Saturday, April 21, 2012

Resource System

So, I couldn't find a thread on this in the first five pages of this forum, which I think is approximately the time frame in which the resource system was posted on Bnet. Here's what I perceived, based on the intentionally convoluted explanations given by Blizzard.

WD - Mana. Same as from earlier Diablos.

Wizard - Mana. Just with a different name, and colour.

DH - Mana. Only, there are two mana gauges. Some skills, generally the more blatantly offensive skills, cost mana A, and the other skills cost mana B. They have different quantities and regeneration rates.

Monk - One of the only two classes who really has a new, unique resource system. Basically, this is a more sophisticated incarnation of the Assassin's combo system from D2. He has skills that build up spirit, and skills that cost spirit. So he's using combos to the best of his efficiency by constantly gauging his gauge (heh....). The gauge is also static when the player does nothing, so he's(she's) in charge of the pace of combos.

Barbarian - This one's my favourite system (although that doesn't mean barb is my favourite class). Fury constantly degenerates, which forces you to play as quickly and intently as possible in order to keep the gauge up. It builds up by your dishing or receiving damage. This makes skills that cost fury behave like Final Fantasy 9 style Limit Breaks. I just hope you can rarely (or never) get to the point where a skill does so much damage, it builds up more fury than it costs.

Does anyone have any comments or criticisms of my take? What makes the first three resource systems truly unique?|||Keep in mind that the WD's mana and the Wizard's arcane power work in completely different ways.|||"Completely" is a bit of an overstatement.|||Quote:








"Completely" is a bit of an overstatement.




Well, completely, in the sense that one is a pool that scales with level and regenerates slowly, and the other is a pool that is fixed and regenerates quickly.

I guess they are about as similar as a Mage's mana and a Rogue's energy in World of Warcraft. Which is to say, not very.|||Quote:








Well, completely, in the sense that one is a pool that scales with level and regenerates slowly, and the other is a pool that is fixed and regenerates quickly.

I guess they are about as similar as a Mage's mana and a Rogue's energy in World of Warcraft. Which is to say, not very.




Actually, if this is the case, I think they should remove cooldowns from the wizard entirely. Let Arcane Power be the entire limiting factor of spell casting, since level shouldn't affect how often you can cast spells.|||http://diablo.incgamers.com/forums/s...d.php?t=809040

It even had "Resource" in the title of the thread.

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