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Fury
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[[Image:Fury.gif|frame|The Fury bulb from 2011.]]
'''Fury''' is the [[Barbarian]]'s [[resource pool]] in Diablo III. Fury is generated by dealing and taking damageor using [[Barbarian skills#Fury Generating|Fury Generating]] skills, and spent when by using [[Barbarian skills are used. Barbarians expend #Fury Spending|Fury when using Spending]] or some [[Barbarian skills#Situational|Situational]] skills, but may regain as much or more than the skill cost, if it deals a lot of damage.
Fury was initially displayed by a bulb that filled up and was spent just like Mana. During development the bulb was changed to a "traffic light" system with 3 smaller bulbs; most skills cost one bulb to use, at that point. Eventually the "fury balls" were removed, presumably returning the resource to a single pool, like health.
This feature was introduced in the [[BlizzCon 2008]] demo build, and is not present in the gameplay footage from earlier that year, in June at the [[WWI 2008]] when the [[Barbarian]] made his debut.
Fury is built up during combat; successfully hitting and being hit by enemies fills up the Barbarian's Fury bulb, enabling him to use [[Barbarian Skills|his most Powerful Skills]], most of which cost some Fury to use. When the Barbarian is not fighting, or not hitting enemies, his Fury steadily fades away, until it drops to nothing several seconds after a battle. The resource is designed to encourage an aggressive, fast-paced play style, as [[Jay wilson Wilson]] explained in a December 2008 interview with 1up.com.[http://www.1up.com/do/previewPage?pager.offset=2&cId=3172030&p=]
<blue>Jay Wilson::''"But then [[mana]] doesn't mean anything for the Barbarian since he uses a completely different resource. For him, we tend to focus on skills that make him play in a way that's interesting. His "fury resource" is designed to drive the player forward, like a Barbarian, because he's very tough and is a close-quarters combatant. He wants to move forward, because the mechanic is, 'I have a lot of fury, which helps me deliver a lot of damage, but I'm going to lose it just sitting around.' It makes him very aggressive, which is what we wanted out of the character. So that was driven by [the concept of] how do we want this guy to play. Very aggressively, and hence we built this mechanic."''</blue>
Fury changes the Barbarian's play style, making it impossible for him to use his most powerful abilities at the start of a fight. He must warm up a bit, building up his Fury with basic melee attacks, then unleashing his most devastating skills when the Fury has filled up enough to allow him to expend the energy in violence.
==Fury Related Skills and Passives==
* Fury Related SkillsSpent by:** Using [[War CryBarbarian skills#Fury Spending|Fury Spending]] generates a certain amount of Fury and increases armorskills.* Fury Related Traits:** [[Bad Temper (trait)|Bad Temper]]: Increases Fury gain and slows Fury drainInactivity over time.** Unknown if some creatures can [[Inner Rageleech]]: Increases Fury gain and slows Fury drain while attacking the same targetit.
==Fury's Evolution==
[[Image:Fury-bulb1.jpg|frame|left|Fury meter, with zero charge.]]
The visual representation of how much (or little) Fury a Barbarian has accumulated, and that display's connection to the function of the resource, has undergone numerous changes during the development cycle. Changes that will no doubt continue right up until the game's release.
===April 2009===
As of April 2009 the [[mana]]-like Fury bulb was gone, and a three-level, traffic light type system was in, with all new graphics. The evolution of this graphical change was discussed by [[Bashiok]], [[Mike Nicholson]] and [[Julian Love]] during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]
Mike Nicholson::'''[[Bashiok]]:''' You're both working "Yeah well it’s always an, again, an iterative process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on a system which . We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are the barbarian’s fury systemgoals we need to accomplish. [How And then I’ll do some mockups and then I take it's represented has] changed quite a bit. Can you guys go over how UI to Julian and effects are coming together to create the new fury system?hope he can make those mockups look far better than my mockups."
Julian Love::'''[[Mike Nicholson|Mike]]:''' Yeah well it’s always an, again, an [[Iterative]] process "And I think where we’re at right, and one of now with it is the problems recognition that spending your fury is what we had with one of the systems really want you to be doing, we had tried out was – want you to see it worked – but from as a peripheral vision you couldn’t see what was going on. We wanted commodity to spend in order to gain access to be very clear more power, and very bold about what was that wasn’t really being donecommunicated so clearly with the other one. So we’re trying to accomplish that goal of making it more, so traditionally what happens is design will come yeah, you know when to me and we’ll talk about spend, you know what are the goals we need you’re spending but you don’t necessarily have to accomplishlook directly at it. And then I’ll So effects plays a little bit of a role there, but I think we’re trying to not put effects in there just for effects’ sake, but only do some mockups and then I take it over when we think that it’s going to Julian help you really read and hope he can make those mockups look far better than my mockupsunderstand what’s going on."
Mike Nicholson::'''[[Julian Love|Julian]]:''' And I think where we’re at right now with it is "Yeah, before one of the problems was you would see the recognition that spending build up more than what you had to spend. Like you would build your fury is what we really want up, and then you to be doingknow “bonged”, we want and you’d have an amount you to see it as a commodity to could spend in order to gain access to more power, . But everything was sharing the same visual space and that wasn’t really being communicated so clearly with you couldn’t necessarily discern one from the other one. So we’re trying to accomplish that goal of making And again from an art standpoint, sure it moreworked, yeah, you know when to spendit was ok, you know what you’re spending but you don’t necessarily have to look directly at itwasn’t conveying the gameplay. So effects plays a little bit of a role thereAnd gameplay is king, but I think we’re trying you’ve got to not put effects make sure that it comes across in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going onevery way."
Bashiok::'''Mike:''' Yeah, before one of the problems was "Can you would see the build up more than describe for those listening what you had to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way.currently looks like?"
A few weeks after this broadcast Bashiok revealed [http://www.diii.net/blog/comments/bashiok-on-the-barbarians-fury/] that Fury expenditure would have been in denominations of 1, 2 or 3 orbs, never a partial orb.
A quick announcement from [[Bashiok]] revealed that the fury balls system was undergoing changes. [http://diablo.incgamers.com/blog/comments/updates-on-fury-skills-and-potions/]
Blizzard announced that the three ball system is out, though it's not yet clear what Fury has changed to. [http://diablo.incgamers.com/blog/comments/updates-on-fury-instability-and-other-resources/]
<blue>Bashiok::"No more fury balls." "Any damage the barbarian does or takes generates fury. This fury builds up as his resource, to a cap. When not doing or taking damage there’s a grace period, and then the fury will begin to recede."
==Fury Gameplay Issues==
Though we've not seen that much official information yet about Fury, and how this property functions is sure to change during development, some insight into the [[Barbarian]]'s designed play style can be gleaned from analysing analyzing how Fury works and reading over the [[Barbarian Skills]].
Keep in mind that Fury (and all other game systems) remain under construction and much is subject to change.
If Fury is needed to use Barbarian skills in combat, he will be near useless early on, having to resort to auto-attack until enough Fury has built up. This would not only make each encounter less fun, but also be a massive impairment in [[PvP]] combat. Not being able to do anything the first 10 seconds of combat would equal death. [[Bashiok]] has commented on this:[http://diablo.incgamers.com/blog/comments/blizzard-on-fury-and-equal-opportunities/]
<blue>Bashiok::"Well there are skills that generate fury, as was said, and there are skills that don’t require any to be used. It's not going to be a situation where you get into a game and have to lumber around using your normal attack until you have enough fury to actually start dealing real damage. That wouldn’t be very fun, and we don’t like things that aren’t fun."</blue>