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Tier I

Our Tuesday morning interview with Diablo III Game Designer Jay Wilson went off smoothly (thanks to all who submitted questions), and despite scheduling issues resulting in our interview lasting a bit less than the anticipated 30 minutes, we were able to get off a lot of questions. Fifty-six, by my count, and having just finished transcribing them all, I should know. We’re not going to be posting them all at once just yet, and will instead put up a thematically-related chunk each day, before posting the full transcript next week. All the better for you guys to sink your teeth into the new info. And yes, there’s a lot of new info, and some very debate-worthy stuff. I’m personally itching to rip into Blizzard’s plans regarding one aspect of the game controls, but that will have to wait until another day.
For today, we’re starting off with some additional info on something we just found out about at BlizzCon, and that we’ve heard almost no details about yet. The non-mana resource system that the Wizard and Monk will be using. If you missed the Blizzcon headlines, let me explain. Only the Witch Doctor will have “mana,” in Diablo 3. The Barbarian has Fury, which is fairly well understood, but we don’t yet know anything about what the Wizard and Monk (or the secret 5th character) will use. Jay wasn’t about to spill all the beans, but he was quite forthcoming about how the various mana-like resource systems are designed to work, and what sort of play style they are meant to encourage. Here’s the quote; click through to see the equally-informative follow up.
Diii.net: Everyone seems pretty happy with the function and form of the Barbarian’s Fury resource, but nothing has been revealed about the non-mana resources that the Wizard and Monk will use. Can you give us some insight into what kind of play style their resources are meant to encourage?
Jay Wilson: Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. For the WD we’re okay with mana, since he’s got some pretty good skills to recover mana that also double as attacks. And he’s not defenseless when he’s out of mana. He’s got pets and ways to attack with them that aren’t mana intensive. For him that makes mana fairly interesting.
For the wizard, when she’s out of mana she just dies. And that’s not fun. So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. “Do I want to make myself more vulnerable in exchange for being more blasty.” And that’s a cool gameplay pull there.
For the Monk um… I’m not ready to talk about him yet since he’s just too early. We still haven’t decided exactly what we want to do with him. We’re still playing around with his resource system.
Diii.net: Do you envision the health globes will boost those other resources in the way that the Wizard and Witch Doctor were gaining mana from them at Blizzcon?

It seems to me from what Bashiok posted, that It would be best not to post threads debating class skill stats. It is pointless to do so when the developers haven’t yet started to balance each class. It can’t be done without the last class, which hasn’t been announced yet. Once that’s done, and beta has started, they can tweak around the skill tree and some abilities/spells. What we see in its current form is a placeholder, so to speak.
Regardless, this response adds some info that wasn’t known before. Though the Wizard’s teleport is set in the present with a 9 sec cooldown, that’s a placeholder and that can be reduced with runes and skill points. I think everyone will agree that teleport isn’t much of a problem at low level. As Bashiok says, the cooldown can be lowered through the skill tree. On another topic, all classes will have their own way to leap like the Barbarian, though in different ways. The Barbarian can leap, the Wizard can teleport. It remains to be seen what the analog to other classes will be. Speculating, surely the Witch Doctor has a Wall of Zombies ... I guess the Witch Doctor might summon a bridge of bones or catapult himself across a bridge by casting Wall of Zombies below his feet? Why not? What do you think? What about the Monk? Join the discussion.
Blizzard’s lengthy post on this after the break.

Past installments of Stillman’s Slab have been fairly cartoonish (often visually) in their arguments, but this time he’s mixing things up. He’s making a seemingly crazy argument, but doing so in serious, and rather convincing terms. Believe it or not, a careful analysis of the Wizard’s spells indicates that the character is much more inspired by Science Fiction than by Fantasy. Spell names, spell functions, the character’s bio… all smack of, or have a direct lineage to SciFi terms, concepts, and archetypes. (Perhaps much to the D3 Team’s surprise.)
Here’s a quote to give you the flavor of things. Click through to read the entire column.
Of course, that is what all this is– crazy theory. But if you look at all of the Wizard’s spell names, they have a steady science theme you simply cannot ignore. The skills Stability Control and Explosive Blast sound very space age to me. They make me think of a spacecrafts stability or controls…after an explosive blast. Meteors are directly from outer space, or if they go with Torrents, that kind of sounds like turrets. The meteors even look like they are being fired from turrets. And Slow Time is about as science fiction as it gets. The skill Wave of Force not only looks like a force field from science fiction movies, but the terms “wave” and “force” are terms encountered endlessly in any scientific field. The Conjuring Skill Tree seems to conjure mostly high energy armors and buffs like a spacecraft’s defenses rather than old school things you would expect from a conjuring Wizard. The only exception I noticed is Hydra, but we have yet to see what it looks like. Metal hydras would be my guess! And masterful understanding of weather is something we have in modern times (but not in the Dark Ages), so it is no surprise that our Wizard has a whole Storm Skill Tree. Meanwhile, Fireball (which makes us think of catapulted fireballs of ancient times), Inferno and any old fashioned spell designs from high fantasy settings are a thing of the past.


Here they are. Every Wizard skill in the game, sorted by skill tree. There are 30 of them, and each skill has its full hover text, with info about function, damage type, cool down time, and mana cost. We’ve also added some commentary to all of the skills, many of which we were able to test out in the Blizzcon demo.
While the Wizard had the fewest skills of any character (save the Monk) in the Blizzcon demo, it didn’t seem that way, since almost all the Wizard skills were active, and so many were usable in the game. If I’d had time to play any of the characters a second time, I would definitely have chosen the Wizard, who had more low level active skills than the WD and Barb added together. I put in about an hour on the character, and put points into every skill I could, but there were so many, with such variety in their function and use, that I hardly scratched the surface. And there were numerous skills I didn’t get to try at all. I dearly wanted to play longer, to try and get my Wizard to level 15 so I could have used one of the never-before-seen Tier IV skills).
Click through to see more info about how spell damage is calculated in D3 (much like weapon damage; it’s radically different than spells were D2), learn a bit more about the structure of D3 skill trees, and to read about every Wizard skill in the game, as of Blizzcon 2009.

