Thursday, April 12, 2012

Wizard Will Be The Least Played Character in D3 - Page 5

[:1]I also agree with many in here that it will be the MOST played instead of the least. If it is anything like the Sorc archetype everyone will have one. Even if it is not their "Main" character for many I would imagine it is the one that will be showing up the most on the character selection screen.|||If enigma has taught us anything, people will play any character they can with teleport|||It also taught us the importance of it and how any char inherently with it will have people gravitate toward it.|||So far, most if not all characters appear to have a movement skill of some sort, unlike D2.

Off the top of my head:

Barb: Leap

Monk: Dash

Wizard: Teleport

WD: Spirit Walk

DH: Vault

What's interesting is that they'll all have a different limitation; Leap might cost fury, which means that the Barbarian will have to use other skills to fuel his faster movements, and while having to chose between leaping in to deal damage, or out to escape to safety. Teleport might have a heavy Arcane Power cost, which means that the Wizard will have to take breaks between streaks. Spirit Walk is likely to have a cooldown. Dash is limited by the fact that it's a combo skill, therefore, the second and third strikes won't be geared towards moving. Vault probably doesn't make the DH unhittable like other skills, and doesn't have a second function, additionally to not being able to go over walls or obstacles. Awesome!|||Teleport is seemingly limited by walls. Monk combos with a movement component will move along all charges.|||Quote:








Teleport is seemingly limited by walls.




I recall seeing it go through a door, though. Walls, possibly. I hope, in fact. But, it shouldn't be that big of an issue, given that dungeons seem to be widly different than those in D2... linear versus rooms. We'll see.


Quote:








Monk combos with a movement component will move along all charges.




Hrm. I guess it'll have shorter range, and an inability to go over monsters as a limiting factor, then.|||Quote:




Will the UI allow for keeping track of which combo you’re on? His combo skills are really exciting but I’m worried it’ll become too much of a chore playing the entire game counting out my attacks in sequences of 3. It would be unfortunate to unleash a 2nd tier hundred hand attack at range expecting to dash forward because you miscounted.

Bashiok: We don’t want tracking of combo stages to be so important that there needs to be a UI element to keep track. It should be that if you’re up on your game you’re tracking combo stages and it helps you get a slight edge, but if not you’re kicking *** anyway and will probably do fine. Also, we have made changes to skills so they’re consistent; such as making all stages capable of a dash. We don’t want the situation you’ve described to be an issue.




Found it. I've no info on range limitation, but I imagine it to be similar to Charge in D2. Past weapon range, you'll charge in. Within range, you'll do your standard attack (or whatever the particular combo does).|||I found the limitation of Vault - you have to target something, an enemy or a player, with it. Can't be used on open spaces. Which means that it can't be used to run away from something, just for juking around it.

Glad to see the skills, though fulfilling a similar role (movement) work differently, have different limits.|||Quote:








I found the limitation of Vault - you have to target something, an enemy or a player, with it. Can't be used on open spaces. Which means that it can't be used to run away from something, just for juking around it.

Glad to see the skills, though fulfilling a similar role (movement) work differently, have different limits.






Evidence? Or this would really be a dumb limitation!|||Quote:








Evidence? Or this would really be a dumb limitation!




Flux's playthrough... and the wiki.

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