Friday, April 13, 2012

The Archer/Rogue/Ranger's Resource will be?

[:1]The "predict the fifth character" threads aren't much fun, since pretty much everyone expects a rogue/archer/ranger/etc. The only differences are in predictions for support skills; traps, stealth, pets, etc.

So, to keep on that theme but refocus it, what do you imagine a ranger type char in D3 would have for their non-mana resource? Just to recap:

Barb: Fury. Gains from dealing and taking damage, expends with skill use.

Wiz: Arcane Power. A pool of set size, expended when spells are used, regens very quickly.

WD: Mana. Same as D2. Large pool, increases with level/stats/item bonuses. Skills to boost regen rate.

Monk: Spirit. Builds up from doing combo skills; expended by other skills.

The theory with all of the resources is that they are appropriate for the chars and their designed play style. And are fun/awesome. So, assuming the 5th char is an archer type... how would a resource work? How should a resource work?

Set max amount, like fury/AP? Or a pool of varying size, like mana? Does it fill from damage dealt by arrows/skills, like fury/spirit? Regen over time like mana? Refill after spells deplete it, like AP?

Arrows/ranged attacks are generally about DPS and speedy shots. The char type (presumably) isn't about single huge damage hits, Barb style. It's about lots of shots in rapid succession. So maybe something that works with/boosts that?

Chain combo damage that increases with successive hits/shots? Almost like the wizard's abandoned Instability? Missed shots cause a cool off, or combo breaker. (Think of the scene in LotR when Legolas stands in one spot and bags like 6 Orcs in rapid succession. Not that I'm necessarily recommending that, but it seems like an image the D3 devs might have seen and thought a cool inspiration.)|||That is an insanely hard question, Flux. Because we don't know whenever and how will the Archer be hybridized. An ideal resource system for a melee/archer hybrid character would be very different from a system an archer/summoner or an archer/spellcaster could use. It's like trying to imagine what people from Nation of Fluxmania wear without knowing where Fluxmania is on the globe.

My first thought is to quickly scan through WoW to see if they tried anything there first. Unfortunately, the Hunter mechanic is Focus and it is basically Monk's Spirit. The second thought is to think about the original Hunter resource mechanic, also Focus, which worked by ARPG version of photosynthesis - you stood in place and it rapidly accumulated. That *might* work if the ranged char focused on traps or summons, but it could be too restrictive for an ARPG.

Gotta think hard about this one. Though I since I really want to see a very motion centric archer (do not want a turret class), I would love a resource system that revolved around locomotion somehow.|||I think it'll have to tie in with the exact name.



With the Barb, he was alwasy a furious berserker. If it was the same char, but called "warrior", Fury wouldn't match in name or function. A warrior can be furious, but is often seen as disciplined, whether it's an experienced merc good with a blade or a righteous paladin.



WD is linked with spiritual, which was basically where the mana concept derives from.



Wizards are a type of sorcs who specifically are haywire, so the up and down matches the char's atmosphere and mentality. Instability was a good name, but AP's function is basically what the char does--fast, blastiness, but all that offense leaves vulnerability (low resource).

Monks are very linked to the spiritual, so still matches with the char's background.







With the 5th, it can be a bow easily, but split between the thief/ranger/hunter. All 3 have the same weapon, but very different char backgrounds.



I can't imagine a name, but I do like the accuracy function. Single attacks can raise it (like cleave on a barb), but a rapid fire would get less accurate (uses up that raised mana). With moderate regen, short bursts here and there are possible, but balanced against needing to focus your skills (aim) and thus shoot better.



Kinda.|||Rogue's resource power may be Intensity of the Senses...

More intensity means more accurate arrows (aoe) , quicker actions and combat (far,fcr, faster walking & running), more awareness ( line of sight, light radius, enemy info, trap-knowing) etc.

Quick and critical slays generate more intensity, allowing the above and maybe their supporter skills.

But i don't think Blizzard can think this...

Edit:

Rogue targets the gear with the highest possible dexterity to generate more intensity via quick and critical kills but theorically gear with high dexterity will have defensive weaknesses. Intensity will be percent based. 100% intensity in combats will only be reachable in the end game with really good gear. 100% intensity allows a special skill called Azrael takes the soul of demons and players (critical hit to heart-really fast life leech-cannot be cast upon undead). Skills will consume less intensity if you use the same skill in a row but in the same time your chance to critically hit will decrease greatly thus intensity-gain will be hard.

Just a rough idea at 06:00 am...|||concentration. really i have no idea that word just popped into my head so there it is lol|||Quote:








Rogue's resource power may be Intensity of the Senses...

More intensity means more accurate arrows (aoe) , quicker actions and combat (far,fcr, faster walking & running), more awareness ( line of sight, light radius, enemy info, trap-knowing) etc.

Quick and critical slays generate more intensity, allowing the above and maybe their supporter skills.

But i don't think Blizzard can think this...




You were going good (lacked a resource spending though) until the swipe at Blizzard.



If someone who doesn't do this for a living can think of it on the spot, why assume an experienced team of professionals is incapable?



Honestly, we can do without the snide spam.|||I would like the rangers mana pool to be called 'Balance'. It would be nice if it didn't work like traditional mana that meant you could only use skills if you had any mana.

Instead balance will make your attacks give more criticals, more general damage, ias, more, more, more. So you can still use skills with the bulb being empty just that your shots will sux0r (but you can still leech a bit or something). *shrug* Best I can do.

Early game mana issues for the zon was a pain in the arse. I would hope they would abandon the traditional mana pot system for future zon/rangers.|||I like Intensity.

Like Fury, except taking damage lowers it instead of raising it. You start at a medium level. It can go up or down from there. As it rises, you attack faster (and move and run faster?) and raise crit chance. As it goes lower you attack slower and lose crit chance.

Taking damage lowers it slightly.

Hitting with smaller attacks/single target attacks raises it.

You spend it on larger(huge single target damage)/aoe attacks.

When you are not attacking it moves up/down towards its natural equilibrium.

Basically you could call this a "momentum" system. Like Fury, but with slightly different parameters and a trade off for spending it vs. keeping it that actually impacts how your character plays.|||They basically did something like that with Instability. They scrapped it because it wasn't an actual resource management system and it didn't change anything about how people played.

And I am an idiot who forgot to read properly. It's different from Instability. Seems oddly complex compared to other systems though - merged with an array of passive effects and an active skill.|||I just wonder what will u say when it will be another caster for example or melee. Oh lol.

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