Diablo III May Drop Mana for Class Specific Resources

Nicholas "bapenguin" Puleo October 22nd, 2009 at 8:45 AM    


 

According to the official Diablo Twitter account, the team is considering removing mana from Diablo 3- that's the blue stuff - and replacing it with class specific resources instead.  While the team had asked for feedback on it, it appears that mana has already been cut from the game for some of the announced classes.

If you listened to Blizzcast Episode 8 you'd know the Barbarian doesn't use mana, but instead uses a new resource called Fury Orbs.  To Blizzard, it simply didn't make sense that a physical natured character would drive his power from mana.  Makes sense.  But in the interview with Jay Wilson, Diablo 3's designer, it appears that even the Wizard might not use mana.

Jay Wilson: Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. 

For the wizard, when she’s out of mana she just dies. And that’s not fun.  So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later.  Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. “Do I want to make myself more vulnerable in exchange for being more blasty.” And that’s a cool gameplay pull there.

Seems like an interesting trade off, you're more vulnerable when casting, but you can cast all you like.  According to him the Witch Doctor will probably still use mana.  The Monk - well he's not quite sure, or rather, can't say.  

So where does this all leave us?  Basically the game is still well over a year away, we're still a character or two shy of a full roster.  And there's some pretty major design decisions to be had.  But, the lack of a standard resource between characters does effect co-op play quite a bit.  No longer will you have to exchange mana potions to get through tougher parts of the game, granted, it appears Blizzard may have mostly dropped the potion concept in favor of orbs - much like it did with the game's health system.

Do you think having class specific resources adds another layer of depth to the game or another layer of confusion?

Source: Link

 Tags: pc diablo 3


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10 Total Reader Comments

Biohzrd451 at 03:54 AM on 10.22.2009
Dunno, does it really need to make sense? Instead of calling it mana why not call it something else?

After hearing what Blizzard is doing to Starcraft 2 I am reluctant to buy into any of their new games.
 
Evil The Slayer at 04:00 AM on 10.22.2009
Perfect screen shot for the story. I agree with Biohazard, But I'll have to buy Diablo 3 just because Diablo 1 & 2 We're such great games for me.

I'll miss the classic Blue globe..
 
Zonf86 at 04:04 AM on 10.22.2009


Class A?
 
pheriannath at 04:18 AM on 10.22.2009
It's probably WoW influence- Warriors use Rage, Rogues/Feral Druids use Energy/Combo Points, Death Knights use Runic Power, etc. They're all slightly different systems.
 
smurphster at 04:19 AM on 10.22.2009
wow that screenshot brings back memories of several RPGs. i always hated when games forced you to use 90% of your inventory on mana and health potions!

that's kind of weird that they're dropping mana though. mana has always been a big thing in RPGs.
 
hedgehogaj at 05:12 AM on 10.22.2009
I get the impression the orbs won't look nearly as fun as those little potions. But considering my sorceress' main focus in D2 is finding things that boost mana regen, I can't really complain.
 
HobocidalManiac at 05:34 AM on 10.22.2009
I'm sort of worried about this. They keep changing major design decisions with the game and they still don't have very many skills for most of the classes. I hope it turns out alright in the end.
 
pheriannath at 09:32 AM on 10.22.2009
Well, all signs point to this being a 2011 title, so they've got plenty of time to flesh stuff out.
 
InfinityDevil at 09:32 AM on 10.22.2009
I prefer cooldowns. Sacred 2 does this, all Combat Arts (which are basically magic of different types) have cooldowns and are grouped so that a number of combat arts all share the same cooldown period while others share a different one.

Then mana potions become combat art recharge shortening potions.
 
Shazoo at 02:20 PM on 10.22.2009
That's awesome imo, hopefully they'll just do some sort of cooldowns on the spells or class of spells. Or they could make it work like the "runes" in WoW on the death knight, which you have 2 runes per spell class, and they cool down on a timer, you can use them at free will. I'm tired of spamming frozen orbs as a D2 character spell caster.
 


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