Thursday, April 19, 2012

BlizzCon WD Skills - Page 2

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I've just seen the full panel, and I must ask-

Why the HELL are the Corpse Spider's spiders so small? This looks like the coolest skills ever but I don't want some puny spiders coming out of the Zombie- I want a big *** Fallen size that will jump and suck enemies' faces!

Why is everything about the WD has to be so small?

Don't Blizz know that small= not impressive?




Tell that to my penis |||Updated the first post with two new skills. Honestly, they both sounds a bit rubbish to me. Sure temp invulnerability is pretty handy, but you are as good as dead before it kicks in. It is only handy to drink a quick potion or finish the last two hitpoints of a boss. Most likely you'll be killed afterwards. If you got into a situation where you are below 10% of your health chances are that you are in deep ****.

Three seconds of being intangible is nothing. Barely enough to cover half a screen distance. We don't even know if you are invulnerable or if you take reduced damage. I can't really see a need for this skill.|||I got a feeling that the intangible thing will let the witch doctor walk through walls.|||Quote:








Updated the first post with two new skills. Honestly, they both sounds a bit rubbish to me. Sure temp invulnerability is pretty handy, but you are as good as dead before it kicks in. It is only handy to drink a quick potion or finish the last two hitpoints of a boss. Most likely you'll be killed afterwards. If you got into a situation where you are below 10% of your health chances are that you are in deep ****.

Three seconds of being intangible is nothing. Barely enough to cover half a screen distance. We don't even know if you are invulnerable or if you take reduced damage. I can't really see a need for this skill.






Thx again Mantis for the info.

I agree entirely for the 1st skill.

In the second one, I see a cool use for this skill. 3 seconds is nothing but imagine a fight against a tough boss, right? Something like the Diablo attack in d2. If you can turn intangible for just 3 seconds (more than the amount of time a boss attack could remain), you must survive him and the skill could be really awesome and useful.

If you can recognize when the smecial move is going on, of course.

Again, a tactical skill, a tactical gameplay.









If it won't work this way, it could be as redrobot said, walls or things like that.|||The usefulness of the invulnerability skill will vary on implementation, but it's probably not that bad. If D3 will have something like Undead Stygians, it can give you a cushion of time to cast a crowd control spell instead of horribly dying. Like, imagine, you are getting your *** kicked, but there is a heath orb on the other side of the monster wall, you can't get to it in time. This gives you that opportunity (Wizard has stuff like Nova/Slow Time/Teleport, Barbarian has stuff like Stomp, Dash, Leap), this is the WD version to safely traverse the battle field.

Also, the benefit of ghost form could be this. I imagine Blizzard won't just let WD spam stuff like Confusion and Horrify to effectively permanently shut down mobs of monsters. Ghost Form, on the other hand, looks like something that can be spammable. Main benefit - take monster attention of you and onto the summons.

And if it does make you invulnerable, hell, it's going to be an incredible skill. If you ever played DotA, remember the hero Puck? He had this specific skill that allowed him to phase out, becoming immune to damage for a few seconds but unable to attack. It turned out to be one of the best survivability skills in the game.|||I'm starting to think more uses for this skill. Imagine a situation (hardcore mode for adding problems) with a WD with less than 25% life.

You have no potions, you can't scape. But there are a couple of life orbs there.

Also, there are 3 or 4 dagerous monsters (inmune to horrorify or terror) between them and you, and you need to pick them to remain alive.

I think tactically those skills could do a heck of a job in this kind of situations, couldn't they?|||Quote:








Ghost Form, on the other hand, looks like something that can be spammable. Main benefit - take monster attention of you and onto the summons.




If it is spammable haven't they just given the WD an "I Win" button? If you are invulnerable, or close to, for the duration all he would need to do is cast his minions, spam Ghost Form and wait until they are dead. Rinse and repeat.

Actually I think my main problem with Ghost Form at this point in time is the duration and the lack of definition of tangible. If we had more info we could make more accurate guesses as to its use.




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AIf you ever played DotA, remember the hero Puck? He had this specific skill that allowed him to phase out, becoming immune to damage for a few seconds but unable to attack.




How similar is DotA to D3? Do the same situations that arise there arise in Diablo?




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I think tactically those skills could do a heck of a job in this kind of situations, couldn't they?




Now comes the question, would you put points in a skill that is so situational, or would you prefer to spend them somewhere else that is useful in almost the entire game?|||Quote:








Updated the first post with two new skills. Honestly, they both sounds a bit rubbish to me. Sure temp invulnerability is pretty handy, but you are as good as dead before it kicks in. It is only handy to drink a quick potion or finish the last two hitpoints of a boss. Most likely you'll be killed afterwards. If you got into a situation where you are below 10% of your health chances are that you are in deep ****.

Three seconds of being intangible is nothing. Barely enough to cover half a screen distance. We don't even know if you are invulnerable or if you take reduced damage. I can't really see a need for this skill.




Yes, I agree, they sound rubbish, I hope they play in better. Also I am not seeing any 'BAM' skills for the witch doctor if you know what I mean. I waited till this year's Blizzcon to open my trap, and now, unless Flux's upcoming skills list proves anything different, the Witch Doctor looks unimpressive. Not necessarily weak skills, but unimpressive skills. A single fireball, a few skinny toads, 3 puny spiders, small zombie dogs (they even nerfed their setting on fire / poison), locusts .... Maybe the skill runes will turn his skills into proper visual feasts and screen shakers and make you go 'YEAH', we will see.

I want some really bad curses where corpses just boil and rot over time, or causes them to explode. Flaming hands spurting from the ground, and an army of zombies running all over the place! Also some gigantic snake spawning myriads of other small snakes, and a visually improved poison nova! Or a barrage of poison 'fireballs' or some curse which causes demons' body fluids to fester and spread poisonous fumes. And better minions, the zombie dogs dont look that evil, they need to up the look, and BIGGER minions!!! Lets see what this Gargantuan is all about...|||Quote:












Now comes the question, would you put points in a skill that is so situational, or would you prefer to spend them somewhere else that is useful in almost the entire game?






Good point, Mantis. I assume each one got his own playstyle.

I'm hardcore player, usually untwinked and I took care of all those forgotten skills (dim vision, attract, terror, and so on).

I think those skills are necessary. Not for all, but vital in a game if they like to make it good for all. If you don't like a skill because it doesn't fit well with your playstyle, you always can ignore it. As I do with blessing hammer or blizzard, others could do with these useful skills for a situation.

Just my opinion.|||i have a feeling that you cant walk through walls with the ghost skill. everyone said to me that the wiz can teleport through walls to the other side. but she cant. she had to break down a door to go through. the barb has leap so he can travel . i think the WD gets ghost but he wont go through walls. and the monk will have some form of traveling move and so will the last class.

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