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View Full Version : suggestions for melee class and health orbs


daemonk
13-07-2008, 04:17
D3 looks like its more a finesse game rather than wildly clicking game. I am glad they are going to add arcade-type skill to D3.

I suggest making melee classes lose stamina (the blue energy orb, not HP) if they attack and miss. Implementing this would make each attack mean something. So people just can't wildly swing away at nothing.

This would make melee classes as conscious about their "mana" usage as casters. It would effectively be a direct inverse of how casters use their mana. Casts pre-spends mana to produce damage that can miss; melee would produce damage and post-spend mana if they miss.

And as for the health orbs. I suggest Blizzard record down how many health orbs were actually used in battle. Make it so there will be some kind of reward if the party used less than a certain amount of health orbs in a dungeon. This would promote skillful game play but still be accessible for the new player.

Vulcon
14-07-2008, 14:36
I suggest making melee classes lose stamina (the blue energy orb, not HP) if they attack and miss. Implementing this would make each attack mean something. So people just can't wildly swing away at nothing.

This would make melee classes as conscious about their "mana" usage as casters. It would effectively be a direct inverse of how casters use their mana. Casts pre-spends mana to produce damage that can miss; melee would produce damage and post-spend mana if they miss.


I don't usually play melee chars, but I suspect that this could seriously affect the fighting ability of the char, because the still need some mana for fighting.
Also I think that the for most melee characters that they must click on the target launch the attack. Other can no doubt correct me on this :)



And as for the health orbs. I suggest Blizzard record down how many health orbs were actually used in battle. Make it so there will be some kind of reward if the party used less than a certain amount of health orbs in a dungeon. This would promote skillful game play but still be accessible for the new player.

Now that sound like a good idea, though you would have to take into consideration the amount of ordinary health potions taken also.:scratchchin:
I Like it. :thumbsup:

AlexanderM
14-07-2008, 17:28
Losing stamina when you miss makes sense, but why not when you hit? If a caster flings a fireball and the enemy moves before it hits, the mana has gone to waste. Also it doesn't make much sense that you'd get tired swinging an axe through air, but not through flesh. I agree there should be an impediment to just slashing through everything and anything though, but just like a caster, even if every hit connects, you'd have to rest for a moment eventually to recover.

I'm not sure how blizzard is balancing health potions against the red-orbs that drop, but they may become the primary source of recovery, though leech will probably be back (seems like a franchise staple at this point; D1's Undead Crown anyone? :D). I think rewarding players who use fewer recovery items would skew toward more ranged-attack and caster classes, who simply get hit less often. An interesting idea though, rewarding skilled play is always a plus!