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![]() [list]• Algemene Info • System Requirements • Classes - Barbarian | Demon Hunter | Monk | Witch Doctor | Wizard • Features • Bestiary - Normal | SuperUniques • Environments - New Tristam | Caldeum | Borderlands • Dungeons - Tristam Cathedral • Polls • Screenshots • Wallpapers • Video's • Links • News Updates • Changelog • Notes • tweakers IRC channel Diablo 3[/list] [right]Vorige delen: Deel 1 Deel 2 Deel 3 Deel 4 Deel 5[/right] [center] ![]() [h2=nostyle]Verhaal[/] Diablo 3 speelt zich af 20 jaar na de incidenten van Diablo 2. Een stel heroes heeft toen Sanctuary gered door de worldstone vernietigen en hiermee het kwaad. Tenminste dat dachten ze.. er breken weer duistere tijden aan en Sanctuary zal spoedig weer bestormd worden met kwaad uit de onderwereld. De heroes die het destijds overleefd hebben nu plaats gemaakt voor een jongere generatie die het kwaad moet bestrijden om Sanctuary weer te maken zoals het ooit was. [h2=nostyle]Frequently Asked Questions[/] Q: Will Diablo III be running on a new engine? A: Diablo III is powered by a new graphics engine that can display characters and hordes of monsters in lush, fully 3D environments. Powerful special-effects systems and Havok-powered physics allow for realistic object dynamics and cloth simulation, and enable players to lay waste to the minions of the Burning Hells in spectacular ways. Q: Will Diablo still have randomized events? A: Diablo III builds on the random environments of the previous Diablo games by adding random scripted events and encounters throughout the game, creating a dense and exciting world alive with quests, NPCs, and dynamic encounters. Q: What can you tell us about Battle.net? A: Diablo III will benefit from Battle.net upgrades that will provide some exciting new features for players. Cooperative online play remains a primary focus, with multiple enhancements being planned to make connecting with your friends easier and cooperative play even more fun. We’ll have more details on all these aspects as well as other exciting new features at a later date. Q: When will Diablo III be released? A: It’s too early to estimate Diablo III’s release date. As with all Blizzard Entertainment games, our goal is to create a game that is as fun, balanced, and polished as possible. We intend to take as much time developing Diablo III as is necessary to ensure the game meets our own high expectations and those of our players. We’re aiming to release Diablo III on both Mac and Windows simultaneously in as many regions as possible, and to localize the game in several languages. We’ll have more details to share about countries, languages, and specific dates as we get closer to release. Q: Will players interact with any familiar faces or places in Diablo III? A: Yes, definitely. Players will return to Tristram and certain other locations from the previous games and they’ll also be exploring new areas of Sanctuary. Players will also encounter several new characters as well as a number of characters from the previous games including Deckard Cain. Q: What will questing be like in Diablo III? Will it be similar to Diablo II? A: Our plans for the story and quest mechanics are still under wraps. We’ll go into detail on those elements of the game at a later date. We can say, however, that we expect to have class-based quests in addition to the main story-line quests. Q: How did the new demon hunter character class come about? A: When we set out to create the fifth class, we knew we wanted to add another ranged character to the game. However, we also wanted to create a class that was more sinister than the typical ranger archetype. In the end, we came up with a character who has a personal vendetta against the demons and who will stop at nothing to eradicate every last trace of evil in Sanctuary. While the demon hunter primarily uses traditional ranged weaponry such as bows, crossbows, or even dual-wielded one-handed crossbows, the class is also incredibly proficient with gadgetry, traps, and deadly grenades. The demon hunter has dedicated an entire lifetime to training to destroy demons, and few can rival her skill. [right]Return to top[/] [center] ![]() De requirements zijn nog niet bekend gemaakt en dat zal ook niet gebeuren tot een paar maand voor de release of ten tijde van een eventuele beta. Wel kun je ervan uitgaan dat Diablo 3 goed speelbaar zal zijn op oudere machines dit is een trend die Blizzard al lange tijd hanteert en is ook terug te zien in Starcraft 2. Zodra de systeem requirements bekend zijn gemaakt kun je ze uiteraard hier terug vinden. [right]Return to top[/] [center] ![]() In Diablo 3 zul je weer de keuze hebben uit 5 verschillende classes en je hebt bij elke class de mogelijkheid om voor male of female te gaan. [table width=540 border=0] [tr][td colspan=2][center][h2=nostyle]Barbarian[/][/][/][/tr] [tr][td width=200][center] ![]() Skills/Traits: - Barbarian Skills - Barbarian Traits [/][/tr] [tr][td colspan=2]De Barbarian is zoals we hem kennen uit Diablo 2, melee class met de mogelijk tot dual wielden van weapons. Tevens is het de 'tank' van het stel en dus goed om er vol groepjes monsters mee in te rennen en af te slachten. De Barbarian maakt gebruik van Fury als zijn resource systeem om zo skills te kunnen gebruiken. Fury vergaar je door monster neer te meppen en er zijn ook bepaalde passive skills 'Bad Temper' en 'Enrage' die de Fury aanvoer vergroten. Verder maakt de Barbarian ook weer gebruik van shouts om te buffen, zoals we gewend zijn van Diablo 2.[/td][/tr] [/table] [table width=540 border=0] [tr][td colspan=2][center][h2=nostyle]Demon Hunter[/][/][/][/tr] [tr][td width=200][center] ![]() They home this power, for their resistance to this taint enables them to use the demons' power as a weapon. Skills/Traits: - Demon Hunter Skills - Demon Hunter Traits ![]() [tr][td colspan=2]De nieuwste en laatste class is bekend gemaakt op BlizzCon10! De Demon Hunter zal, net als de andere classes, het gespuis bestrijden in Sanctuary. Hiervoor heeft ze een hoop ranged skills tot haar beschikking. Verder is ze niet vies van wat dark magic dus ook daar kun je veel spectaculairs van verwachten. Het is zoals gezegd een ranged class die vooral lichte armor zal dragen en berust op snelheid. Ze kan zich snel voortbewegen en dat heeft ze nodig want ze is in close combat niet heel sterk. Wat voor een resource systeem de Demon Hunter mee zal krijgen is nog niet bekend.[/td][/tr] [/table] [table width=540 border=0] [tr][td colspan=2][center][h2=nostyle]Monk[/][/][/][/tr] [tr][td width=200][center] ![]() Skills/Traits: - Monk Skills - Monk Traits ![]() ![]() [tr][td colspan=2]Nog een nieuwe class, de Monk. Een melee class met nadruk op spirituele invloeden wat je ook heel er terug ziet komen in de skillset. Er zijn nog niet veel skills bekend maar een aantal die al hun intrede hebben gedaan zijn de 'Seven Sided Strike', 'Exploding Palm' en 'Impenetrable Defense'. Het resource systeem, Spirit, van de monk is natuurlijk ook bedacht rondom het spirituele en de naam doet ook niets anders vermoeden. Grappig te vermelden is het feit dat Spirit het snelst bedacht is en waar het dev team ook het meest tevreden over is.[/td][/tr] [/table] [table width=540 border=0] [tr][td colspan=2][center][h2=nostyle]Witch Doctor[/][/][/][/tr] [tr][td width=200][center] ![]() Skills/Traits: - Witch Doctor Skills - Witch Doctor Traits [/][/tr] [tr][td colspan=2]De Witch Doctor is een van de classes die nieuw is tot de Diablo serie. Nieuw in de zin van het is een soort van mix tussen verschillende Diablo 2 classes. Zo is het een summoner net als de Necromancer en beheersen ze zogenaamde Voodoo skills. Hierbij moet je denken aan skills zoals 'Corpse Spiders' en 'Plague of Toads'. Verder hebben ze ook een set aan passive skills die helpen bij het terug winnen van mana. Het resource systeem zoals we kennen van eerdere Diablo spellen wordt alleen gebruikt door de Witch Doctor. Dit omdat volgens het dev team de Witch Doctor de class is waarbij het gebruik van mana het meest natuurlijk en logisch overkomt.[/td][/tr] [/table] [table width=540 border=0] [tr][td colspan=2][center][h2=nostyle]Wizard[/][/][/][/tr] [tr][td width=200][center] ![]() SkillsTraits: - Wizard Skills - Wizard Traits ![]() [tr][td colspan=2]Diablo kan niet zonder een gespecialiseerde caster en ditmaal geen Sorceress maar de Wizard die die rol vervult. De Wizard heeft in tegenstelling tot de Sorceress een heel ander pakket aan skills tot zijn beschikking. De nature skills, zoals 'Blizzard', zijn weer vertegenwoordigd in de storm tree maar ze kunnen ook arcane spells casten en de tijd beïnvloeden. Voorheen was de Wizard uitgerust met het Instability resource systeem waarbij ze gebuffed en gedebuffed kon worden. Daar waren ze niet tevreden over omdat de mensen het nauwelijks merkten en het dus niet toegankelijk genoeg was. Nu heeft de vertrouwde caster de beschikking over Arcane Power wat ook mooi aansluit bij de skillset. Eigenlijk heeft het veel overeenkomsten met Mana en het regenerates over tijd met een vaste hoeveelheid.[/td][/tr] [/table] [right]Return to top[/] [center] ![]() [center]Index Attributes | Bind on Equip | Combat | Crafting | Gems | Guns | Inventory Health Globes | Mules | Player versus Player | Skill Runes | Town Portal Scrolls | Traits[/] [h2=nostyle]Attributes[/] Het attribute systeem wat we kennen van Diablo 2 is hevig aangepakt. Eerder was heeft het een veranderingen doorgemaakt, van Strenght/Dexterity/Vitality/Energy naar Strengt/Dexterity/Vitality/Willpower, maar nu naar Attack/Precision/Vitality/Defense/Willpower. Tevens waren ze al niet meer zelf toe te kennen. Je krijgt per level nog wel een aantal attributes maar die liggen vast en zal per class verschillend zijn en zo bedacht zijn naar de behoeften van de specifieke class. Dit betekent een stuk minder diversiteit en zal het perfectioneren van je attributes ook niet langer meer aanwezig zijn. Daarvoor in de plaats komt wel een stuk meer nadruk te liggen op de items en skillverdeling. De items zullen ook een groter aandeel nemen in het verkrijgen van attribute points dus verwacht afwegingen zoals 'Zal ik voor meer damage gaan of voor de extra attribute points?' Attack: Increases damage [list=O]• This stat will be a universal damage increasing stat for all classes to prevent confusion about what you should increase to do more damage. • We realize that ‘Attack’ is less flavorful than ‘Strength’ and ‘Willpower’, but we feel the pros of understanding clearly how to build your character outweigh that con. • This stat has no secondary effects.[/list] Precision: Increases critical chance [list=O]• This will be tuned to be comparable in power to Attack increases for the most part. • So why have Precision? Mainly so we can play into it with affixes, runes, and traits. Linking effects to crits gives us another hook for designing skills and gives the player options to create ‘crit builds’ that play different than normal attack builds. Examples of the kind of crit effects we ‘could’ do (not saying we are, these are examples): • Cleave crits cause monsters to explode and do damage to those around them. • Lifesteal could be an ‘on crit only’ affix. • This is a more finesse stat, and we’re fine with that. Most people will want Attack by default, but they won’t mind getting precision. • This stat has no secondary effect.[/list] Vitality: Increases health [list=O]• And it’s staying that way! • This stat has no secondary effect.[/list] Defense: Decreases all damage taken [list=O]• This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage. • This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds. • This stat is also useful for PVP, and likely will be valued in the arenas, but isn’t tuned to be a ‘PVP’ only stat. • This stat has no secondary effects.[/list] Willpower: Affects resource in class-specific ways [list=O]• The effects of this stat will change from class to class. It will be our goal to make it roughly equivalently valuable across classes and versus other attributes. • Basically this stat will give you more access to whatever restricts your resource by default: capacity, regen rate, degeneration rate, generation rate, etc.[/list] [center]Return to Index[/] [h2=nostyle]Bind on Equip[/] Iedereen kent wel Bind on Equip van World of Warcraft of een andere RPG/MMO maar voor degene die het niet weten of kennen. Bind on Equip, BoE, betekent dat wanneer je een item aandoet deze gebonden wordt aan je character en dan ook niet meer te gebruiken is door andere characters. In Diablo 3 zit er ook BoE en nu zullen sommigen al wel denken 'Getver, dag met de spullen' maar in feite is het juist goed voor de economie en welvaart van Sanctuary. Eerder werd er ook aangenomen dat BoP, Bind on Pickup, ook in Diablo 3 zou zitten maar dit geldt alleen voor quest items zoals aangegeven door Jay Wilson: 'Jay Wilson: We have no “Soulbound” or bind-on-pickup, except for quest items. We do have bind-on-equip for the highest end items in the game. We targeted, roughly, any item above level 85. These we will do as bind-on-equip. The reason for this is that we want people to be able to trade them, but we also want to remove the high-end items from the economy. One of the greatest ways that you can do that is with bind-on-equip. What we don't want is to have a situation where you find something on the ground like, “Oh, man. This would be a perfect weapon for my Monk. Oh, but I just picked it up and now it's on the wrong character.” We don't want that at all. Most of our focus on Diablo 3 is as a trading game. So, if you take trading out of the item space, you ruin the core of the game. Finding a really great item that is not for you is still a great event because it means you have a bartering tool to get the item that you do want. We definitely want to make sure that that still exists. ' [center]Return to Index[/] [h2=nostyle]Combat[/] Zoals een echt hack & slash / ARPG game betaamd staat de actie behoorlijk centraal in Diablo 3. Je zult weer hordes monsters zo hard mogelijk naar de grond willen meppen met gave skills en items. Al eerder hadden we het over nieuwe skills van de Wizard die Arcane damage bevatten maar natuurlijk zijn de gewone damage typen ook vertegenwoordigd. [center][h3=nostyle]Damage Types:[/][/] [list]• Physical Damage: [list=O]• Critical hit: Deals double damage. Might also knockback, but not confirmed. [/list] • Arcane Damage: Purple in coloration. [list=O]• Critical hit: Arcane crits "silence" targets. (Silenced targets can not cast some spells, such as a Skeletal Summoner or Goatman Shaman resurrecting fallen minions.) [/list] • Cold Damage: Blue in coloration. [list=O]• Critical hit: Cold crits freeze targets for 2 seconds. [/list] • Fire Damage: Red in coloration. [list=O]• Critical hit: Fire crits set targets ablaze, adding DoT to the initial fire damage. [/list] • Lightning Damage: White in coloration. [list=O]• Critical hit: Lightning crits stun targets for 2 seconds. [/list] • Toxic Damage: Green in coloration. [list=O]• Critical hit: Toxic (poison) crits deal an unknown bonus. [/list] [/list] Een ander aspect is de rode outline die te zien is in onder andere de Monk gameplay video. Deze rode outline geeft de geselecteerde monster aan zodat duidelijk te zien is op welke je staat in te hakken. Middels een optie in het menu is deze setting aan te passen van default naar soft. Soft outline wil zeggen een dunnere, fijnere omlijning voor degene die het irritant vinden. Wat verder ook nieuw is zijn de critical hit visuals. Als je namelijk een monster een critical hit geeft zul je een brute death animatie zien waar de gore vanaf spat. Verder doet een critical hit ook 50% meer damage dan een normale hit en er kunnen ook leuke bonus effecten meekomen, afhankelijk van het type damage wat je doet. [center][h3=nostyle]Critical Hit Damage Types:[/][/] [list]• Physical Damage: Deals double damage. Might also knockback, but not confirmed. • Arcane Damage: Critical hits from arcane damage silence targets for 4 secs. (Silenced targets can not cast some spells, such as a Skeletal Summoner or Goatman Shaman resurrecting fallen minions.) • Cold Damage: Critical hits from cold damage freeze targets for 2 seconds. • Fire Damage: Critical hits from fire damage set targets ablaze, dealing additional damage per second. • Lightning Damage: Critical hits from lightning damage stun targets for 2 seconds. • Toxic Damage: Critical hits from toxic (poison) damage have an unknown bonus. Extra damage over time?[/list] [center]Return to Index[/] [h2=nostyle]Crafting[/] ![]() Blacksmith: Kan items craften en kan sockets aan items toevoegen. Mystic: Kan scrolls, potions, skill runes en charms maken en ken tevens items enchanten. Jeweler: Kan gems, ringen en amulets craften, gems uit sockets verwijderen en gems 'cuben'. Dit is dus een heel andere aanpak dan dat je van Diablo 2 gewend bent. Verder zul je de craft recipes moeten vinden en deze zullen fixed maar ook random mods bevatten. Het craften van items kost niet alleen gold maar ook ingrediënten die kan vergaren door items die je niet gebruikt te Salvagen. Dit kan op elk desgewenst moment en hierbij haal je item uit elkaar voor de ingrediënten, hierdoor hoef je ook niet te pendelen tussen gebied en town om spul te verkopen. [center][h3=nostyle]De officiële Artisan FAQ[/][/] Q: What is the caravan? A: The caravan is a persistent group that follows the heroes across Sanctuary, providing a centralized hub for players to find quest givers, crafters, and other important NPCs. As your character moves through the world so too will your loyal band, setting up in specific locations to remain close by should you need them. Q: Who are the artisans? A: In order to access the professions in Diablo III, you'll need to gain the loyalty of various artisans through your travels in Sanctuary. The blacksmith, mystic, and jeweler will each provide unique services over the course of the game. ![]() A: Skilling up your artisans will unlock unique recipes, granting your character access to benefits that may not be found anywhere else in the world. The blacksmith crafts weapons and armor, and can add sockets to some items. The mystic creates scrolls, potions, magical weapons, spell runes, and charms, and can also enchant items. The jeweler crafts gems , amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. Q: How do I find the artisans? A: Finding the artisans will be part of the main quest. Each artisan has been fleshed out to include their own story and quest line. Q: How do I use the artisans? A: You'll collect loot as a reward for slaughtering the forces of the Burning Hells. Unwanted items can be salvaged in your inventory, converting these goods into raw crafting materials -- higher-level items are salvaged into higher-level materials. You'll then take those raw materials and hand them over to the artisans, putting them to work crafting or enchanting for you. Upon returning to the caravan after a lengthy foray, you may also find that the artisans have been hard at work plying their trade for your benefit. Q: How do I salvage my items? A: Players will find an item while progressing through the main quest that will allow them to convert unwanted gear into crafting materials from the inventory. This item will not take up any inventory space. This should be a more satisfying option for offloading unwanted loot than the alternative -- dropping things on the ground or making frequent trips to a vendor. Q: Why are you including crafting professions in an action game? A: Professions add depth to the item collection gameplay that drives the action of Diablo III. We want to provide players with an alternative way to acquire gear, potions, and other randomly found items. We also want to provide additional forms of customization for players -- adding jewels, enchants, or sockets to existing gear allows players to further tailor their characters. Many rare crafting recipes and materials are only found as world drops, enhancing the item acquisition process by increasing the diversity of items dropped by monsters. [center]Return to Index[/] [h2=nostyle]Gems[/] Nog een terugkerend iets van Diablo 2, de gems. Ditmaal spelen ze een nog grotere rol gezien de runes en runewords niet meer terugkeren in Diablo 3. Dus alle socketruimte zal benut kunnen worden door gems en ze zijn ook een stuk aantrekkelijker gemaakt om te traden. Zo kun je ze tot level 14 'cuben' waardoor je steeds weer de goede gems uit je items wilt halen, wat gold kost, om ze vervolgens weer te kunnen uppen. Tevens zijn ze ditmaal niet aan een level requirement gebonden waardoor het aantrekkelijk is om aan low level chars te geven. Het cuben/uppen doe je bij de Jeweler Artisan die ze ook uit sockets kan halen. Hoeveel soorten er nu precies zijn is niet bekend maar in de vorige build, BlizzCon09, waren het er 6 net als in Diablo 2. Verder is ook nog niet bekend of gems gebruikt kunnen worden om mee te craften. Op BlizzCon10 is bekend gemaakt dat alleen de eerste 5 levels kunnen droppen, level 6 tot 14 zul je zelf moeten cuben/uppen. Emerald: groen [list=O]• Weapon: +x% Casting Speed • Helm: Attackers take x Damage • Other: +x Dexterity[/list] [center] ![]() [center][h3=nostyle]Bashiok on Gems[/][/] 'Bashiok: Yeah, that’s about right. I mean keep in mind none of this has been proven through actual testing but the current design is that yeah, it’s going to take a lot of lower level gems to reach the very highest high end. The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you’re lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It’s something you can put a little time into just by upgrading the gems you pick up during normal play, so you’re constantly able to keep working toward the goal of crating a level 14 gem. Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000. smile It’s possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It’s all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems. Gems do stack. Right now it’s 10 but that could go up as we see fit. They have a good chance of being used in other ways aside from simply being socketed, something that would siphon them out of the economy. Maybe crafting. We like them remaining as something you have to visit the Jeweler artisan to combine. We don’t want it to be annoying or take a lot of time though. We also don’t anticipate someone visiting one with 19,000 gems looking to upgrade all the way to level 14. wink They don’t have a level requirement so we do intend to see them used as a way to twink new characters, or allow people to buy into gemming up a bit earlier on if they have the gold. Our current anticipation is that it will take the hardcore players quite a while before they start maxing out their gems, long enough that they won’t see level 14 gems in all slots for all of their gear before we throw something new at them.' [center]Return to Index[/] [h2=nostyle]Guns[/] Al vaak is langs gekomen of er in Diablo 3 wel of niet guns te vinden zullen zijn. Deze vraag zie ik ook heel vaak terug in dit topic van mensen die niet zo vaak de updates lezen of helemaal niet bekend zijn met de features die Diablo te bieden zal hebben. Inmiddels is al meerdere malen door Blizzard bevestigd dat er geen guns te vinden zullen zijn in Diablo 3. 'Bashiok: Guns are decidedly scientific, and the Diablo world is decidedly magic (with a lot of impaling people on pikes). Not that guns and magic can’t mix, but when they do it becomes something entirely different. So I don’t think it’s an issue of guns not being fun or just not working, it’s nothing like that. It’s simply a setting and tone issue, and guns would very certainly change it.' [center]Return to Index[/] [h2=nostyle]Inventory[/] ![]() [center][h3=nostyle]Diablo.incgamers - Inventory BlizzCon09[/][/] 'The new inventory grid was huge; 8x5 for 40 spaces. However, 27 of those spaces were from the pack (located in the lower left space on the paperdoll). I took it off and found that my level 12 character had just 13 inventory spaces. Blizzard had fixed up the demo characters with a very large pack, one presumably much bigger than a level 12 character will have found by that point in the regular game. (The lower right inventory space is for the still mysterious Talisman. It was disabled in the Blizzcon build.) All items now are either large or small. Large items are armor and weapons, and these all require 1x2 spaces in the inventory. (They’re taller than they are wide.) Everything else requires a 1x1 space. This gives the game a very slight aspect of the “Tetris” style of inventory, but it’s a Tetris so simple that anyone can play it. It was very simple in teh Blizzcon demo, with the full 8x5 inventory, but when I checked out a character without the huge Adventurer’s Backpack on, my inventory was just 13 spaces. There were 8 across the top row, and then 5 more on the second row. That meant I could have held just 5 “large” items, and then 3 small 1x1 items. At most. It’s hard to say how adequate the inventory space was at Blizzcon, since there was no town to return to, no stash in which to save stuff, and no NPC merchants to buy/sell items with. Most players picked up almost everythign they found (since new players were curious about the items and didn’t know what was good), which resulted in a full inventory fairly soon. I was a little more selective in my item gathering, and only picked up rares (there were no Uniques or Set Items in the Blizzcon build). Even so, I ran out of space every 15-20 minutes. When that happened I’d find a quiet spot, open up my inventory, ID everything in there (ID scrolls were plentiful) and just drop anything that wasn’t an immediate upgrade. New characters in the Blizzcon build started off at level 12, with a variety of fairly good items on, so not everything was an improvement.' [center]Return to Index[/] [h2=nostyle]Health Globes[/] ![]() Potions zijn nog steeds aanwezig in Diablo 3 maar zijn nu louter voor noodgevallen en een cooldown stuurt daar op aan. 'Boss Monsters also have a chance to drop health globes when critically hit, so a player isn’t left high and dry in long fights against single foes. Bashiok: Rares and Champions have a chance to drop globes when hit. Uniques/Bosses… ? Maybe! But their health replenishing mechanics (among other things) have a better chance of being a bit more creative since their lairs are specifically designed for them. Ah, so that’s the terminology we’re using here. Bashiok: As far as I know it right now the terms we’re using and what they mean: Champions - small packs of tougher mobs that share affixes, increased health, damage, harder, etc. Rares - affix-laden enemy, much tougher, comes with a group of minions that inherit their affixes and bonuses Uniques - Unique boss monsters. Unique name/art/skills/lairs and are usually a part of the story/goal of a quest, if not the actual end-boss of an act. The Skeleton King and the Siegebreaker would both be uniques Didn’t you say a long time ago that the Siege Breaker was Not a unique monster? Bashiok: Thousand Pounder? Maybe. I guess it just depends on what the ultimate use is for the models and such. Siege breaker will probably be unique. It’s too big to have a ton of them spawning all over the place. I assume the chance is going to be quite low? Bashiok: It’s actually higher. Regular monsters have a chance to drop a small health globe on death, champions have a chance to drop a bigger health globe once during their life and again at death, and rares have a very high chance to drop an even bigger health globe every quarter of their life and then at death.' [center]Return to Index[/] [h2=nostyle]Muling[/] Iedereen kent het mulen in Diablo 2 wel, met meerdere chars/keys in een game en dan spullen droppen en oppakken met een ander. Dit gebeurde om met je eigen chars te 'traden' maar ook om items te stashen want je kon zoveel accounts aanmaken als je wilde. Nou werkte dit verre van relaxed en hebben ze besloten dit aan te pakken in Diablo 3, grotere stashes en de mogelijkheid tot mulen via een shared stash danwel een mailingsysteem. [center]Return to Index[/] [h2=nostyle]Player versus Player[/] ![]() Diablo III's PvP battles are fought in arenas spread out across the world of Sanctuary. These arenas aren't random -- they're all unique, designed with differing amounts of terrain and cover. You participate in PvP using the character of your choice, with access to all of the gear and skills you've accumulated playing the game in single-player or cooperative mode. You'll learn many of the fundamentals of PvP (like how to avoid attacks or target specific foes) by playing the single-player game, but PvP differs in that it isn't an ideal venue for gathering new weapons and armor. Your rewards for shedding blood in the arena are purer than that: bragging rights, the joy of sending friends old and new to their swift and inglorious deaths, and points that represent how far you've progressed on the path to fame and glory. ![]() We're also looking into other PvP game types that exist outside the ranking system, like 1-on-1 duels and mutually chosen team battles (for example, you and your friends could divide into two teams for an arena showdown). We'll have more information on the availability of these game types in the future. Our aim for Diablo III's PvP is to set you up with dangerous, exciting gladiatorial matches, let you battle it out with other players at your own pace, and allow you to proudly display your rewards. We've added a robust system to remove the obstructions that may have kept you out of the action, so that you can focus on what really matters: answering the age-old question of 'who would win in a fight' -- with a gauntlet to the face. [center]Return to Index[/] [h2=nostyle]Skill Runes[/] ![]() Crimson?: This rune was first called Power, then changed to Force Rune. Its color name isn't yet known. [list=O]• 'One tends to be more damage-oriented.'[/list] Indigo: This is the Indigo Rune, first known as Multistrike, then Hydra. [list=O]• 'One tends to multiply effects, splits projectiles or bigger radiuses, things like that.'[/list] Energy Rune / ?: This is the Energy Rune. It's color name isn't yet known. [list=O]• 'One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less.'[/list] Obisidan?: This Rune was originally called Lethality, then Viper. Its color name isn't yet known. [list=O]• 'One tends to be more focused on death effects, critical effects.'[/list] Striking Rune / ?: The wild card rune was originally called Striking. Its color name isn't yet known. [list=O]• 'And one of them we call just... the weird rune, which is our grab bag for anything unusual we want to stick on.'[/list] [center][h3=nostyle]Bashiok on Skill Runes[/][/] 'Bashiok: The runes have really just been renamed to allow us greater flexibility in what they do so we’re not creating a weird detachment from what they’re called and the effect they provide. For example what was the multi-strike rune going to do for ... say… slow time? And does that match what the name implies, or what you would assume? Probably not. Also, personally, the newest names (which I won’t disclose in case they don’t stick) are very much in the theme of the world and Diablo. Lethality/multistrike/power were very game-mechanic in approach, and even when they moved to viper/hydra/force they had an odd mysticism attached with them. Now they’re very plainly named by interesting sounding materials. Great, very matter of fact and real in their theme, IMO. Runes still have a general theme though, you’ll know that this rune usually increases damage in some way, and this other one usually decreases cost in some way, and this one is a wild-card and usually changes how the skill works in some crazy way. But we have enough freedom now that multi-strike/hydra whatever you know it as, doesn’t have this defined perception that it’s always going to “multi-strike”. Whatever that means to each player. It’s not entirely transparent to the player what each rune will do with each skill, but it couldn’t have been before either. And having them be curious about the effect and learning what it is, instead of having a predetermined idea of what it’s going to do, is the better path.' [center]Return to Index[/] [h2=nostyle]Town Portal Scrolls[/] Nog een feature uit de Diablo serie die aangepakt is in Diablo 3 en wel zo rigoureus dat ze het hele systeem eruit hebben gehaald. De reden daarvoor is dat het een makkelijke lifesaver is en daarbij de actie onderbreekt, iets wat je eigenlijk niet wilt hebben in een fast paced hack & slash / ARPG. Om toch snel bij de plek te komen waar je het laatst bent geweest hebben ze de waypoints wat vaker neergezet. Hoe ver deze uit elkaar staan is nog niet bekend en staat volgens mij ook nog niet vast maar ga ervan uit dat het een redelijke afstand is. Verder heb je natuurlijk nu de mogelijk tot salvaging van items zodat je ze in kleine stukjes mee kan sjouwen en kun je ook de sell value van de items zien om zo een snelle overweging te kunnen maken welke items je mee wilt nemen om te verkopen en welke je wilt salvagen. Een ander nieuw aspect om het Town Portal probleem te omzeilen zijn de Scrolls of Wealth waarmee je op afstand items kunt verkopen. Hoe dit precies in zijn werk gaat en hoe vaak je het kan gebruiken en dergelijke is nog niet bekend. 'Gamona.de: There are no town portals in Diablo 3. What’s the alternative for easy travel? Jay Wilson: We’ve put in several things to offset the lack of Town Portals. The most obvious are more frequent Waypoints. These give players more opportunities to return to go back to town. We’ve also added salvaging to let players break items down into small parts that stack up in your inventory. We’ve also added a Scroll of Wealth that allows you to sell items right on location.' [center]Return to Index[/] [h2=nostyle]Traits[/] Het Diablo 3 team heeft weer flink lopen bezemen in de skilltrees en zijn daarbij afgestapt van de trees. Tevens hebben ze een opdeling gemaakt in skills waarbij je nu kiest tussen active skills en traits. Deze traits kun je zien als vervanger voor passive skills en staat niet langer tussen de active skills. Op het moment heeft elke class zo'n 30 traits elk met levels tussen de 1 en 5. Waar je bij active skills elk level een skillpoint krijgt krijg je elk oneven level een traitpoint om te verdelen. De verwachting is dat het aantal traits per class nog omlaag gaat evenals de momenten waarop je een traitpoint krijgt maar zoals het er nu naar uit ziet zorgt het trait systeem voor nog meer verschillende builds. [center][h3=nostyle]Bashiok on Traits[/][/] 'What’s the rationale for the “Lucky” trait? Trading a permanent buff for extra gold seems bad enough, but since you can trade that extra gold for a permanent buff it seems like there’s no reason not to take it. Bashiok: It seems cool? You could trade that extra gold for a permanent buff. Of a very specific type. Certainly nothing as diverse as a trait point would give, and even then you’re still dependent on drops to create that permanent buff. Not just a little extra gold. Not to mention that once you hit some point of critical mass you’d grab something more worthwhile. It may be that yeah, it’s a great trait to take while leveling and gearing, and then almost certainly one you’d drop during the late game. I wouldn’t be personally surprised if it went away. I think I see it needing to be so devalued that it may as well not exist, but I don’t think us trying things out is crazy. So you can respec trait points? Bashiok: We don’t have any character customization you can’t change. It may take you some time to do so, and potentially leveling a new character could indeed be faster (and cost effective), but given the time to amass the gold and items, you can change any of your build components. Skills, gems, runes, traits, enchants, dyes, etc.' [center]Return to Index[/] [right]Return to top[/] | ||
[ Voor 255% gewijzigd door psychoclown op 24-12-2010 14:43 ]
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