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by Sol Invictus, Level 54
Last updated at September 24, 2009, 1:15 pm
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In previous Diablo games, the skills of every class required the straightforward use of mana. Not so in Diablo III, where Blizzard plans for each of the game’s five classes to derive its energy from a unique source, with mana only being used by the Witch Doctor.
Here are some of the things the game’s community manager, Bashiok, had to say about the energy systems in the game, with a preliminary explanation on how the Barbarian’s fury system works at the moment.
The barbarian fury system works off of the idea that as he gets more into the battle, doing and taking more damage, he builds up this power which lets him unleash more damage. That idea is ingrained in the way he plays and the way his skills look and work. And the visual style of the resource system itself, of the three fury orbs, is sort of a molten lava. Which again plays into his very physical earth-shattering flavored skills.
We've stated that only the Witch Doctor is planned to use mana at this point in time, if that clarifies anything for you.
As to what the Wizard and Monk may use, we've not said.
I think when we unveil the resource system the Wizard uses it will actually make a lot of sense.
When asked why every class needed its own individual energy resource, Bashiok replied with the following:
They don't HAVE to of course, but it definitely makes playing each class a lot more unique and interesting when your skills are not only flavored or tailored to your class but your ability to use them is also specifically flavored and tailored to your class.
The barbarian fury system works off of the idea that as he gets more into the battle, doing and taking more damage, he builds up this power which lets him unleash more damage. That idea is ingrained in the way he plays and the way his skills look and work. And the visual style of the resource system itself, of the three fury orbs, is sort of a molten lava. Which again plays into his very physical earth-shattering flavored skills.
The other class' resource systems play very much into what each class is, their flavor and kit, and individual style in approaching combat.
Concerning the application of stats on armor and equipment shared between the game’s different classes, Bashiok shared the following information:
That's a good question, and something we don't have any specific solutions decided on yet. It will likely be a combination of approaches to ensure that resource stats stay meaningful, without making the majority of items you find potentially worthless. - Sort of a half answer but it's the best I can do without specifics that relate to systems we haven't talked about yet.
As some users insisted on arguing with Bashiok about the application of different energy sources, insisting that it “killed flexibility”, Bashiok had this to say:
Kills flexibility how? Flexibility where exactly? And what is necessary or unnecessary is certainly debatable. I don't think anyone is denying that it's a lot of extra work. Sure we could just give every class mana and call it done. We think this will be a lot cooler and more fun.
Why would you discard a class because it uses a different resource? Or not play multiple classes? Very odd sir. Very odd.
Well played.

20 comments
thePinkBurns Sep 24, 2009 at 1:25 pm
+2 votes
I did always hate having to have Mana as a Barbarian in Diablo II. It never made any sense. Whirlwind (a physical skill) taking Mana to cast rather than say... stamina. A lot of Diablo II doesn't make sense if you look too closely. Good job it's a fun game.
Wasn't there something about Assassins being wizard hunters, as well? Seemed strange that they would use the same magical resource as their enemies. I could be totally wrong about that, but hey
Wasn't there something about Assassins being wizard hunters, as well? Seemed strange that they would use the same magical resource as their enemies. I could be totally wrong about that, but hey
CANADAY Sep 24, 2009 at 3:10 pm
+1 votes
thePinkBurns said
I did always hate having to have Mana as a Barbarian in Diablo II. It never made any sense. Whirlwind (a physical skill) taking Mana to cast rather than say... stamina. A lot of Diablo II doesn't make sense if you look too closely. Good job it's a fun game.
Wasn't there something about Assassins being wizard hunters, as well? Seemed strange that they would use the same magical resource as their enemies. I could be totally wrong about that, but hey
Wasn't there something about Assassins being wizard hunters, as well? Seemed strange that they would use the same magical resource as their enemies. I could be totally wrong about that, but hey
thePinkBurns Sep 24, 2009 at 3:15 pm
+1 votes
Well, it keeps things simple for pen and paper games. Fair enough there.
Project_Xii Sep 24, 2009 at 8:23 pm
+1 votes
Thank god for that. I despise mana. It's the reason I never used the Sorcerer in Diablo 1. Ever.
And yeah, like Pink said, it just didn't make sense for certain characters to use it for certain skills in Diablo 2.
This is very good news.
And yeah, like Pink said, it just didn't make sense for certain characters to use it for certain skills in Diablo 2.
This is very good news.
Cleric Sep 25, 2009 at 5:56 am
+1 votes
Well this is good to know tbh. To keep the mana thing the same, does seem boring now knowing that they're taking it to the next step in gaming evolution 
I just finished D2LOD again for the first time in ages, and enjoyed it a lot (nostalgia!). I played the Paladin, and also not even half way through Act 1 I realized that mana potions just take up inventory space as I never use them, and forgot about mana for the rest of the game... So knowing now that D3 will have class specific energy sources is good news indeed
I just finished D2LOD again for the first time in ages, and enjoyed it a lot (nostalgia!). I played the Paladin, and also not even half way through Act 1 I realized that mana potions just take up inventory space as I never use them, and forgot about mana for the rest of the game... So knowing now that D3 will have class specific energy sources is good news indeed
Kjell Rebell Sep 25, 2009 at 9:32 am
+0 votes
Cleric said
Well this is good to know tbh. To keep the mana thing the same, does seem boring now knowing that they're taking it to the next step in gaming evolution 
I just finished D2LOD again for the first time in ages, and enjoyed it a lot (nostalgia!). I played the Paladin, and also not even half way through Act 1 I realized that mana potions just take up inventory space as I never use them, and forgot about mana for the rest of the game... So knowing now that D3 will have class specific energy sources is good news indeed
I just finished D2LOD again for the first time in ages, and enjoyed it a lot (nostalgia!). I played the Paladin, and also not even half way through Act 1 I realized that mana potions just take up inventory space as I never use them, and forgot about mana for the rest of the game... So knowing now that D3 will have class specific energy sources is good news indeed
Sp3tSnAz Sep 25, 2009 at 11:06 am
+1 votes
Actually I think it is relevant...
Because when having a uniform spell system for classes that are very much melee based it makes the mana pointless for them.
If each class has a unique system in place, devs will more likely make it more mandatory to use whatever energy source the class needs (eg Fury for the barbarian), which in turn would mean that it is good news, as rather than wasting a slot for a pointless potion, that slot will now be able to hold either skills, or some other cool potions which were apparently in some builds of D3 (eg. timed potions that boosted stats, etc).
Because when having a uniform spell system for classes that are very much melee based it makes the mana pointless for them.
If each class has a unique system in place, devs will more likely make it more mandatory to use whatever energy source the class needs (eg Fury for the barbarian), which in turn would mean that it is good news, as rather than wasting a slot for a pointless potion, that slot will now be able to hold either skills, or some other cool potions which were apparently in some builds of D3 (eg. timed potions that boosted stats, etc).
Kjell Rebell Sep 25, 2009 at 2:03 pm
+1 votes
True. Still, using skills with mana could be made just as mandatory as with whatever the unique source would be (just that Blizzard maybe failed to do that in D2). After all, it's just a name. What difference does it make if it's called something else and has a different color? Of course, you wouldn't be able to make the Barbarians "mana" to increase during battle as it does with the fury, but looking at it from a perspective, it's almost the same system as with the mana. (Exept for the fact that fury starts of at zero.) Of course they might add some very different systems for the other classes, but it still doesn't change the fact that using skills with mana could be as utilized as any other source. Maybe not as fun, but still.
Anyway, I welcome this change for reasons such as lore and making each class more unique and fun to play. Also, Blizzard has to keep up with the gaming evolution just as Cleric said
Anyway, I welcome this change for reasons such as lore and making each class more unique and fun to play. Also, Blizzard has to keep up with the gaming evolution just as Cleric said
Bethryn Sep 25, 2009 at 9:33 am
+2 votes
This leads to the question of how they will introduce the energy stats onto items. Obviously, there will no longer be items that affect all characters' energy (as mana/%/max/recov items did).
thePinkBurns Sep 25, 2009 at 2:44 pm
+1 votes
Great point, Bethryn! I hadn't even considered that. Perhaps they will have to find a collective term for all the different energies, or maybe they will just tailor it so that class specific items only appear with their respective energy+ attribute.
Very interesting.
Very interesting.
Project_Xii Sep 25, 2009 at 10:48 pm
+1 votes
I think that there will be a lot more class specific items. Blizzard said that while they don't want to limit the character creation to much, there will definitely be rewards for classes using the weapons and armours more suited to them. So each item will probably have bonuses for a certain class. You'll still be able to use it on another class, just without the perks.
I also doubt there's going to be much stat boosting bonuses at all on items now, considering stats are no longer an issue (thank f**k for that). Maybe now we'll get some really cool weapon specific perks, ones that you don't get as skills, such as Crushing Blow and Open Wounds from Diablo 2.
I also doubt there's going to be much stat boosting bonuses at all on items now, considering stats are no longer an issue (thank f**k for that). Maybe now we'll get some really cool weapon specific perks, ones that you don't get as skills, such as Crushing Blow and Open Wounds from Diablo 2.
Bethryn Sep 25, 2009 at 11:03 pm
+1 votes
I quite like class focused items, but I'm not so sure about class exclusive ones. I felt they had it really where it needed to be with the 1-2 items per class that only they could use. Even though, for example, Guild Wars demonstrates you can have customisability with class exclusive items, the mixing from previous roguelikes has generally worked well.
As for stat boosting, maybe, maybe. I think that if it remains, it'll be valued for its stat effect rather than gear enabling; i.e. you pick up strength gear because it's actually good for your damage, rather than to wear that piece of armour.
As for stat boosting, maybe, maybe. I think that if it remains, it'll be valued for its stat effect rather than gear enabling; i.e. you pick up strength gear because it's actually good for your damage, rather than to wear that piece of armour.
Anonumouse Sep 26, 2009 at 2:03 am
+1 votes
Well, thats not really that suprising, WoW classes anyone? they don't all use mana.
Project_Xii Sep 26, 2009 at 9:07 am
+1 votes
That's just lame. Are you going to find a way to compare it to WoW in every possible way?
I thought that arguement died a long time ago with the Colour War. Guess a few people are refusing to move on.
I thought that arguement died a long time ago with the Colour War. Guess a few people are refusing to move on.
Duranix Sep 26, 2009 at 4:17 am
+0 votes
Ugh, this reeks of bad. And yes, it does kill flexibility.
What if I want a wizard that becomes more powerful the more damage he deals and recieves? What if I want a barb that can unleash all his power at the beginning of a fight for a massive burst, but then has to recharge? It's all good and well, but the best gaming experiences I've ever had have been from emergent style gameplay. You know, when someone thought "How damn good would it be if I got that item that turned my sorc into a bear?"
I'm all for different styles of energy, but please, don't try to bottleneck players into certain ways of playing. It was bad enough getting rid of manual stat placement and by getting rid of potions, please don't make this game WoW!
What if I want a wizard that becomes more powerful the more damage he deals and recieves? What if I want a barb that can unleash all his power at the beginning of a fight for a massive burst, but then has to recharge? It's all good and well, but the best gaming experiences I've ever had have been from emergent style gameplay. You know, when someone thought "How damn good would it be if I got that item that turned my sorc into a bear?"
I'm all for different styles of energy, but please, don't try to bottleneck players into certain ways of playing. It was bad enough getting rid of manual stat placement and by getting rid of potions, please don't make this game WoW!
Berlin of Praaf Sep 27, 2009 at 6:09 pm
+1 votes
You either play a class who can do those things, or go find an RPG without classes.
Complaining about this is silly. If you're that concerned with being bottle-necked, then this isn't the game for you. Simple.
Classes mean restrictions and limitations. Deal.
Complaining about this is silly. If you're that concerned with being bottle-necked, then this isn't the game for you. Simple.
Classes mean restrictions and limitations. Deal.
tarquin Sep 28, 2009 at 12:52 pm
+1 votes
isn't it a better idea for blizzard to STOP releasing this info that diablo3 will re-hash some tired idea from WOW, and actually talks about something fresh, exciting and diablo-like.
i played WOW for 3 years (1 year pure awesome + 2 years of nightmare-ish addiction slump) and if i ever have to play wow or a wow-clone again it'll be a few lifetimes too soon.
i played WOW for 3 years (1 year pure awesome + 2 years of nightmare-ish addiction slump) and if i ever have to play wow or a wow-clone again it'll be a few lifetimes too soon.
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