Will there be any armor pieces that are not set based? Do you have any items that will be added to the beta in that regard?
Blood-based skills are creating weird behavior, especially with the blood set. Vitality is deprioritized and players are trying to remove it from gear. The set doubling health feels pointless because it halves the potency of your regeneration skills while doubling the cost. Are there any plans to address this?
We are changing Blood is Power. It is just too good. It is still going to be themed around what it is themed now. It is just going to be done in a way that isn’t completely out of control. Additionally, like I said, we are fixing the issue where the Bone Armor rune of invulnerability can refresh while it is still active; and as of today, we also decided to tweak some things for the Blood Set that makes it so that your healing mechanics don’t drain the stacks as quickly. They are just better, you get more healing out of the stacks. So the idea is that the players have a lot of control over how high their stacks get, and if they get too high, or they don’t feel comfortable with like 80% of your health bar per spell cast, you can spend a little time healing, which would then bring the stacks down, and you kind of have this ebb and flow where you are deciding how much health you want to spend on your skills.
The end result of all that hopefully is that when you can’t be immune 100% of the time, you do not want to have 5 health, because if anything hits you, you die; and if that happens, your [sp] is going to fail because you are going to die a lot, and it is just not the right thing to do. We definitely want the theme of the Blood set to be about like having tons of health, healing for a whole lot, spending a lot of that health. We will continue to make adjustments over the rest of the beta, to try and bring it to that place.
Land of the Dead, Army of the Dead, and Simulacrum seem like really long cooldowns for very little impact. Even in the Reanimation Set, I am not using the Army of the Dead very much. What are your overall feelings concerning these skills?
Land of the Dead, we like doubled the duration on from 5 seconds to 10 seconds. It is kinda hard to act on that feedback, because when we get that kind of feedback it is like yea… they didn’t literally killed everything on the screen when they pushed it, however there are also things like Obsidian Ring of the Zodiac, or CBR stacking, there are other item interactions and set interactions (like the Pet Set), that dramatically reduces the cooldown of Army of the Dead, and we wanted to leave ourselves room to grow into those to the point where Army of the Dead is really good if you are using a Pet Set, and in fact, some of the items we just made like more than double how good Army of the Dead is going to be for example if you are doing that kind of build. The goal is that you build into this things. That you feel really impactful. You should feel really powerful, but they are going to get better with items and Legendaries, and Sets. So that was always kinda the goal.
What has been the most challenging part about bringing the Necromancer class to Diablo III?
Not all problems can be solved with couch co-op justice. So those were big problems there, and then the biggest one probably of all was rig and expectations around the corpses themselves in that when it was very important at one point for you to single out an individual corpse, that the corpse had to be the loudest thing visually onscreen, and that was bad for a game that already has visual loudness issues. So all of those things were really big hurdles that we had to gradually take on one at a time, and get to the place that we are right now, which is that we feel like it works really well, and doesn’t feel like a thing that we shoehorned into the game.
We talked more about Revive as a challenge, but it isn’t really a challenge. We never think about how many monsters we have got into the game, but internally, it is like 1,100+, from a data-standpoint. Not necessarily visually. So we had to literally pour over every single one of those. That is a different kind of challenge, but it is one that is easily defeated by a lot of people.
Will Revive be able to raise a fallen ally in a party? Even if it is temporary.
For the purposes of Obsidian Ring of the Zodiac, do Skeleton Mages and Command Skeleton count as resource spending attacks?
The Bone Armor-focused Set looks really interesting, but are you worried about its performance in fights against less than 10 enemies? Considering this seems meant to function as the Necro’s tanking set.
Are you going to implement the Iron Golem from Diablo II?
Did you consider to create Skeleton Mages as permanent active passive pets?
Why is their hair white?
Do you plan to fix the number tracker for the pets? Sometimes Skeletal Mages and Revived minions’s icons are not showing on the UI.
Why dance around the concept and implementation of the classic Poison Nova skill with Death Nova and its runes instead of just putting Poison Nova in the game?
I will give you an example of how that is not true with the Witch Doctor. When you use Acid Cloud, for instance, we wanted you to melt dudes, because that is what acid does; and if it doesn’t do that, then it doesn’t feel really cool. Well, we didn’t want to introduce a new damage type in the form of acid, because that is kinda bad for itemization that have a billion damage types. So what we did there is… alright, you can still melt dudes, it will still look like acid, but under the hood it is going to be poison. So how does this inform our decision around for doing this with the Necromancer? We didn’t want to bring poison back as a fantasy for the Necromancer.
We didn’t think it was very deep in Diablo II. We didn’t like the idea of putting poison on a blade and stabbing guys one at a time. We didn’t think that gameplay was fun. It really wasn’t all that in-depth in the way it was presented in Diablo II. We also just– I think from an art standpoint, I didn’t really want nuclear green stuff all over the Necromancer, because that nuclear green poison stuff, that is the Witch Doctor. He already does all that. We want to push those classes apart. So instead, the theme we did like were things more like Death and Decay, and blighting is what we really ended up with. So once we decided that we liked blight as a theme, then the next question was what kind of damage type is it, and poison was the nearest thing that fit, and that is how we got there.
So it seems like we are dancing around it, but it is actually just that we are really chasing the fantasy first, and the damage type just second.
Why is the Pestilence Masters’ Shroud the Empowered Bone Spear Set? How does that tie in to the Necromancer’s elements themes?
Also Bone Spear, because corpse skills plus casting is just sort of the vibe that we wanted. That said… because we said so.
Brandy: (laughs)
What are the rewards you get by completing the Necro Set dungeons? How does that tie in with all the other Set dungeons?
Nevalistis, Travis, and Julian: How do you plan on playing your Necromancers? Melee or Pets?
Brandy: For me it would probably be the Plague Set because the moment that I put that set on, and the corpse lances just started firing off I was giggling like a little girl at my desk. It was just … so satisfying. It is a really visceral set. I really enjoyed that. So that is probably where I am going.
Julian: My first class in Diablo II was a Necromancer Pet build. Playing Hardcore right off the gate. I really wanted just to get through the satisfying vibe of the classic Diablo II Necromancer fantasy. So… pets!
Brandy: So that wraps it up for this Q&A. I want to thank you all for tuning in today, and hanging out with us; and for sending us your awesome awesome questions. We got through lots of stuff today. I am actually pretty impressed with all the things we talked about. All the different insights that maybe on things we don’t necessarily get to see from time to time. So thank you guys for taking some time off your busy day. I know that you guys need to run back and hop right back in into the Necro stuff. The more Revives. Thanks for joining me today.
Travis: Thank you guys for tuning in.
Julian: Thanks!
Brandy: And we will see you guys next time. Bye!
DIABLO III NECROMANCER Q&A (MAY 3, 2017) | |||||||||
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