In the Diablo III Gameplay trailer we see the Teal mana orb for the Barbarian and then Blue mana orb for the Witchdoctor. What does this mean? Are there certain benefits and/or features that go along with each character?
[ Post edited by Black_whisperer ]
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Eburum
USEast
1. Re: NEW Teal and Blue mana orbs 02/06/2009 09:58:55 AM PST
Barb uses Fury instead of mana because the barb isnt depicted as a "mana using spell caster" but more of an "Enraged warrior that bases the power of his attack by how "FURIOUS he is"(FURY)
Zomgtehdave
USWest
4. Re: NEW Teal and Blue mana orbs 02/06/2009 01:31:48 PM PST
It's basically the same *#@% as the Warrior's rage in WoW.
But since this is a much faster paced game, how are they going to stop you from having an essentially bottomless pool of Fury/Rage? If you've ever played a Warrior you know how easy it is with the right skill rotation/talents to keep your Rage full through most of a fight.
Eburum
USEast
6. Re: NEW Teal and Blue mana orbs 02/06/2009 02:18:58 PM PST
They have done a good job in fixing the greediness of playing with other randoms. Personal drops I think is a great idea. If you can see it its yours. I assume everyone would get a good drop from a boss to and not have to fight over it.
Orbs work in a similar way. If me and you were playing in a pub game and I grab the red orb for HP and your close enough (15 ft i think was said in the video) you get HP too. Although I think it will just be Mana and HP orbs as it seems the 'Fury' of a barb regens very quickly.
Evo.
USEast
9. Re: NEW Teal and Blue mana orbs 02/06/2009 04:27:13 PM PST
Sounds like Guild Wars. http://wiki.guildwars.com/wiki/Adrenaline
I don't see the flavor need for another resource. Mana, at least the way it is explained in Diablo 1-2, is generic enough to cover melee classes. Mana is defined as your character's spiritual essence. That's pretty broad. For example you could say the intense focus needed for a barb to make a concentrate attack drains his spiritual essence. But since I haven't played the game yet there may be a good mechanical/gameplay reason for it.
i do agree with you. its pointless to add tiny little things that essentially put together makes the game X kb bigger or what ever measurement you would use.
Belushi81x
USEast
10. Re: NEW Teal and Blue mana orbs 02/06/2009 05:18:11 PM PST
Personally, I think it is kind of hard to command in battle and focus on your friends like that when you are frothing at the mouth. :)
Just because the Barbarian uses his fury to use skills doesn't me he's going to be out of control and frothing at the mouth. Remember our Barb is a very experienced and seasoned warrior he knows how to control his emotions so that he doesn't become a liability to himself or his comrades. Also...rage can be very helpful in times of battle, helping overcome fear and to focus ones body and mind. Battle Shouts, Rallying Cry's etc... can be very helpful and don't necessarily mean telling each and every warrior under his command who to attack just letting them know your there with them can be inspiring, think Brave Heart. Besides how hard is it to yell "LOOK OUT BEHIND YOU" when you spot an enemy sneaking up behind them.
Sharkull
USEast
18. Re: NEW Teal and Blue mana orbs 02/06/2009 08:35:33 PM PST
This discussion made me think of Terry Goodkind's Sword of Truth... when removed from its scabbard the wielder (Richard) and the sword feed off of each other's anger (as part of the magic of the sword).
/back on topic
I like the idea of Fury... It will take some getting used to (having to build it up in order to use the power moves) but it certainly has a lot of potential new game-play dynamics.
Griffingj
USEast
19. Re: NEW Teal and Blue mana orbs 02/06/2009 10:15:55 PM PST
Really? I've grinded a few classes to max level(including two warriors) and still after all this time, I'd have to say that warriors have remained to be the most tedious, time consuming, and just all around annoying; still favorite endgame class though.
Q u o t e:
It's basically the same *#@% as the Warrior's rage in WoW.
I think with the way that 100% is the default value and the speedy regeneration rate, its closer to the rogue's energy. Which makes sense as far as pvp balance is concerned, it would suck to have to hit someone a few times to activate your skills.