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2,561 bytes added, 06:13, 26 November 2010
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==Diablo Games==
In [[Diablo I]] and [[Diablo II]] all [[class]]es used [[Mana]] as their one main resource, but in [[Diablo III]] not all classes share the same resource. In all the Diablo Games so far, the resource pool is located in the UI, on the bottom right hand side, usually in an orb or sphere.
 
 
==Item Bonuses==
 
The issue of items providing bonuses to resources is complicated in Diablo III since there are so many different resources. In Diablo II +mana was a simple bonus of use to everyone (though not equally useful). But in Diablo III only the Barbarian benefits from Fury, only the Monk from Spirit, etc. And the bonuses to each resource vary; for some increasing the total pool is viable, for others only improving the fill rate, or decreasing the drain rate. This prevents the team from using some sort of universal "+resource" [[modifier]], and requires a lot of individual item bonus tweaking.
 
Jay Wilson answered a question about this during an interview from Blizzcon 2010.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
 
<blue>Jay Wilson: Yes we’re definitely going to put in objects that will do that. It’s been a question of how we want to implement that. Right now every class has their own resource. And that’s the goal. If we can’t get that to work, if we can’t make them different and all working adequately, then we might double up on some resources on some characters. We’ve waited to do the itemization until we have the resources locked down. If they’re that different then we might restrict the resource bonuses to class-based items.
 
 
It feels pretty bad when you get say, a sword that’s got… it’s one thing to get a sword with say, plus strength on it, and you decide not to use it because that bonus isn’t really the best for your Wizard. That’s one thing. But if you get a sword that has a resource bonus for another class, that’s entirely unusable for you, that’s no fun. That feels worse than just getting a stat that’s questionably not for you. Having an object that you can equip that states in it a bonus that’s useless to you, that feels bad.
 
 
We do have class-based items for that. We’re also doing a lot with enchantments, because enchantments don’t feel bad if you find an enchantment that’s not for you, the way an item is. </blue>
 
==Diablo III Resource Pools==
* Spirit Related Skills:
** N/A
 
 
===Unknown===
The newly-revealed [[Demon Hunter]] used mana at Blizzcon 2010, but that was only as a place holder. The developers refused to give out any hints about what sort of resource the class might use long term.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/]
 
::'''Question: '''Any clue about the resource for the Demon Hunter?
::Jay Wilson: '''If I knew I would give you a clue. We decided not to worry about her resource until after Blizzcon.
===Demon Hunter===
The [[Demon Hunter]] class used [[mana]] when she debuted at [[BlizzCon 2010]]. This was a place holder, but the team was not ready to give any hints as to what her final resource might be.
 
==Reference==