11-17-2007, 09:36 AM
Blademaster swings both swords at once, but I don't really notice much of an improvement in damage between only one sword and two. I've also noticing when using one cricket bat and one normal sword that the sweep damage from the bat only has affect on half the swings. Exactly how does dual wielding work?
Weapons have damage types, but does that apply to the type of damage they inflict, or merely the special effect that it may potentially inflict? What does the number represent that is next to the symbol indicating the type of damage? How do I tell what the range of total damage my character does?
I keep hearing to keep upgrading my weapon, but not only do you have to disassemble 120 items per upgrade or so, it seems like every time I put my best weapon in the nano forge it tells me my experience is too low. Are mods going to get better? I've had some mods that were like +2% increase in skill duration or some such... alright! 2% of 10 seconds is... 10 seconds!
What is the point of enemy level scaling with character level? As I "progress" through the game, I feel like it's the same thing over and over. It feels like 90% of what I face are imp trooper/snipers (or the other variants) and zombies, and when I level up, they level up with me. For example on the fattest zombies, it is nearly clockwork that my first swing takes them to 60% life, my second to 20%, and the third kills them.
No blocking with a shield?
How useful do auras get? I was excited when I got the armor aura to see how high I could boost my AC. It went from 75% damage reduction to 84% when completely surrounded. I stuck with the healing aura - it's only ~1 hp per second, but combined with the heal prayer there has only been one or two situations where I've had to through in health injectors just to escape death.
I was skeptical at first about how they were going to combine a FPS and RPG, but I think they pulled it off well. Scatter between shots, inherit ranges on weapons, and skills granting improved accuracy and scoping, it works pretty well. They need to half the cursor movement rate when zoomed in though, it's way too quick (it feels like they have your character turn at the same rate, but since you are zoomed in your view moves twice as fast).
The quests are WAY too linear and predictable. It's like right after you talk to the guy in charge of the station, everyone suddenly wants to give you something menial to do, like collect X number of items from X enemy in X location. They are always the same, for every character, and always given. Then, as soon as you complete a quest for someone, they immediately want to give you a new one. I get tired of seeing all these yellow exclamation points over townsmans' heads, but I am already bored with their quests. And even if I do talk to them, half them want me to go collect items from an area I just cleared, ugh! It's also a shame that you can't talk to anyone for random babble that was fun in the Diablos. All the voices sound the same.
How the hell do you talk to people in multiplayer? I'm assuming /town is a good bet, but I NEVER get a response from anyone. Being instanced, you can only group up in town, but I find it pretty difficult to find someone I want to play with. How do you determine where a party member is if they leave you in town? All that happens is my com goes to static and I have to ask them - to which I never get a response. Seems to me like chat channels are are much more effective way to find people you want to play with. Even if you want to steer clear of channels, this town system doesn't seem to be working.
Overall, I think it has been OK. I was never really excited about in the first place. I've been having fun getting a few characters to Act 3 thus far, but I don't think it is anything special. Of course, I don't know what I thought about the original Diablo in the first place, but it turned out to be the best thing ever, so maybe I'll get into it more.
Weapons have damage types, but does that apply to the type of damage they inflict, or merely the special effect that it may potentially inflict? What does the number represent that is next to the symbol indicating the type of damage? How do I tell what the range of total damage my character does?
I keep hearing to keep upgrading my weapon, but not only do you have to disassemble 120 items per upgrade or so, it seems like every time I put my best weapon in the nano forge it tells me my experience is too low. Are mods going to get better? I've had some mods that were like +2% increase in skill duration or some such... alright! 2% of 10 seconds is... 10 seconds!
What is the point of enemy level scaling with character level? As I "progress" through the game, I feel like it's the same thing over and over. It feels like 90% of what I face are imp trooper/snipers (or the other variants) and zombies, and when I level up, they level up with me. For example on the fattest zombies, it is nearly clockwork that my first swing takes them to 60% life, my second to 20%, and the third kills them.
No blocking with a shield?
How useful do auras get? I was excited when I got the armor aura to see how high I could boost my AC. It went from 75% damage reduction to 84% when completely surrounded. I stuck with the healing aura - it's only ~1 hp per second, but combined with the heal prayer there has only been one or two situations where I've had to through in health injectors just to escape death.
I was skeptical at first about how they were going to combine a FPS and RPG, but I think they pulled it off well. Scatter between shots, inherit ranges on weapons, and skills granting improved accuracy and scoping, it works pretty well. They need to half the cursor movement rate when zoomed in though, it's way too quick (it feels like they have your character turn at the same rate, but since you are zoomed in your view moves twice as fast).
The quests are WAY too linear and predictable. It's like right after you talk to the guy in charge of the station, everyone suddenly wants to give you something menial to do, like collect X number of items from X enemy in X location. They are always the same, for every character, and always given. Then, as soon as you complete a quest for someone, they immediately want to give you a new one. I get tired of seeing all these yellow exclamation points over townsmans' heads, but I am already bored with their quests. And even if I do talk to them, half them want me to go collect items from an area I just cleared, ugh! It's also a shame that you can't talk to anyone for random babble that was fun in the Diablos. All the voices sound the same.
How the hell do you talk to people in multiplayer? I'm assuming /town is a good bet, but I NEVER get a response from anyone. Being instanced, you can only group up in town, but I find it pretty difficult to find someone I want to play with. How do you determine where a party member is if they leave you in town? All that happens is my com goes to static and I have to ask them - to which I never get a response. Seems to me like chat channels are are much more effective way to find people you want to play with. Even if you want to steer clear of channels, this town system doesn't seem to be working.
Overall, I think it has been OK. I was never really excited about in the first place. I've been having fun getting a few characters to Act 3 thus far, but I don't think it is anything special. Of course, I don't know what I thought about the original Diablo in the first place, but it turned out to be the best thing ever, so maybe I'll get into it more.