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WWI 2008: D3 Design Fundamentals Panel

No change in size, 12:52, 7 July 2008
Monsters
What kind of cool monsters are we making how can we improve upon them? D3 is filled with all kinds of swarming monsters to crush in large numbers, which is awesome fun, but we wanted more tough monsters too. The [[Berserker]] is a great example of this. He's very tough, very strong, but he's got this massive charge up attack. He swings his big mace with a fiery effect and if it hits it does huge damage, but if you can dodge it he'll hit the ground and be stuck. This kind of feature encourages positional gameplay. We want players to not just run in and click to attack. We want to force players to back up, or think sometimes, since that makes combat more fun and interesting.
[[Skeletal shieldmanShieldman]]. This guy shows monster synergy. He's very slow, but very tough. Shield takes monstrous amount of damage. But if you can destroy or subvert the shield, he's not very tough. He accompanies ranged units or caster, and he's in front. But if you can do something to make him drop the shield, like stun them, or horrify them with a fear skill, that shield drops and then you one shot them and they're gone. Really cool fun creature.
===Better RPG===