Thursday, April 12, 2012

DH vault overpowered? - Page 2

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I was thinking the same thing about Vault. If they would just cut down on the distance, say by half or so, I think it would make a world of difference.




Vault was level 5 in the demo. More points add distance to it, as can be seen in the description, which is something like, "Tumble acrobatically X feet."

How this might be modified or balanced is addressed, sort of, in the big movement skills thread in the main d3 forum.|||Heh. Vault with 20 points in it must be funnay.|||If 5 points = 1/2 a Screen per vault (going by Flux post) then 20 points = 2 screens per Vault *wooshing noise as a Demon hunter Tumbles by at supersonic speed* what was that?|||Flux was their a rune slot under vault or do you know?|||blackbisket all non passive skills will take a rune once released (this will include vault). But the monk and DH don't have any Rune Slots in the Blizzcon Build due to that part not being done yet.|||Quote:








If 5 points = 1/2 a Screen per vault (going by Flux post) then 20 points = 2 screens per Vault *wooshing noise as a Demon hunter Tumbles by at supersonic speed* what was that?




That's something I mentioned on the movement skills thread. I'll quote me, because me.


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DH's Vault -- more points = further. At blizzcon demo it had 5 points and was to about the edge of the screen. No telling if that range will remain in the final game, but it should require a few points to move a good distance, but not be incremental, like, 1 yard per point, or it would feel like a rip off.

I don't see any reason to max out Vault, unless it starts adding damage or something. Maybe they could make a cool down between uses, and more points would lessen that as well as/after the range was increased. Or they could make the speed of it less than flashing fast, and more points would increase the speed also. Or more points reduces the resource cost. You really wouldn't want more range than the 5 points gave at Blizzcon, since moving off the visible screen would take you right into other monsters.

Rune effects? +damage, leaves a trail of fire behind, shows multiple DHs moving in different directions to confuse enemies, stun/knockback on ending point, etc.




The way the skill was set for the Blizzcon demo doesn't tell us much about the final game, but I can't see 15 or 20 skill points just for more distance. That would be pretty big diminishing returns, when you're looking at a point for just another yard. But other effects, like +damage, lower cost, confuse/stun monsters, decreased cool down, etc... seem like rune bonuses.

So what would more points in vault do to make them worth spending, without seeming like a cheesy rip off for just a tiny bit more distance? (I bet this is the sort of question the D3 team chokes on, too.)|||Maybe they will cap it at 5 pts and let runes go to work after that.|||They still need an incentive to stat it past a one point wonder.



From just using the vault effect, it is a one pointer. More points needs to have a secondary effect, or more, to give reason to put points in it. Past that, runes can spice it up, but if that happens even at 1 point, you run into the same problem.



level req before a rune can be used? :O|||I would think there would have to be lvl reqs on the runes. At least I hope there are.|||The way they showed runes in the panel at blizzcon, level 1-3 were normal, 4-5 were NM, and 6-7 were hell. In terms of when you'd potentially be finding them, and one assumes, using them. So I'm sure they'll have clvl reqs skewed along those lines.

Something like 2, 5, 15, 25, 35, 40, 50, 55. You could use level 2 on the clvl 9 chars in the blizzcon demo, and they listed no clvl req, but that's just in the demo. who knows about the final game.

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