As i'm sure we've heard we'll be getting a fury bar (much like a Rage bar in WoW) which allow us to use specific abilities to heighten our individual damage, increase survivability and other nice aspects.
The better the skill, the more Fury it takes to release the skill. The more powerful the buff, the shorter the duration of the buff. Etc.
My question is: Will Blizzard employ a cooldown system for certain moves which require no Fury (aka "Oh shiet!" buttons) such as gaining 100% crit at the cost of bonus damage received, Reducing incoming damage for a short timed duration, or counter attacks all incoming melee damage types for a short duration (would be good with a sword+board barb) that are off the fury requirements and are a timed refresh ability?
The fury system was a great addition IMO, gives a class depth and mechanics to follow through, just not certain how dynamic the fury system will be alone.
Also, I'm not even 100% certain in terms of other classes if Mass confusion, Fear, Mage bubble shields, deflect projectiles will be on a cooldown of sorts. If they're mana dependent and have no cooldown (spammable) a I think it might make the game from a PVE aspect would be much too simple.
I bring this up because the thought of me constantly using the same ability endlessly actually haunts my dreams. In Diablo 1 it was "chain lightning, fireball, fireball, chainlightning, fire wave, guardian spam", Diablo 2 it was "Shout, Shout, Shout, Whirlwind, whirlwind, whirlwind". Which made it in some senses the perfect game to play after work/hard day because of the ease of skill use and combat in general. Though, I seem to be hoping for something more to make combat more interesting so I don't play it once all the way through then lose interest until next content patch.|||Well there is Ground Stomp. I believe the latest is that it takes so fury but has a cooldown on it.|||They did mention groundstomp like Telzen said, which take no fury but these are skills you would generally use when you don't have any fury (and it may be dangerous to acquire more). Cooldowns seem to be the logical way to balance that out, although I hope they aren't a very present component in gameplay.
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