Difference between revisions of "Diablo III"

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==Classes==
 
*[[Barbarian (Diablo III)|Barbarian]]
 
*[[Demon Hunter]]
 
*[[Monk]]
 
*[[Witch Doctor]]
 
*[[Wizard]]
 
<br>
 
 
Skill Calculator for all classes: http://us.battle.net/d3/en/calculator/
 
 
==Followers==
 
Followers are similar to D2 Mercenaries. However, Blizzard has stated that they will have limited utility later in the game, and will only be used in Normal difficulty. Followers are also only used in solo games. They will have storyline elements, but are designed not to 'outshine' the main characters.
 
 
*[[Enchantress]]
 
*[[Scoundrel]]
 
*[[Templar (Diablo III)|Templar]]
 
 
http://us.blizzard.com/diablo3/world/systems/followers.xml
 
  
 
==General Gameplay==
 
==General Gameplay==
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*Stone of Recall: the new town portals, will be a space on the inventory screen, but other players cannot use your portal, only the player who cast. Other players in your party can port to your location via a banner in town that you can click to join them. http://www.theamazonbasin.com/d2/forums/index.php?showtopic=85046&view=findpost&p=941373
 
*Stone of Recall: the new town portals, will be a space on the inventory screen, but other players cannot use your portal, only the player who cast. Other players in your party can port to your location via a banner in town that you can click to join them. http://www.theamazonbasin.com/d2/forums/index.php?showtopic=85046&view=findpost&p=941373
 
*Health Globes are the main way of recovering health during battle, and will drop from slain monsters: http://us.blizzard.com/diablo3/world/systems/health.xml
 
*Health Globes are the main way of recovering health during battle, and will drop from slain monsters: http://us.blizzard.com/diablo3/world/systems/health.xml
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===PvP/Player Killing===
 +
Blizzard Poster Bashiok has indicated that PvP will be consensual in D3. As posted in the official D3 forums:
 +
 +
<blockquote><span style=color:steelblue>We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.</span>
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 +
<span style=color:steelblue>I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?</span>
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<span style=color:steelblue>We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.</span>
 +
 +
<span style=color:steelblue>That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.</span></blockquote>
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<br>
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==Skills==
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*[http://us.battle.net/d3/en/calculator/ Skill Calculator] (Blizzard)
 +
<br>
  
 
==Items==
 
==Items==
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Blizzard's item page: http://us.battle.net/d3/en/item/
 
Blizzard's item page: http://us.battle.net/d3/en/item/
 
+
<br>
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<br>
 
===Runes===
 
===Runes===
 
Runes come in 5 colours, and each colour will come in multiple ranks. The ranks are shown by the small diamonds around the edge of the rune. Runes are 'socketed' into a character's spells, and each rune has a different effect on each spell. See the Class pages for more details on the rune effects.
 
Runes come in 5 colours, and each colour will come in multiple ranks. The ranks are shown by the small diamonds around the edge of the rune. Runes are 'socketed' into a character's spells, and each rune has a different effect on each spell. See the Class pages for more details on the rune effects.
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[[File:Alabaster.png]] [[File:Crimson.png]] [[File:Golden.png]] [[File:Indigo.png]] [[File:Obsidian.png]]
 
[[File:Alabaster.png]] [[File:Crimson.png]] [[File:Golden.png]] [[File:Indigo.png]] [[File:Obsidian.png]]
 
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===Crafting (Artisans)===
 
===Crafting (Artisans)===
 
 
Artisans can be 'leveled up' through Tome of Training (made from Page of Training, a dropped item) and Plans that are dropped items. They are account-wide (in beta). Artisans will be able to specialize in order to get better results with a specific weapon/armor type, but the information so far is that specializations are not exclusive, so that it should be possible to specialize in all of the types you would like.
 
Artisans can be 'leveled up' through Tome of Training (made from Page of Training, a dropped item) and Plans that are dropped items. They are account-wide (in beta). Artisans will be able to specialize in order to get better results with a specific weapon/armor type, but the information so far is that specializations are not exclusive, so that it should be possible to specialize in all of the types you would like.
  
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Good forum post on the upgrading system: http://us.battle.net/d3/en/forum/topic/3123249164
 
Good forum post on the upgrading system: http://us.battle.net/d3/en/forum/topic/3123249164
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<br>
 +
<br>
 +
==Followers==
 +
[http://us.blizzard.com/diablo3/world/systems/followers.xml Followers] are similar to Diablo II [[Mercenary|mercenaries]]. However, Blizzard has stated that they will have limited utility later in the game, and will only be used in Normal difficulty. Followers are also only used in solo games. They will have storyline elements, but are designed not to 'outshine' the main characters.
 +
*[[Enchantress]]
 +
*[[Scoundrel]]
 +
*[[Templar (Diablo III)|Templar]]
 +
<br>
  
==Monsters==
+
==Quests==
Blizzard has said that monsters will not have elemental immunities in D3, avoiding the issues in D2 where a monster with dual-immunities could be issues for certain builds.
 
 
 
==Quest==
 
 
From the FAQ, it appears that there will be storyline quests and class-based quests.
 
From the FAQ, it appears that there will be storyline quests and class-based quests.
 
<div style="-moz-column-count:3; column-count:3;">
 
<div style="-moz-column-count:3; column-count:3;">
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See [http://www.blizzard.com/diablo3/world/worldmap.xml Diablo's World Map] for more.
 
See [http://www.blizzard.com/diablo3/world/worldmap.xml Diablo's World Map] for more.
 +
<br>
 +
<br>
 +
==Monsters==
 +
Blizzard has said that monsters will not have elemental immunities in D3, avoiding the issues in D2 where a monster with dual-immunities could be issues for certain builds.
 
<br>
 
<br>
 
<br>
 
<br>
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* Blizzard's D3 forum is located [http://www.battle.net/forums/board.aspx?ForumName=d3-general here].
 
* Blizzard's D3 forum is located [http://www.battle.net/forums/board.aspx?ForumName=d3-general here].
 
** All 'blue' posts are located [http://www.battle.net/forums/thread-search.aspx?SearchType=3&forumname=d3-general&x=40&y=11 here].
 
** All 'blue' posts are located [http://www.battle.net/forums/thread-search.aspx?SearchType=3&forumname=d3-general&x=40&y=11 here].
 
 
==PvP/Player Killing==
 
 
Blizzard Poster Bashiok has indicated that PvP will be consensual in D3. As posted in the official D3 forums:
 
 
<blockquote><span style=color:steelblue>We're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.</span>
 
 
<span style=color:steelblue>I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?</span>
 
 
<span style=color:steelblue>We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.</span>
 
 
<span style=color:steelblue>That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.</span></blockquote>
 
<br>
 

Revision as of 02:15, 11 October 2011