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Also selling the idea of ranged attacks is '''Grenades'''. I love this skill in our game because we have a 3D engine so you can actually bounce grenades off the walls and floors. I think it'll be an awesome way for players to come up with some creative uses for grenades, throwing them around corners. It actually bounces around and it shows, again, and it sells the Demon Hunter's themes - ranged attacks, gadgetry, preparation and planning. This is premeditated demon killing going on.<br><br>
And finally I want to show you guys '''Multishot'''. Multishot some of you guys might remember from Diablo 2 but it's been amped up and brought to the next level for Diablo 3. We know that Multishot was a hugely popular skill in Diablo 2 so we wanted to bring back that mechanic that we know, the skill that people love but artify it up for something more appropriate.<br><br> '''Kevin Martens - Lead Content Designer'''<br><br> On the second part of the show we have a lot of new and improved skills and skill systems and other character things to show you. On the new side we are going to show you a complete overhaul of the skill system itself, new class skills for each of the classes, a new trade system and an introduction of the ever elusive [[Talisman]].<br><br> So when you have a bunch of skills like Wyatt was showing you the next thing we need to work on is to make them deep and replayable and to make them accessible and on that end let's break down the skill UI from last year and talk about some of the problems we had with it.<br><br> [[Image:Skill tree.png|left|thumb|150px|Old skill Tree]][[Image:Skill tabs.png|right|thumb|150px|Skill tabs]]This is the one we had last year (left)and it was just big. All the choices were there at once, you could see the whole tree, which was a good thing but it covered your character, it encouraged people to spend their skill points too widely and experienced Diablo players know fewer skills and spend more deeply into them. It had these three different class lines which were a little arbitrary and we learned that a little bit later. So we took this and wondered how we could make this more accessible without losing any of the depth. So we went to a tab system that was improvement in a major way, it made everything bigger, you could see it all. It compartmentalized into the tabs but with all these skill lines, fitting them all in there to be equal across all the tabs and some of the skills were a little arbitrary, you still couldn't see all your options at once and you had to skip back and forth between the tabs. People often, when they were leveling up, forgot to check on the other tabs and ended up spending more points in whichever tab they first chose to spend points in.<br><br> [[Image:Skill list.png|left|thumb|150px|Skill list]]So we went to a list approach. With this we were getting a little bit closer. On the left hand side we had all seven of your skills in one place. This was a major improvement for us, you could see your entire character build all in one place and on the right, when you were choosing new skills, it was getting better you could see everything bigger, you could see what you could choose next and you could start thinking ahead by scrolling down the list but it wasn't quite good enough.<br><br> [[Image:Current_ui.png|right|thumb|150px|Current UI]]Here is the current UI. We kept everything with the seven skills on the left and on the right hand side we made that window a whole lot bigger so you could still plan ahead but you could see all your choices available at one time making the entire skill UI a lot more accessible. At a glance you could see what you could spend.<br><br>