Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 14,565
And the cooldown increases with the difficulty AFAIK.
Arbitrarily changing game mechanics based on difficulty is a sign of a poor designer. Not that D2 didn't suffer from this.
And the cooldown increases with the difficulty AFAIK.
Arbitrarily changing game mechanics based on difficulty is a sign of a poor designer.
Good to know, boar.And the cooldown increases with the difficulty AFAIK.
Arbitrarily changing game mechanics based on difficulty is a sign of a poor designer. Not that D2 didn't suffer from this.
Arbitrarily changing game mechanics based on difficulty is a sign of a poor designer.
Would you mind defending that claim a bit? I've always thought difficulty levels that change the gameplay mechanics and encounter design were far better than simple enemy HP/damage buffs.
as in, they guess where you are?In Deus Ex Human Revolution on the top setting alerted enemies alert nearby allies
Arbitrarily changing game mechanics based on difficulty is a sign of a poor designer.
Would you mind defending that claim a bit? I've always thought difficulty levels that change the gameplay mechanics and encounter design were far better than simple enemy HP/damage buffs.
as in, they guess where you are?In Deus Ex Human Revolution on the top setting alerted enemies alert nearby allies
not really, even on give me deus ex it's still easy to popamole your way through the game
( I am not making nor defending no point )
There's no reason characters should be suddenly unable to change skills in D3 just as there was no reason for characters in D2 to suddenly develop a critical weakness to elemental abilities. It would be like a DM in D&D saying that to make the game harder you aren't allowed to use a 5-foot step any more.
If earlier difficulties have the cooldown low enough that you can switch in battle, while harder difficulties this is impossible, its almost like an anti player skill mechanic. Players are allowed to make use of more skills in Normal than in whatever the fuck they call normal++.
Now that I think about it, why the fuck is it a skill 'tree' anyways? What does limiting abilities by level or prior investments add? Nothing. It just makes shit more limited.
(...)
If something like that were put in a diablo clone normally, they'd make flame wall level 1, firebolt level 16, and you couldn't learn firebolt until you'd learned flame wall and everything else in between. Which is a retarded way to set things up. I mean it was a novel idea... the first time. But it makes no sense. A tech tree makes sense in a strategy game because you want some tech to be plain better than other techs, so you don't want people researching tanks before chariots. But for character building you want as many viable options as possible, so forcing the player to pick obsolete shit to unlock the good stuff is stupid and makes everyone more similar.
This.The thing is, Earthquake of the Heavens doesn't need to be a spell on the list. You could start out with a Quake spell with a low radius at level 1 that just stuns enemies a bit. Ramp up the AoE, add damage, make it trigger lightning strikes, let it hit multiple times over a duration... THEN it's a fucking earthquake of the heavens- 30 levels later, when you've focused on it the whole time. Or it could be anywhere in between. Maybe it just stuns things near you repeatedly. Or in a big radius. Or does a lot of damage with insignificant stuns.
You can apply this line of thinking to any kind of spell. Summoning a demon going from a single weakling to a horde, or a huge spellcasting pit fiend, or it's a huge pitfiend but only has the melee still, or whatever. Curses starting as single target and scaling in duration, area and strength as you want, with additional side effects. Barrier spells that gain efficiency, strength, duration, and particular affinities.
Make some shit mutually exclusive or have some upgrades increase the cost of the ability, so summoning a horde of spellcasting pitfiends is prohibitively expensive, so you can't upgrade every part of a single skill and then spam just it.
Yeah, Jeanette and Therese Voerman also sounded like obnoxious 12-year-olds.The new Sorceress is an "undisciplined" mage, obviously designed to appeal to 12-year-olds rebelling against their parents. A rogue, if you will. A rebellious sort of character. Like a rebel of some sort.
She's also now Asian and sounds like an obnoxious 12-year-old.
The game is a pure kindergarden, through and through.
Yeah, Jeanette and Therese Voerman also sounded like obnoxious 12-year-olds.
She's also now Asian and sounds like an obnoxious 12-year-old.
I'm sure we'd have people saying that she does indeed sound like a 12 year old if Bloodlines had Blizzard's logo anywhere near it.