have a disable counter system like WoW.|||Quote:








That's why they put in the disable counter system.




not at all (or how u say it in english). They cant really fully on it. For example, electrocute can stun every 2 seconds with high crit rate. Lets say u play barb and u already used ignore pain. So basically u will be stunlocked to death. I think they will just make people immune to stunnig/freezing for some seconds after u got stunned/freezed once.|||Quote:




I'd rather just not have stuns, snares, disables, etc allowed in PvP, than have a disable counter system like WoW.




Then PvP would be a completely boring, mindless "who has better equipment" fest with zero existing counter-play to an opponent's actions outside dodging projectiles.

Better an intelligently designed counter system (doesn't have to be like WoW) than PvP gameplay that's basically PvM against enemies who run away to pick up health orbs.

@Max; true, that is a real concern. Crit damage based disables would need their own solution from skill based disables. Diminishing returns would probably be a best bet.|||This whole, "counter" stuff and somehow WOW got thrown in...are people still forgetting that this whole thing came from D2? Seriously?



In D2's PvP, stun interrupted, but not absolutely for the entire stun duration. A much smaller, tweakable counter was used. Freezing only severely slowed without being 100% stand-still. I see no reason to drag WoW and it's negative connotation into something trended by the Diablo series. I also see no reason to assume it won't work similarly if not identically in function. Exact numbers of frame length, EIAS penalty and the like can certainly change. The lack of 100% stun would be the carry-over.

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