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Fury

210 bytes removed, 19:19, 15 June 2009
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Fury Gameplay Issues
As the [[D3 Team]] has commented, the D3 Barbarian is designed to be [[melee]] brawler. He's strongest while in [[combat]], and has various skills that increase his powers when he's dealing with multiple enemies, or that only trigger when he scores [[critical hit]]s. Fury ties into this design theme in obvious fashion. The [[Barbarian Skills|Barbarian's Skills]] require Fury to cast, and he can only build up Fury during combat, and Fury drains away quickly when he's not in combat. Hence a Barbarian will want to be in combat as often as possible, and will be at his strongest while fighting. It's a nicely-designed feedback loop.
In a related issue, if Fury drains away quickly after a fight (as it did in the [[BlizzCon 2008]] Demo), Barbarians will want to hurry from battle to battle. Furthermore, [[Berserker_Skill_Tree#Enrage|Enrage]] grants a Barbarian single orb of Fury which will be generally unable enable him to start off a fight with big skills, since those using abilities that require Fury and the Barbarian won't have any until he does some hitting and builds it up. This should force Barbarians to play more strategically. They'll have to be cautious when beginning a fight, with only basic attack skills available. This is a big change from the D2 Barbarian, who almost always starts off a fight with his mana fully charged and his biggest skills ready to go.
Ironically, Fury might enable skills to be more powerful. If some of the biggest Barbarian skills cost a lot of Fury, that would effectively limit how frequently they could be cast. This would mean the D3 Team could make those skills massively destructive, compared to a skill that could be used all the time and would be overpowered if it were too strong.
However Fury is handled, it seems sure to spur major changes to the play style of the Barbarian, from the versions of the character most fans knew in Diablo II.
 
 
==Fury Questions==