Tuesday, November 13, 2012

Diablo 3 players analysis: seeking common ground while reserving differences between class


Blizzard in order to make the game simple and easy to play, a lot of general equipment, even generic skills, thought the least restrictive to most choice, in order to achieve diversification, however, the reality is just the opposite. In the pursuit of efficiency trends, everyone will choose the same build, the same equipment, the difference is only level panel. While playing the game, especially game side AC side, not just need a stronger than you look at the figures size to a more of a sense of accomplishment and sense of presence, I can do that you can not do things, without strong or weak. If the change can be carried out in the following three aspects, personalized career may be a good improvement.

1: equipment

If no special effects, special equipment, or the special effects is rubbish, who would be willing to go with it? We look the Master holding hands ax is very pleasing to the eye problem is not that the whole career of the Handed Axes available, but in the Master turn have a sense of the presence of equipment missing. Handed Axes attributes better wand and no special purpose instruments used, and why I do not select Properties? But compared to the monks, the Master of the problem is not so ridiculous.

Exclusively bug Hammer + clouds bridge, although there is a Cestus, but not at Cestus popular just because that 25% of electrical damage, eventually digital size of the problem. The most garbage weapons, non-Wu rod is none other than, but you really can not find any reason to use it. So we see all the people in addition to the Demon Hunter, bloodshed, are BUG hammer. If employment is limited weapons can have more cool effects, and general weapons completely distinguish, I think even bleed damage and easy to use.

Weapons Wand: Storm-range attacks using the weapons wand, The weapons wand can have a chance to parry. Cestus: burst palm glove. Cestus attack enemies have a chance to hit weaknesses, causing additional damage. Trigger this effect will be 100% behind attack enemies. I do not think the the limited skills weapons will limit everyone to play, when a the Cestus monk saw a stick Monk smile: this is the same door, but the genre is different. Both sides saw holding a hammer monks, and then smile: This is out the door division.

Crossbow gun: double-held crossbow gun two crossbow gun fire can be used simultaneously, each crossbow gun caused 60% damage, if there is more than one target, can attack two targets simultaneously. Even Spear hunting magic guns the injection arrows at the same time.

Heavy weapons: heavy weapons attack range of +5 yards. Hands heavy weapons attack range +8 code. Barbarians strong sense of the presence of heavy weapons is still weak, plus anger still rely on passive skills support. Since heavy weapons, to understand than the general weapons, attacks a wide range like.

Wand: casting speed by using the wand. You can eliminate some magic casting action. Adder: the use of the instruments used on non-occult spells non boot magic charge can be sustained consumption Peru can automatically send empowerment is full, caused greater damage attack a wider range. Shaped empowerment full bombardment bombers to full screen. The crit back secret for some build necessary, but completely cool, contrary people just think of a way to avoid this problem, such as the recent fire up the living body, and brush figure ace archon.

Sacrificial knife: Attack Mana Stolen / life. Curse matter: Strengthening summoned properties, reducing calls CD. The large witch doctor due to his deputy for 20 yards and a saber good attributes generally still use exclusive. This exclusive weapon effects nothing saber completely Acura yellow fitted instead.

Some people say that such a change that take all the exclusive weapons, who use ordinary. What is wrong? Watching Master Staff, monks fist, what is wrong? Is universal rune sword more comfortable?

Can also non-exclusive the corresponding specialization changes, not just the attack speed of different. For example, the most sad reminder Hand Staff, what is the significance of its existence? Any one mage! That ability to let Hand Staff incidental elements of injury is a significant addition, a certain build artifact mage or witch doctor do? Spear, so long things can not figure out how that is a one-handed weapon. Changed hands, but the spear and shield can get together, it is not very interesting? The hammer has a unique property, a chance to stun. The ax has its own attributes, ignoring defense (including various shields, shields). The dagger has its own attributes, moving faster. Exclusive attributes in sword fighting, reducing the attack action before shaking and hard straight.

The armor will not speak of the fact there are many features. If a thing only for professional use, but this career do not want to use, which is not too ridiculous?

2: Skills

If the equipment is a shell of the characters, the skill is the character's soul. Unfortunately, you do not see the essential difference vocational skills in D3, we are more concerned about this skill can cause XXX, where XXX% damage larger the number, the better, it is no brain. Let every professional can smooth is not easy to deal with various situations, so each job has a corresponding BUFF skills, life-saving skills, control skills, the skills of the energy source, the energy consumption skills. But this does not mean they Occupation are made of a kind, especially melee remote are getting closer and closer, you can not say witch doctors push Bear and monks of the bell ringing much difference, in addition to the animation is not the same.

To Build diversification, the Blizzard kept suppressed too strong skills to strengthen the unpopular skills, but each time changes are too simple, simply changes the figures. The end of the day we will order or efficiency, choose to hurt the highest skills, the strongest defense skills.

As equipment, each have its special and irreplaceable role skills, before they can be used. Although it may not be able to cope with all situations, but it must be in some cases it is best to use.

Talking about it, starting with the Master version Master relatively weak, the skills of the Master has been no good synergistic, lack of fit, individual skills and very idiot. Such as Frost-ray, this is clearly defined as a monomer output skills, because they can only hit an enemy, however the highest injury Rune poor 280%, you let the people choose it face 390% of meteorites and 300% the Archon how to keep calm?

Shaped Rune Lie lightwave elevated to a similar 1.5 seconds after the injury, no one used the same. If you want to define, then give it a real maximize it for maximum sustained damage output, such as

Frost-ray: continuous use on a single goal to continuously improve the damage per second increased by 20%, while secret consumption increased by 20 per. This will not only allow the continued attacks caused terrible damage, it will not enhance the damage caused by the imbalance unlimited. Little in fact be able to output stability and attacks on a single target environment, if we do not give enough damage compensation, this skill is always no one.

Monk is a melee occupation, to create an enemy distant circle, brazenly labeled cellular remote monster, which is head smashed?

How about this?

Eight phase array: to create a 20-yard circle itself, the monster in the region can not leave the circle. Rune can have some monsters in the circle by the additional damage, attack speed reduced, not cast, external remote attacker can not enter, players quickly back to the blood, and so on.

Monks of this melee can draw a the Deathmatch field playing a monster deal like the kite is very useful remote. After seeing the blue fat, I am no longer afraid!

As can be seen, the Blizzard far too lazy design skills, several Rune nothing more than "harm," "less energy-consuming" plus range "extension of time" and so on, these can be achieved by equipping . Rune skills to truly become different skills is fundamental to build diverse.

3: Monster

In fact, this is the most important, I think.

Again interesting equipment, skills, and then cool, or brush map forever you will choose the most efficient build.

General, we hope to have a more clear-cut in various occupational positioning, such as barbarians resistant to attack, and this is now reflected in the very prominent. Monk harm necessary to highest monomer, AOE poor. Master to have abundant element spell and good AOE. Demon Hunter range system of hegemony, and specializes in mobile and dodge. Witch Doctor pet synergy, good positions in combat and team assisted.

The positioning fact, yes, but also in 1.01-02 stage there embodied, With the monster is eroding universal Zhan Zhuang era, professional orientation has not come out. Demon Hunter specializes displacement, flexible, no fighting you flexible, standing shot, picking up things and leave. Regardless of MF or liters PLG, the needs are fast fighting quickly on foot, so savage talent looks so strong. Necessary difficulties or need to have some way of fighting is not necessary should be equipped RCC.

Watching the 10PP the Ards Modan was standing black water wrestled, in fact, is a kind of sad.

Play DH DH evade enemy attacks kite very pleasant feeling, but does not affect the efficiency, which is the characteristics of this career. Barbarians into the enemy heap, vampire, stabbed, another fun features of this career. When the attack does not need to escape all occupations also are the same.

1.05 keys BOSS regarded as some features, such as Jordan Kule's cover, forcing you to go, insects Magda's face, no one would dare to greet run into these things cause great trouble to give players actually a good thing. It allows players to for richer battle, also with each other for various occupational. In fact, these things can be moved to the day-to-day elite Molten explosion must hide, no matter how much blood a fried die, and there's nothing wrong. We brush the brush are asleep, not low critical hit chance, Blizzard constantly improve the critical hit chance, the results of the trapped or trapped, because the swap rate, cheap equipment all day 10 legend and the day before a legend The income no difference. And the the monster difficulty of system, also did not solve this problem, the injury is not improved significantly, but the excessive amount of blood allows players to fight very pleasant feeling.

The monster attack should not have to escape, or will die (no matter how high your panel), while all the attacks of the monster must be able to escape, and will not allow players to criticize. So as to allow occupational different way of fighting back, we would not have so much infighting.

1 comment:

  1. Handed Axes attributes wizardry gold better wand and no special purpose instruments used, and why I do not select Properties? But compared to the monks, the Master of the problem is buy wizardry gold not so ridiculous.

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