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::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.
===Health Orb Benefits?===
Since the announcement of Instability, players have been wondering if health globes would benefit it. Health globes added to the Wizard's mana (and they boost the Witch Doctor's as well) when used in the Blizzcon 2009 demo, but did nothing for the Barbarian's Fury. Jay Wilson addressed this issue in an October 2009 interview. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]
::'''''Diii.net: '''Do you envision the health globes will boost [instability] in the way that the Wizard and Witch Doctor gained mana from them at Blizzcon?
::'''Jay Wilson: '''Um, maybe? *sounding intrigued* Usually in the third or fourth skill revision on classes we look at that kind of thing. For the [[Witch Doctor]] we figured that a lot of the mana things we had on the Wizard would work better on the Witch Doctor. We were having trouble maintaining enough mana while play testing the Witch Doctor. Especially if players didn’t take a specific mana recovery skill. So we focused on spreading that out across a lot more of the class so he can pull mana back more easily. When we get to other classes I’m sure we’ll look for more of that.
But the key is that we don’t necessarily want to... we don’t want to cannibalize an existing gameplay mechanic. So when you take health globes that are already important, and you make them even more important, then that doesn’t really create gameplay. For the WD, the health globes weren’t that important a lot of times, since he very rarely took damage with his pets, so for him by enhancing his desire for health globes, we’re really putting gameplay where it wasn’t. So whatever we’re designing a class that’s what we look at.
==Instability Speculation==
It's uncertain how this gameplay mechanic will work, but the name hints at the [[Wizard|Wizard's lore]], and also its functionality. Most likely each spell cast will cause "instability" due to the dangerous and volatile nature of the spells the Wizard wields.
===Hypothesis 1===