Thursday, April 19, 2012

BlizzCon WD Skills - Page 3

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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.




By spammable I meant low cooldown, but not capable of keeping it up permanently. Conceptually, a low cooldown short duration invulnerability skill is very, very powerful in ARPGs. It simply has massive utility, ranging from being useful for cycling cooldowns, dodging powerful attacks, taking attention of you to your summons and allies. But more info would be useful, you are right.

As for the DotA/Diablo comparison, hm. Well, DotA is basically a team based ARPG PvP game type. Being able to go immune to avoid massively powerful spells and attacks is incredibly useful there. Even though Diablo is not exactly a PvP game, Phase Shift's use in DotA demonstrates precisely why such skills are mechanically very powerful.|||Quote:








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.




See, for DV, Attract or Terror there are more useful scenarios. Horrify is similar to these skills. At this point in time I think a more accurate comparison for Ghost Form would be Weaken. Its use is so immensely situational that no one really uses it. It might turn out to be massively useful, but with the information we have now I find that hard to believe. Maybe after Flux posts his list we will be able to make more accurate guesses about the usefulness of this skill.




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By spammable I meant low cooldown, but not capable of keeping it up permanently. Conceptually, a low cooldown short duration invulnerability skill is very, very powerful in ARPGs. It simply has massive utility, ranging from being useful for cycling cooldowns, dodging powerful attacks, taking attention of you to your summons and allies. But more info would be useful, you are right.




Hadn't thought about using it in combination with waiting for other cooldowns. There might be some use for the skill after all.




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As for the DotA/Diablo comparison, hm. Well, DotA is basically a team based ARPG PvP game type. Being able to go immune to avoid massively powerful spells and attacks is incredibly useful there. Even though Diablo is not exactly a PvP game, Phase Shift's use in DotA demonstrates precisely why such skills are mechanically very powerful.




Am I correct in assuming that the team you are fighting has several spells with high damage and long cooldowns? I can see the use in avoiding those spells. My guess is that the boss monsters in D3 aren't bound by such long cooldowns. That would reduce the use of the Ghost Form. If they do have these cooldown I can see another use for the skill.|||Yes. It's even used to avoid spells of the spammable variety even though the damage of that spell could be fairly low in comparison to the uber spells. It's also used to avoid stuns and silences - while I doubt D3 monsters will get a lot of stuns, I don't doubt that silence will be a major problem for casters.

Remember, attrition will be a 2 way street in D3, unlike D2 (infinite pots + TP). Even if it's a 5 second cooldown, hard to avoid, blast that takes down 20% of your HP, Ghost Form could save you that HP (assuming it's invulnerability).

Conserving your health when the amount of HP you gain back is dozed via Health Orbs will probably be a vital component of balanced D3 gameplay. Being at tip-top shape will be an important advantage in every fight.

Another component to phase out of the battlefield is DoT spells. I am fairly certain the WD will have a lot of his damage spread over time as opposed to front-loaded (summons, curses, poisons, walls of zombies, spiders), so getting a few seconds of leeway to let these things do their job (and in a high lethality game like Diablo, 3 seconds is a lot of time to be owned by over time damage).|||The summons sound nice. I'm a little wary on how they may actually make some variation between summons though, as to me it just sounds like you'd summon a spider as if it were a vine, gargantuan like a golem, and then use flayers and zombies as front line fodder. Hopefully the buffs you can put on them will actually change their function.

And I don't really like the idea of parasitep. As we all know, it's just annoying to have the enemy you were trying to kill suddenly turn ally. I'd like it more if it were like the paladins ressurrection, or if it still allowed for teammates to kill your mind-controlled buddies. But otherwise it just sounds annoying to be playing alongside.

And I don't quite see the point of having both invuln and ghost mode. Why not just combine both and have ghost mode last longer the less health you have? Plus it basically sounds like the casters death proof. I really like the idea of ghost mode, but invuln doesn't sound right. Combining the 2 would be awesome though. Honestly I don't see the point of having both.

Eagerly awaiting the full skill list, though.

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