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Diablo 3

Znam da su u fazonu "When it's ready" ali jel ima neko ideju kada bi otprilike trebao da izadje sa obzirom da ga prave vec 4-5 godina i 50-55 ljudi koji rade na njemu ?

Pa ako ce te ovo zadovoljiti verovatno (ja to kazem) posle 6-12 meseci posle izlaska StarCraft 2 :D znaic kad saznas kad izlazi SC2 onda D3 znas otprilike.

Ne verujem da ce da izdaju dve igre odjednom ali imaju oni jos dosta da rade... imam neki osecaj da ce svet u D3 biti mega ogroman ...
 
Ako razvijes Necroa kako treba, zlo. Sa njim sam igrao najvise. Volim da imam vojsku ispred sebe. Sa Assasinkom sam isto igrao. Opasna je. Sa Barbom i Tesladinom sam jako malo igrao. Mogu samo da zamislim koliko ce u narednom periodu da skoci prodaja Diablo 1 i 2

ljudi se zbune, kad igraju sa Necro-om, pa insistiraju na njegovim top skilovima, shto je greshka. kao shto je nevidjena grshka budziti poison nova-u.

cela char sa necro-om je da se zbudzi nekoliko kletvi, a fenomenalni amplify damage (prvi level curse) + golum u svojim varijantama = win. a ljudi to ne znaju, pa budze lower resist, pa krkaju poene na bone spirit i bone prison ...
 
insajder - jedan od zvanichnika blizzard-a je izjavio da ce ochekivanja povodom mogucih protivnika biti iznenadjujuca, a spekulacije su da ce upravo heroji iz D2 biti kljuchni, poshto zvanichni kanon potvrdjuje da je "ekipa" koja je proterala Diablo-a i Ba'al-a "poludela usled svojih mukotrpnih nedaca sa glavnim demonima, i da su svi do jednog izgubili razum, shto zbog zla kojem su prisustvovali, shto zbog uticaja ovih demona na njihove dushe. ochekujte da usred igre naletite na amazonku koja ce vas probosti kopljem, ili Paladina kako postaje Blackguard, i kastuje na vas Fist of Heaven/Hell :D

evo malo podsecanja, i Lore koji vecina ljudi ne zna, o nashim Champion-ima iz drugog dela:

NECROMANCER:

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As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.

As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.

Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines.

Although their art is considered "dark," and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient Mage Clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.

Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. For the mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until such time as the balance is restored.

Traits and Abilities
Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things.
 
AMAZON

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The Amazons are women warriors who hail from a group of islands in the Twin Seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.

The Amazon people are a relatively isolated culture. Adapting over the centuries to their tropical milieu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazon people. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women can at long last take their rightful place in the universe, no longer merely playthings for the beings of the Outer Realms.

The Amazons are a seafaring people, one of the first to have made trade contact with both the Kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. They are much sought after as mercenaries, being both expert soldiers as well as extremely loyal - as long as the assignment does not conflict with their strict sense of ethics.

Their pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua who, with her consort, Kethryes, rules over the seasons and the weather. Under these Goddesses are a wide assortment of lesser deities, each responsible for his or her own sphere of influence among the Amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same names as these gods, although aspects of their personalities seem to have evolved over the centuries.

In the Amazon culture, only the women serve as warriors, their intrinsic superior dexterity and lithe body structures are better suited to combat in the dense rainforest environs of the islands. Their society is far from stratified, however, as men are responsible for any number of positions in the community, government, and clergy, as well as merchant and agricultural occupations.

Traits and Abilities:

While more than competent in hand-to-hand combat, training in the jungles of her native islands has shaped the Amazon's skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rivals are the Sisters of the Sightless Eye. But, unlike her sisters in arms, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of Prime magic, Holy magic and ingenious weapon construction.
 
ASSASIN

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In the third century, two brothers rose to dominance from within the ranks of the Vizjerei clan of mages; their names were Horazon and Bartuc. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.

When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the Viz-Jaq'taar, the Order of the Mage Slayers-otherwise known as the Assassins.

Knowing that such an order might itself be corrupted if exposed to the power of magic, the Vizjerei deemed it of the utmost importance that these Assassins maintain the purest, most focused minds. They should live in meditation and draw their power from within, not from external forces that could easily mask demonic interference. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on honing the natural martial abilities of their bodies, both physical and mental.

Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of the Three, and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.

Traits and Abilities:

Assassins do not employ the magic arts directly; rather, they use enchanted items that mimic elemental powers, which can function autonomously. To further avoid potential corruption, they also focus on the natural abilities of the mortal body-powers of the mind and unarmed combat. The Assassins have trained extensively in the use of an exotic group of weapons: sets of metal blades and claws that strap onto the wrists. They have expertly incorporated the use of these weapons into their martial arts, and when wielding one in each hand, an Assassin can deliver a devastating double attack. Even the most novice of Assassins is a past master of infiltration, and no lock has been made that they cannot circumvent. Hence, an Assassin needs no key to open locked chests.
 
BARBARIAN

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Legend says that when the world was very young the tribes of the Northern Steppes were given a sacred charge. Somewhere deep within the great mountain, Arreat, lies a source of great power, crucial to the well being of all humanity. The tribes were tasked to act as guardians of this artifact. They have shaped their way of life in observance of this power and fulfilling their sacred duty.

Steeped in mystery and tradition, these people refer to themselves as the "Children of Bul-Kathos," the great and ancient king. To better protect their lands from outside forces, they adopted a nomadic lifestyle, frequently moving within the confines of the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magics and complex machinery, as they believe these things can only weaken their resolve developed over so many years.

The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies within nature to enhance their own substantial physical prowess. It is because of this, together with their freedom from the trappings of the outside world, that the Western Kingdoms have historically referred to these tribes as "Barbarians," an epithet that belies the rich cultural and spiritual history these people truly possess. Although some trade with these curious bands of nomads, they do so only along the outermost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions. Every foreign attempt at conquest has been met with fierce and decisive resistance.

An account of one skirmish recounts how hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs and their faces howling as they charged like the fierce mountain winds, the tribesmen descended on the invaders. Fully half of the trespassing army immediately dropped their weapons and fled, the remainder were set upon by the Northmen with fervor that none of the battle-hardened invaders had ever witnessed. No mercy was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either… at least none that could be observed.

Since news of Diablo's re-emergence has spread, a small number of Barbarian warriors have begun roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.

Traits and Abilities
Renowned for their awesome combat prowess as well as their arrogant demeanor, the Barbarians appear to be perpetually girt for battle. Through harsh conditioning, the Barbarians excel in physical combat and tremendous feats of strength. They derive their power chiefly through intense physical training, but they also tap primal energies from the living world around them. They can manifest these or add to their already considerable catalogue of superhuman feats of strength and power.
 
SORCERESS

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The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern jungles.

The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visit certain families across Sanctuary. These families have only one thing in common - they each have a seven-year-old daughter. Always good-natured and polite, the Zann Esu visitors meet the girls, ask a few questions and then leave. A select few of the girls are visited a second time and offered apprenticeships. The families of those chosen enjoy good fortune for many years.

The Zann Esu, or Sorceresses as they are generally known, are on a quest for the "perfect" magic in its purest form. They feel that the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need - threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.

The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and biding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.

The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of Evil wherever they are found.

Traits and Abilities
Athletic, affable, and self-assured, Sorceresses hardly seem like scholarly bibliophiles hidden away from civilization. Sorceresses possess many of the same skills as the male members of the Eastern mage clans, but excel at the use of Elemental magic. Like most mages, they consider melee combat vulgar, and use magic almost exclusively to fight their enemies.
 
PALADIN

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During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the Church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.

Unfortunately, the Church had not prepared these men for the rigors of travel nor the hazards of the world. The priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. In practice, these "Protectors of the Word" proved to be more successful at converting the native peoples than the Priests that they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the "Protectors of the Word" faded from public view.

Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, the inconvincible were deemed evil. The Zakarum Inquisition spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the "Hand of Zakarum." These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.

In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that the new Order of Paladins should protect the innocent, and that the evil corruption was rooted in their forebear's failure. They resolved to fight the true source of corruption, the Three Prime Evils - Diablo, Baal and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured west.

Traits and Abilities:
Paladins use holy magic as gifted by the High Heavens. They maintain strictly ordered lives, constantly upholding the cause of Virtue and Light. They must never succumb to worldly temptations lest they risk being deceived into following "false lights" - demons masquerading as Heavenly beings.

Paladins may use their skills to increase their prowess with sword and shield, as well as cast blessing "Auras" on themselves and to any who join them. They are particularly skilled against the undead, as they know many holy incantations effective against these types of creatures.
 
DRUID

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In the ancient tome of the Druids, the Scéal Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar. This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, the final battle between the men of the world and the demons of the Burning Hells.

Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.

At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.

Traits and Abilities:

The Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.
 
Poslednja izmena:
Sta fali kombinaciji bone spirit/spear+bone prison? To je mozda najlaksi build za igru.

nije ni blizu build-u sa kletvama. veruj mi znam, terao sam necro-a na sve moguce varijante, chak sam jednom i zbudzio golem-a jacheg od full varvarina.

iron maiden i amplify damage su dve najkorisnije magije koje nekro ima

(amplify damage na visokim nivoima chini da cela tvoja banda ubija kritere iz udarca, bosove za minut, a Iron maiden je ultra koristan, jer onaj koji bije tvoj party, dobija damage sam, a to kada se zbudzi, bukvalno bosovi ubijaju sami sebe, dok biju tvoju ekipu)
 
Znam da su u fazonu "When it's ready" ali jel ima neko ideju kada bi otprilike trebao da izadje sa obzirom da ga prave vec 4-5 godina i 50-55 ljudi koji rade na njemu ?

Pa cim narator u gejmplej trejleru kaze da se igra pravi ukupno 4 godine, a pritom su pokazali samo varvarina i onu drugu nakazu onda zamisli kada naprave i druge klase koliko ce tu biti balansiranja. A kamo srece da im je ostalo samo klase da zavrse. :D Ne bih ja ovo ocekivao uskoro. Prve informacije o Warcraft III su izbacili 1999 cini mi se, a igra je izasla 2001. Bio bih srecan kada bi sa Diablom III bila ista situacija, posto pretpostavljam da ce ga ugnjaviti.
 
Kada sam video objavljene screenshotove iz D3 veoma sam se razocarao videvsi da je diablo pokupio cartoon "art style" od WoW-a. :(
Diablo je bio jedina igra iz Blizzardove kolekcije sa koliko-toliko realisticnom, mracnom, gothic atmosferom, a prema datim shotovima ispada da ce ovo biti sarenije od Titan questa. (citaj k'o za decu)
Ako poredimo shotove iz D2 i D3, gledano kroz atmosferu i kolorit, tuzno je konstatovati da D2 izgleda mnogo ozbiljnije.

Rekao bih da nakon fallout-a jos jedna proverena franshiza lose skrece s dobro utabane staze.
 
Kada sam video objavljene screenshotove iz D3 veoma sam se razocarao videvsi da je diablo pokupio cartoon "art style" od WoW-a. :(
Diablo je bio jedina igra iz Blizzardove kolekcije sa koliko-toliko realisticnom, mracnom, gothic atmosferom, a prema datim shotovima ispada da ce ovo biti sarenije od Titan questa. (citaj k'o za decu)
Ako poredimo shotove iz D2 i D3, gledano kroz atmosferu i kolorit, tuzno je konstatovati da D2 izgleda mnogo ozbiljnije.

Rekao bih da nakon fallout-a jos jedna proverena franshiza lose skrece s dobro utabane staze.

Pogresno razmisljas. :)
Pogledaj trailer-e.
 
kull, prvo skochi pa reci "diablo 3 je sra*je".

u D2 su bili sprajtovi, i low res, u D3 ce biti 3D, i radili su ga kako se radi i u svim ostalim igrama. zaista ne kapiram gde si ti video cartoon, pogotovo ako si imao prilike da odgledash varvarinov gameplay. ja svojoj deci ne bih zaista pushtao crtani film, gde se pojavljuje varvarin iz D3 ...
 
Pazi kazu da prave igru vec 4-5 godina i da ce biti gotova 30/9 2009 ako tako i bude.Pogledajte sluchaj sa Starcraftom malo pa malo odloze i isto tako je bilo sa WoW.Meni se grafika ne svidja jer je slichna WoW-u a ja necu da igram neku igru koja deluje kao basna za malu decu
I voleo bih da u D3 izbace Hammer magiju kod Paladina jer je totalno noobovski da neko budzi samo 3 magije i bude najjachi.
Inache ono za necromansera spear necro je jachi od summona jer ja znam kada igram na netu i kada igram Baalrun uvek nastradaju necromanceri koji summonuju
 
amplify damage na visokim nivoima chini da cela tvoja banda ubija kritere iz udarca
Koliko ja znam od nivoa amplify damage zavisi samo radijus i trajanje kletve, a ne povecava se procenat stete. Jedina kletva koja sa nivoima dobija bonus na stetu je iron maiden.
(amplify damage na visokim nivoima chini da cela tvoja banda ubija kritere iz udarca, bosove za minut, a Iron maiden je ultra koristan, jer onaj koji bije tvoj party, dobija damage sam, a to kada se zbudzi, bukvalno bosovi ubijaju sami sebe, dok biju tvoju ekipu)
Ako se ne varam ne mogu da se koriste 2 kletve istovremeno.

A sto se tice bone spear/spirit + bone wall builda, ta 3 skilla su jedan drugom sinergije + im je i teeth sinergija. Na kletve nikad nisam stavljao vise od 1 poen i to obicno bude vise nego dovoljno uz sasvim prosecnu opremu (recimo +5 to all skills). Lower resist sa minimumom ulaganja (1+5) smanjuje resist. za 50%, a s obzirom da su spear i spirit magije rezultat je vise nego ocigledan. A cak i na hell-u retko koji monster je magic imun.
Ova kombinacija uz neizbezan corpse explosion radi perfektno na svim nivoima.

Naravno, ovo i jeste razlog sto je Diablo tako popularan, jer je ocigledno da ima dosta "najboljih" build-ova ,)
 
Poslednja izmena:
Crysis su napravili Turci iz Nemachke za skoro 3 godine i samo pogledajte kako ta igrica izgleda.Ne kazem ja da sada treba neko da pored Diablo 3 sa Crysisom ali moze da se vidi razlika ko radi a ko ne.I dok sam chitao onaj post koji je stavio shpajz (razgovor sa likom iz blizzarda) vidim to da oni pojma nemaju kako ce da im izgleda d3 a rade na njemu 4-5 godina!!!Ja cu da budem srecan ako uopshte izadje
 
ljudi se zbune, kad igraju sa Necro-om, pa insistiraju na njegovim top skilovima, shto je greshka. kao shto je nevidjena grshka budziti poison nova-u.

cela char sa necro-om je da se zbudzi nekoliko kletvi, a fenomenalni amplify damage (prvi level curse) + golum u svojim varijantama = win. a ljudi to ne znaju, pa budze lower resist, pa krkaju poene na bone spirit i bone prison ...

U pravu si. Nikada nisam budzio otrove, samo vojska i cepaj. Moze da se za****s sa skilovima samo tako. Procitao sam na tone tekstova po forumima, kako ljudi kukaju, stigli do Duriela i ne mogu da ga predju, los build napravili. Nego izgleda ce Caine u trojci biti negativac. Bruka.
 
Poslednja izmena:
Koliko ja znam od nivoa amplify damage zavisi samo radijus i trajanje kletve, a ne povecava se procenat stete. Jedina kletva koja sa nivoima dobija bonus na stetu je iron maiden.

Ako se ne varam ne mogu da se koriste 2 kletve istovremeno.

A sto se tice bone spear/spirit + bone wall builda, ta 3 skilla su jedan drugom sinergije + im je i teeth sinergija. Na kletve nikad nisam stavljao vise od 1 poen i to obicno bude vise nego dovoljno uz sasvim prosecnu opremu (recimo +5 to all skills). Lower resist sa minimumom ulaganja (1+5) smanjuje resist. za 50%, a s obzirom da su spear i spirit magije rezultat je vise nego ocigledan. A cak i na hell-u retko koji monster je magic imun.
Ova kombinacija uz neizbezan corpse explosion radi perfektno na svim nivoima.

Naravno, ovo i jeste razlog sto je Diablo tako popularan, jer je ocigledno da ima dosta "najboljih" build-ova ,)

amplify damage nema povecanje efekta, ali se povecava njegov usage tokom igre, a dobro je imati duration i radius. 100% lower physical resistance je idealna stvar za sve bosove.

a iron maiden shuri, realno.

a i to shto kazesh, diablo je zbog toga i kvaltietan - na milion nachina mozesh da napravish lika. a kako li ce to izgledati u D3 necu ni da pomishljam :p

@rerna - choveche, opet bez potrebe stavljate krajzis u poredjenje. pa shta ako jer dobra grafika, ja sam povratio od storyline-a te igre, a nisam se odushevio ni atmosferom, ni gameplay-jem.

to shto oni igru rade 4-5 godina ne znachi da "ne znaju" vec da su genijalna entertainment firma, kojoj nije bitan datum izlaska igre, vec sam kvalitet. Blizzard north je pocheo razvoj, pa su napustili, pa je Blizzard tri puta pochinjao projekat od pochetka, i ponishtavao kad im se nije svidelo, a to samo pokazuje da su carevi, da im je zabava i gameplay najbitniji.
 
@Igoritza
Ako ti nije problem napisi kako si razvijao tvog necro-a, sad videh da je ladder resetovan, pa imam neodoljivu zelju da probam neki novi build :cigar:
 
Blizzard north je pocheo razvoj, pa su napustili, pa je Blizzard tri puta pochinjao projekat od pochetka, i ponishtavao kad im se nije svidelo, a to samo pokazuje da su carevi, da im je zabava i gameplay najbitniji.
Boldovati neka svi procitaju i da prekinu da smaraju sa tim razvojem od 4-5 godina. :)
Inace kada sam gledao onaj trailer od 200 MB i kada je Barbarian zakoracio na most a sa svih strana uz zidove naviru creepavci u*ro sam se. :)
Extra, zaista obecava.
 
Skino sam onaj gameplay od 800 mega i nije mi dobro ali zaista.Grafika je full ja ne znam sta ovaj lik trabunja.A i opasno me lozite da krenem 2-jku sa nekim liko sa kojim nisam igrao.Sto se tice izlaska ja mislim da ce negde godinu dana posle starcrafta, znaci kraj 2009.
 
Crysis su napravili Turci iz Nemachke za skoro 3 godine i samo pogledajte kako ta igrica izgleda.Ne kazem ja da sada treba neko da pored Diablo 3 sa Crysisom ali moze da se vidi razlika ko radi a ko ne.I dok sam chitao onaj post koji je stavio shpajz (razgovor sa likom iz blizzarda) vidim to da oni pojma nemaju kako ce da im izgleda d3 a rade na njemu 4-5 godina!!!Ja cu da budem srecan ako uopshte izadje

Nekom se dopada Crysis nekom ne (kao meni). Nije grafika najbitnija u igri. Evo i F3 ce uskoro da se pojavi, pa ce biti shitina u odnosu na D3, jer se tamo neki majmun dosetio da izometrijsko bozanstvo radi za konzole i iz treceg lica. E zamisli da je D3 iz treceg lica i radjen za kutiju i plejstejsn. Na sta bi to licilo :trust: Elem, Blizzard ima najboljeg crtaca koje je PC gaming video "Samwise", i zato Blizzove igre izgledaju onako kako izgledaju. I najbitnija stvar koja je spomenuta. Blizzard ne radi igre 2-3 godine. Radi studiozno igre koje ce se igrati u narednih 10 godina. Zato su najbolji (moje misljenje).
 
Ne zelim da ulazim ni u kakve rasprave, niti sam bilo gde komentarisao igrivost, prema tome nisam rekao da ce igra biti losa, ali da "art style" nema veze sa realisticnim prikazom - nema!

Evo dva screenshota cisto kao primer, a ako ovo vama ovo izgleda realisticno i nije iskarikirano onda sam ja slep pored ociju.

Ako se vecini svidja takav stil crtanja i slikanja, eto vam ga, ali meni ovo izgleda kao da je radio Studio Disney. (Uostalom kao sto sam i napisao Blizzard u poslednjih par godina uporno gura ovakav stil, medjutim meni kao starom Diablo fanatiku ovo izgleda neozbiljno)



 
Poslednja izmena:
Kao zakleti fan Diablo serijala smatram se kvalifikovanim da posle viseputnog gledanja gameplay snimka kazem da je sve previse sareno i decije naspram proslih delova. Ovu tendenciju sam primetio jos sa Diablo II gde su boje mnogo zivlje, tj. nisu toliko tmurne i mracne kao u Diablu I sto im naravno zameram. Mutilated bodies, dark red-sepia koja dominira na ekranu su elementi koji su cinili Diablo 1 atmosferu toliko tmurnom, napetom i teskobnom. Mislim da su otvoreni prostori donekle unistili tu atmosferu. Mnogo toga je degradirano sa dvojkom iako je bilo odlicnih novina.
Posedujem sve delove, osim Hellfire-a, u originalu i iako sam keca presao mnogo-mnogo puta dvojku sam odigrao "tek" dvadesetak :D

Sto rece neko na drugom forumu ovako treba da izgleda:
1214657022122wu5oq6.jpg


Diablo I RULES :D
 
Poslednja izmena:
Ali bi takav postprocesing tražio duplo jaču grafičku...
 
Poslednja izmena:
Ama kakav postprocesing, samo trebaju da promene boju i malkice priguse bloom. I da izbegavaju toliko low poly i monocolor modele da izgledaju skoro cell shaded.
 
Da... Moze to malo mracnije i meni bi odgovaralo... Mada, kao shto rece neko, meni i go*no da zapakuju i napishu da je D3 ja bih bio srecan i igrao ga... :D
 
da, blizzard ce na prvoj prezentaciji da pokazuje svugde naokolo krv, i unakazena tela ...

jeste chuli vi za age rating?

http://en.wikipedia.org/wiki/Entertainment_Software_Rating_Board

jako je teshko izboriti se za shto nizu age procenu, a sigurno im ne bi ishlo u prilog, da dok prikazuju engine igre, prikazu iskasapljenog choveka preko kog varvarin samo pretumba u trku ...

a i ko god da je editovao sliku je neki Diablo hejter, jer je video probni nivo, i odma krenuo da sudi o atmosferi igre ... jel vam u D2 ikakve veze imaju prvi grad, i tristram, 20 minuta posle ? vamo trgovina, neke vile, frinedly prodavci, gheed debeli, a u tristramu sakacenje i ubijanje na sve strane.

a evo malo i lore-a:

vecina World of Sanctuary sveta se zasniva na religiji Zakurum-a, i korpuciji koju su u medjuvremenu izvrshili Diablo i braca. tako da svi sajtovi na koje nailazite su ili od Mages from the West (likovi koji su praktikovali magiju, od kojih su nastale sorserice, a pre njih nekromanseri) i manastiri Zakarum-a.

shirenjem religije, Paladini su tako postali Championi naroda, a tek kasnijom korpucijom, poslednji dobri su se odvojili od crkve, sa zakletvom da brane svet od uticaja zla.

tako da - manite se priche o krvavim hramovima, i uzivajte u kakvoj god prichi koju vam servira Blizzard, jer je diablo vredan toga :D
 
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