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Class-Specific Weapons

578 bytes added, 15:15, 25 January 2011
Explanations
<blue>Bashiok: It’s important to note that we aren’t going to just slap on animations. We’ll do it right or we won’t do it. There is some overlap in weapon animations, but generally every weapon needs a full range of adaptation to the character. We can’t animate a 1h sword and then equip a 1h axe and be happy with it being wielded in the same manner. In addition we don’t want weapons disappearing whenever the hero does anything but a basic attack, so they have to be animated into emotes, idles, and a lot of skills and abilities. Every weapon. Some people noticed weapons disappear during some of the monk abilities. We don’t like that. Most of that was due to time constraints to get that demo finished. Again there is some overlap - staves share a lot of the same animation with the other 2h weapons, but to dismiss it as “just animate it and slap it on and it works!” is seriously oversimplifying our processes. Maybe some other games do it that way.</blue>
 
==Fan Reactions==
 
Fans aren't real supportive of the class specific weapon restrictions in Diablo III. Diii.net ran a vote in October 2010, which found that 52% of fans did not like all of the restrictions.[http://diablo.incgamers.com/blog/comments/vote-diablo-iiis-class-restricted-weapons/]
 
This fan opposition isn't likely to sway Blizzard one way or the other, and it probably shouldn't since the fan reactions are entirely hypothetical, based on limited info rather than any actual first hand experience with how weapon restrictions actually impact the play experience.
==References==