Monday, April 16, 2012

Monk Resource

I call it 'White Mana'.

It's pretty simple. Works like mana, but regenerates quickly, and depletes not only from using attacks but from getting hit.|||stupid name stupid idea. sorry but it's true. All you did was take mana then change it for the worse.|||Hmm, a convincing argument, but I'm pretty sure White Mana is the best idea ever. I wouldn't actually call it White Mana, White Mana is just a code name.|||Very bad idea. You get surrounded and take some hits BAM you are deadlocked, cannot use your skills and you die.|||Already posted it on battle.net forums, but it seems that ppls in that thread are just go completely off-topic and start flaming about how different resource's in D3 may kill items flexibility...

So, here it is, my few words about Monk resource system: Chi, Ki, Bi - call it as you wish for now ^))

My thoughts on its possible mechanics:

1. Meditation - most likely this kind of system will be slow and not good for D3 fast paced combat style

2. Concentration - nice word but dunno how it could actually work thou)

Now most funny and wierd 1

3. Mechanic that is built around the idea of their belief in 1001 gods. it gives you energy depending of what kind of god you got favour at the moment. For example:



* god of tranquillity - minor energy regeneration when out of combat

* god of war - normal energy regeneration when in combat

* god of death - +energy for each killed monster

* and so on ...



It sound quite fun, unique and deep! and no, there's no need to include all 1001 gods) 5-10 will be more then enough))) ... not all of the gods can be able to restore energy, so its ok lore-wise 2))

What do you ppls think about this kind of idea?|||Quote:








Very bad idea. You get surrounded and take some hits BAM you are deadlocked, cannot use your skills and you die.




Yep. Well I already thought of that problem, however think about it this way:

They wanted to encourage the Monk to be a hit and run styled fighter, right? So if you start taking hits, it's time to get out of the way. It's really your own fault if you take 5 or 6 hits in quick succession. Since this resource regenerates quickly, if you simply back off for a few seconds to get your bearings, you can take the fight from a different angle. Sure you're screwed if you get in the thick of it and take too many hits, but it would certainly encourage the type of gameplay they're going for.

And that's the whole point behind these new resource systems, to promote new playing styles for each of the classes. They didn't just slap on a new resource to the Barbarian and call it 'Fury', they actually considered the playstyle of their character and designed an energy system to complement it.

Simply coming up with pretty ideas like 'Yin and Yang' or '1001 gods' doesn't cut it because the way they were conceived had nothing to do with character gameplay philosophy.

Edit:


Quote:








Already posted it on battle.net forums, but it seems that ppls in that thread are just go completely off-topic and start flaming about how different resource's in D3 may kill items flexibility...

So, here it is, my few words about Monk resource system: Chi, Ki, Bi - call it as you wish for now ^))

My thoughts on its possible mechanics:

1. Meditation - most likely this kind of system will be slow and not good for D3 fast paced combat style

2. Concentration - nice word but dunno how it could actually work thou)

Now most funny and wierd 1

3. Mechanic that is built around the idea of their belief in 1001 gods. it gives you energy depending of what kind of god you got favour at the moment. For example:



* god of tranquillity - minor energy regeneration when out of combat

* god of war - normal energy regeneration when in combat

* god of death - +energy for each killed monster

* and so on ...



It sound quite fun, unique and deep! and no, there's no need to include all 1001 gods) 5-10 will be more then enough))) ... not all of the gods can be able to restore energy, so its ok lore-wise 2))

What do you ppls think about this kind of idea?




It would be nice if you were less vague about these systems. Meditation and Concentration aside (whatever they were) how do you change between Gods in-game? Even if you just toggled it, I can't help but feel it would be a bit too elaborate to change between them in-game. And again, how does this mana system relate to the Monk's playing style?|||How about naming the resource Spiritual Juice.

I still think they'll probably go with something like Chi because it just fits.|||Equilibrium sounds reasonable and makes sense.|||Quote:








I call it 'White Mana'.

It's pretty simple. Works like mana, but regenerates quickly, and depletes not only from using attacks but from getting hit.




This is quite similar to what I have in mind:

Having no "Mana" Resource, but rather 2 bulbs of Health (It actually fits Lore-wise too as some religious mortification).

I don't think this is stupid. It encourges the Hit n Run play of the Monk as a fragile char and definetly makes him the most challanging char for experianced players.|||I'd imagine that would make the monk more annoying than challenging to play. Even the sin in D2 could go to toe to with mobs albeit not as LONG as the barb. But if you are talking about hitting then running away then hitting that's just....annoying to play. Diablo encourages fast paced DPS and the monk should play with HIGH DPS to make short battles. Having a resource system that encourages players to hit then run away in a fast-paced game like Diablo IMO will be more frustrating than challenging for players. It's like the GW sin, where players were so turned off by the play mechanic that they went to regular 'ole warriors instead.

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