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Viel ist noch nicht wirklich bekannt über die Klasse des Totenbeschwörers in Diablo 3. Grund genug für Blizzard eine ausführliche Q&A Session zum Necromancer zu hosten. Diablofans hatte eine kleine Zusammenfassung inklusive VOD die wir euch nicht vorenthalten wollen.

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  • The Necromancer Q&A is now starting!
  • Two character slots, two stash tabs, a pennant, banner, pet, wings, and a portrait frame will be included with the Necromancer pack.
  • There will be four class sets, and set dungeons.
  • The majority of the Necro kit will be physical, with two other minor damage types – Cold and Poison.
  • There wasn’t much debate internally about the execution mechanic – they feel it’s similar to just having another skill that does more damage. Ends up the same.
  • Giving the sets to be as open ended as possible. The pet set was kind of the exception. But pets are one of the core fantasy roles of the Necromancer.
  • The Saint set focuses more on Meleemancer playstyle.
  • Xbox and PC will not share the Necromancer DLC. You will need to purchase both separately.
  • The team went back and looked at D2 for curses, but also wanted interesting choices, rather than just having a bunch that all increase damage in some slightly different way.
  • The team didn’t necessarily want to make a thorns build with a set built around it, but decided to add little things, ways to hook into that playstyle if players wanted it.
  • Resource Cost Reduction will not effect health for Necromancers. They were close to making that change, but it was too risky considering all the extra legendary item interactions that would be affected.
  • There are not currently items that increase timers for pets, or that will increase the caps. But there are items coming up that will allow you to more quickly reach that cap, or to further buff the pets.
  • Plague set has some really powerful legendary items on the way. Major synergy coming next week.
  • The team didn’t go into designing the Necromancer with 2-3-4 person rifts in mind. They just went with what you would expect to find from the Necromancer. Curses, pets, blood, and bone! They want it to be flexible.
  • Travis Day has kept a close eye in particular on streamers in higher GRs. The team noticed that Necromancers are squishy at these levels, but have some more legendary items on the way, along with small skill changes, including Bone Armor.
  • Blood is Power is going to be redesigned. Players broke the skill, allowing invincibility and massive damage output. It will maintain the same theme however, just in a less broken and abusable way. The Bone Armor – Invulnerability rune allowing you invincible will also be fixed, making the CD start after the skill ends.
  • Decay Golem currently has no plan to have a tracker on how many corpses he consumes.
  • Necromancers will have scythes, and phylacteries, but no unique armor piece.
  • Necromancer sets won’t have seven or more pieces. Sets are meant to feel powerful on their own, and when you combine then, they just blur together.
  • Internally, automatically regenerating essence caused gameplay to break down, and it didn’t feel great. They just decided to make the generator skills more efficient.
  • Next Tuesday, all of the new legendary items should be available to play with.
  • The Blood set will be tweaked, they’re going to make healing mechanics not drain the stacks as quickly. It should just end up being better. More healing overall. It should still maintain the ebb and flow playstyle.
  • All of the two minute cooldown skills will be made to feel really powerful. But they wanted to leave it open at the moment, just to see how they all interact with sets and legendary items.
  • There are 1100+ monsters in the game right now, and it was one of the challenges to making Revive work.
  • While it would be interesting to revive your allies, there are no current plans to implement it.
  • There will be no Iron Golem from D2. Would have been a big challenge, taken player interaction away from gameplay, and would have had players focused on items instead. Just didn’t feel like a good fit.
  • Necromancers have white hair, and it’s explained by lore, and will be in other media somewhere down the road.
  • For some classes, the damage type is the fantasy. But for Necromancer they didn’t feel like Poison was a core theme. Putting Poison on a dagger and stabbing enemies one by one just didn’t feel cool. Instead they felt blood and bone, with curses and pets felt more appropriate. They also wanted to differentiate the Necromancer from the Witch Doctor. They design around chasing the fantasy first.
  • Rewards for set dungeons will be two pennants. The Necromancer won’t interact with old achievements for set dungeons. So you won’t have to complete Necromancer dungeons for the wings.

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