Wednesday, April 18, 2012

The wacky three point fury system

http://diablo.incgamers.com/blog/com...es-and-stats1/

It looks like skills cost 1-3 fury orbs, and there are three orbs, so...

Does this seem a little like preschool? If you can count to three you are a smart barbarian. Apparently there are some runes which light up too, but 3 seems like such a small number I figure you are going to be constantly looking down at your fury orb to check if it's at 1, 2 or 3. Otherwise, you can't use your skills, the cheapest of which cost 1 thrid of your entire orb.

And with the thing shooting up rapidly whenever you hit something, then shooting back down whenever you....hit something....then it's going to be constantly emtpy, full, one third full, two thirds full and jumping around in these mega chuncks ridiculously. And with mobs are you going to have any clue at all what your orb is doing and what you expect your orb to be at the end of a mob?

Then you've got skills that hugely manipulate it...but only some of the time....and, am I missing something? Why not just have a nice stable looking orb similar to a mana orb but called something more appropriate than mana? Why do skills have to cost entire thirds of it?|||Quote:








Does this seem a little like preschool? If you can count to three you are a smart barbarian. And with the thing shooting up rapidly whenever you hit something, then shooting back down whenever you....hit something....then it's going to be constantly emtpy, full, one third full, two thirds full and jumping around in these mega chuncks ridiculously. And with mobs are you going to have any clue at all what your orb is doing and what you expect your orb to be at the end of a mob?




In other words, the barbarian's resource system will require planning and management. I don't know about you, I'm pretty sure that's the effect the developers wanted to achieve.

WoW warriors work pretty much exactly the same way and having played that class for almost 4 years, I can tell you it's a great system once you get used to it. It changes your playstyle and the game's pacing, constantly pushing you to throw yourself into the next battle, as your fury is decaying all the time and the only way to increase it is either to deal damage or take damage.


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Then you've got skills that hugely manipulate it...but only some of the time....and, am I missing something? Why not just have a nice stable looking orb similar to a mana orb but called something more appropriate than mana? Why do skills have to cost entire thirds of it?




Because then you'd end up with mana, not fury. The barbarian is supposed to have a unique resource system and every resource system has its pros and cons. Skills cost entire thirds of it because you can generate fury fast, so losing fury fast isn't a problem. However, it does limit the amount of skills you can use in quick succession and forces you to prioritize, which rewards players with good fury management skills.

That said, I find it ironic that you first see the fury system as "pre-school" and then try to simplify it further by converting it into a mana system because you don't seem to understand how the fury system actually works.|||But there is still this problem of the orbs shooting all over the place all the time. It's hectic and chaotic. One second your orb is one third full, then completely full, then empty, then 2 thirds full all in two seconds. What the hell is going on and how do you keep track of these giant steps?

And, attacking something with you skills causes a huge increase AND a huge decrease in your fury. That seems like a very strange foundation for such an important mechanic.|||I really don't think it's going to be a problem. A very similar system has worked in WoW for years and, to be honest, it makes much more sense for a Barbarian than does mana.

Keep in mind that the current system could change drastically by the time the game is released. I wouldn't worry too much about it. Blizzard will do whatever makes the Barbarian fun to play.|||As I understand it, fury generation is tied to damage dealt and damage taken. This means that while you're spending fury on abilities, the damage dealt by those abilities will generate fury in return, in addition to the fury you generate when taking damage. The result is that as long as you're dealing enough damage - either tons of it on a single target or less but on multiple - you'll have enough fury use your skills frequently. We can assume that skills cost more fury to use than they generate and we know that fury slowly decays (degenerates) over time.

Before I simplify that, let's just say that this is one of those things that sound more complicated than they really are. Anyway, for the sake of argument, let's say that one hit grants one orb. Skill A costs two orbs to use, but its damage grants one orb. Now, say you rush into combat with no fury. You hit your enemy twice and get two orbs. You then use Skill A which depletes two orbs but its damage grants one. Now you only need to hit your enemy once to be able to use Skill A. In other words, you've successfully built up momentum.

Basically, once you get enough momentum, it becomes easier to sustain skill use for longer periods of time. However, this also means that the player is encouraged to move on to the next pack of enemies quickly, because the more time spent between combat, the less fury the player will have (due to fury decay). The less fury they start the fight with, the more momentum they'll need to build before reaching the point of sustained skill usage.

The "stoplight" orb design is there to, in an easy way, give the player visual indication of how much fury they have, so the system doesn't get too mathy. Better yet, after a while the player tends to get a "feel" for it and can play efficiently without thinking about it too much.|||Stillman, i think you need to read the latest news article posted here on the site regarding the Barb tree and skills, it has notes on each skill and gameplay feedback, and from what i read the system works just great.|||Quote:








But there is still this problem of the orbs shooting all over the place all the time. It's hectic and chaotic. One second your orb is one third full, then completely full, then empty, then 2 thirds full all in two seconds. What the hell is going on and how do you keep track of these giant steps?

And, attacking something with you skills causes a huge increase AND a huge decrease in your fury. That seems like a very strange foundation for such an important mechanic.




I'm also wondering how this will work with such constant drastic changes in fury. However, even if it was a single globe, much like mana, the same thing would happen. Your fury will diminish to zero then pop up when you fight and go back down when you use skills.

One benefit i see from using the current system is that it is easy to see how much you have. You can look down and see "oh i have 1 globe" etc. Instead of looking down to a partially filled orb and wondering "how much exactly is that?"|||Stillman, It seems you didn't play the new Blizzcon demo.

Well, i think you need to read the latest news article posted here on the site regarding the Barb tree and skills, it has notes on each skill and actual gameplay feedback, and from what i read the fury system works just great.|||I think you are making too much of it. You will not always be looking down at your UI, trying to figure out how much Fury you have. In the beginning you will, but as time passes you will get a good idea of what skills are worth (i.e., what their fury cost-to-regeneration ratio is), and pretty soon after that you will get a good idea of what are more natural sequences for skills so as to build up Fury and sustain/replenish it while doing good damage.

It is kind of like driving - after you get a little experience, you no longer need to look at the speedometer every two seconds.|||It seems like the system will work similarly to Mana leech or +mana after each kill in that you're spending mana while gaining it back. Mana didn't decay though so I guess they are different. I'm sure Blizzard is going to make it work. I trust them.

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