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The charge system in D2 was nice. I'm not surprised that GGG decided to include it and extend it.

This game is quickly turning into something much more tactical than a standard point&click arpg and I'm pretty pleased with that.
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tpapp157 wrote:
The charge system in D2 was nice. I'm not surprised that GGG decided to include it and extend it.

This game is quickly turning into something much more tactical than a standard point&click arpg and I'm pretty pleased with that.


Actually I wouldn't say it was a system in D2 because it wasn't universal. It wasn't used by all characters. But we can definetely say GGG extended it.
He who fights with monsters
might take care lest he thereby
become a monster.
It is a similar system to what the Assassin uses, and yes GGG expanded it to include all classes.

That's cool though because I liked that system, it just needed some refinements.
Happy Days Abound.
Is it safe to assume the hybrid classes will accumulate charges slower?

For example a Duelist may gain 2 endurance charges and 2 frenzy charges, but a Marauder would gain 3 endurance charges.
Yes good sir, I enjoy slaying mythical creatures.
in ragnarok online has the monk class something similar;) but nice find, :D
sounds cool.

Many questions flying around, cant wait for the dev diary to read more about this system.
Thanks Permaximum ,this is really interesting information.
Charge idea is really good ,i remember when i played Diablo 2 LoD single player with assassin and she had these "charges" system looks really similar to what are you talking about.
Not saying it's bad, it still improves the game.
Repent! That's what i'm talking about!
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While he is on a killing streak, frenzy charges will continue to accumulate and the Duelist will attack faster, until he chooses to discharge them with a skill


I like how they made the charges give a passive bonus, such as this attack speed increase, with the ability to use them up for a special attack if you want to. As opposed to only being able to use them for a built up final attack. Perhaps a build that worked on keeping as many charges active as possible for as long as possible would be viable, without any skills that use them up
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Zephyroth wrote:
Perhaps a build that worked on keeping as many charges active as possible for as long as possible would be viable, without any skills that use them up


only SEVERAL ways to find out =)
Man, I like this game more and more with each and every bit of news we get :d
"...You know the difference between arrogance and confidence?

Confidence can back its shit up." -Charan

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