04-02-2009, 07:45 AM
Quote:After having played The Dark for a little over a year before putting D1 away forever, there are different tactics used in D1 when dealing monsters and the terrain. For example, if archers are firing at you, hide behind pillars sneaking up to take one out at a time because if you take on all of them at once, you will most likely die; using doorways as chokepoints to deal with larger mobs because as a group, the mob will slaughter you, but individually, you stand a chance to survive. Those are just two of the tactics I used often in D1 that aren't even considered in D2 - D2 is more of a point-click-destroy-repeat!
Hi,
I'm with you. Imagine how gameplay in act II tombs would change if closed doors indeed were closed, if monsters couldn't fire through doors, if you could block narrow openings because they're no broader than you. When was the last time you ran from a monster and fought it on terrain where you felt you had the tactical edge?
Even in the open areas, for example in act I, how would the feeling change if you knew you mustn't be swarmed at all costs, because it can mean death even for high chars. If you'd have to edge forward step by step to not activate to many foes. If there were more obstacles to hide, forests that actually decreased the cth of ranged fighters and buildings that played a bigger role - windows to shoot out of, anyone?
A side effect of an in such a way increased difficulty / complexity would be that you wouldn't need monster combinations that certain chars can't break, like an aura enchanted, extra fast, physical immune and fire immune ghost boss for a werebear with fireclaws (let's don't bring up items, please).
But I'm sure (hope dies last) we'll see some improvement in that respect in Diablo III.
Greetings, Fragbait
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