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Fury

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'''Fury''' is a [[resource pool]] that [[Barbarian]]s have in place of [[Mana]] to activate powerful [[skill]]s. Fury is generated by dealing and taking damage, and spent when powerful skills are used. Barbarians must expend Fury in order to use their skills, though details of costs and regeneration are still under construction.
Fury was initially displayed by a bulb that filled up and was spent just like Mana. During development the bulb was changed to a "traffic light" system with 3 smaller bulbs; most skills cost one bulb to use, at that point. Further refinements continueEventually the "fury balls" were removed, with presumably returning the most recent news dated resource to June 18a single pool, 2010like health.[http://diablo.incgamers.com/blog/comments/updates-on-fury-skills-and-potions/]
::[[Bashiok]]: Fury is going through some further iteration. The orb system wasn’t really working out like we had hoped and was creating some roadblocksExpect more changes as development continues.
Fury is modified by a number of passive skills, some of which cause it to fill more quickly and drain more slowly.
 ==Hands on Report==The most detailed report yet filed on Fury comes from a There is also an unnamed warcry[http://wwwdiablo.diiiincgamers.netcom/blog/comments/barbarianupdates-on-gamefury-playinstability-and-skill-treeother-discussionresources/ BlizzCon Barbarian gameplay report by Flux], posted on [http://www.diii.net/ Diii.net]. A quote: ::Fury is the new [[mana]], but only (so far) for Barbarians. Fury replaces mana, but unlike the old blue bulb, it does not fill up when not in use. Barbarians have zero that boosts Fury to start with, and only build it up during combat, when they land successful strikes to their enemies. As soon as give the Barb is not fighting, the Fury starts to drain away, and it seeps out quite quickly. I frequently filled my Fury bulb completely during Barbarian a fight, paused way to pick power up an item or two, then ran to find more monsters, and arrived just as my Fury went down to nothing. ::My Barbarian had about 100 Fury at level 7 or 8, and while I didn’t get to experiment with it that persistently, I could see enough to like the conceptwithout going into combat. The Barbarian is designed to be a [[melee]] battling character. He gets all sorts cost of bonuses while in combat, and many of his [[this skill]]s only trigger when he scores [[critical hit]]s. With that design goal, the fact that he has to fight to build up Fury, and has to expend Fury to use most of his skills, is only natural. It looks like an expert Barbarian player will be most at home when surrounded by enemies, and will have to learn to cycle quickly through a variety of attack skills and war cry-style buffs to stay alive and able to smash his enemies. ::The only big Fury expenditure available in the BlizzCon build was [[Battlemaster_Skill_Tree#Battle_Rage|Battle Rage]], a war cry that boosted the Barbarian’s damage by 100%, increased critical damage by 30%, and lasted for 15 seconds (with one point in it, which was all the BlizzCon build allowed to active skills). That was half, or more, of my total [fury], but I never minded spending it. The combat improvements were substantial, and since Fury faded away so quickly, I had a constant feeling of "use it or lose it." Whenever I finished a battle with a full Fury bulb, I tried to remember to cast this war cry, since the precious juice would all be gone by the time I got to the next battle anywaynot yet known.Health? A general debuff?
These three skills were all located in the [[Berserker Skill Tree]], but it was expected that other trees would have Fury-modifying skills as well. Since that time the skill trees have been merged into one larger menu, with a format that continues to evolve.
 
In August 2010, it was revealed that at least one "shout" (Warcry) boosts Fury from scratch. Nothing more is yet known about that skill.
 
 
==Fury's Evolution==
[[Image:Fury-bulb1.jpg|frame|Fury meter, with zero charge.]]
The visual representation of how much (or little) Fury a Barbarian has accumulated, and that display's connection to the function of the resource, has undergone numerous changes during the development cycle. Changes that will no doubt continue right up until the game's release.
 
===April 2009===
 
As of April 2009 the [[mana]]-like Fury bulb was gone, and a three-level, traffic light type system was in, with all new graphics. The evolution of this graphical change was discussed during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]
 
::'''[[Bashiok]]:''' You're both working on a system which is the barbarian’s fury system. [How it's represented has] changed quite a bit. Can you guys go over how UI and effects are coming together to create the new fury system?
 
::'''[[Mike Nicholson|Mike]]:''' Yeah well it’s always an, again, an [[Iterative]] process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are the goals we need to accomplish. And then I’ll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups.
 
::'''[[Julian Love|Julian]]:''' And I think where we’re at right now with it is the recognition that spending your fury is what we really want you to be doing, we want you to see it as a commodity to spend in order to gain access to more power, and that wasn’t really being communicated so clearly with the other one. So we’re trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you’re spending but you don’t necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we’re trying to not put effects in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going on.
 
::'''Mike:''' Yeah, before one of the problems was you would see the build up more than what you had to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way.
 
::'''Bashiok: '''Can you describe for those listening what it currently looks like?
 
::'''Mike:''' Let's see... if I had to use a cruel comment, one that I made myself as I was making it, oh "It's the fury traffic light". Because it's three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that's the gist of it, because when you're playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you'll see I've got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.
 
A few weeks after this broadcast Bashiok revealed [http://www.diii.net/blog/comments/bashiok-on-the-barbarians-fury/] that Fury expenditure will be in denominations of 1, 2 or 3 orbs, never a partial orb.
 
 
==August 2009==
During the BlizzCon 2009 Diablo 3 panel on August 21st, Jay Wilson "The Mad Overseer" showed off new improvements and iterations on the Fury system, as they felt it wasn't at the same gameplay pace that Diablo games usually were. Since Diablo games are fast paced, the old fury system didn't work well, as it was taken from the Warrior class in World of Warcraft (to some degree), and in World of Warcraft, doing damage and taking damage would generate rage for the player, but World of Warcraft is a much slower game than Diablo, so it did not live up to the task. The Diablo 3 team didn't want a barbarian to hit a monster 10 times just so you can use one spell.
 
[[Image:Furydamage.png|thumb|right|250px|The first idea to change the fury system, which was dropped.]]
They first came up with an idea that, the more Fury you had, the more damage your weapons did. The image on the right shows bottom orb with a bit fury, and "100%" written on it, meaning that, at the moment, the barbarian's weapon does full damage. The upper orb has more fury, and "200%" written on it, meaning that the barbarian's weapons do Twice as much damage. However, this did not fit their needs, as the whole idea of different [[Resource pool]]s, is that each character class plays differently and is interesting, so that when a player chooses a new class, it wont feel the same. This idea was dropped since it didn't change the way that the Barbarian played, at least not enough.
 
They then came up with the idea of "Endless Fury", (A video was suppose to showcase this, but sadly, it didn't start) to make the barbarian more fast paced. The video was suppose to show the barbarian spamming his skills, because he made the right decisions by attacking the right enemies with the right skills. If the barbarian hits many enemies at once, he generates a lot of fury, thus being able to spam more skills. However, if the Barbarian used a big AoE skill on one monster, he would end up losing alot of fury, taking the barbarian back to step one. This system encourages the barbarian players to think before using skills, as a wrong choice could leave the barbarian skill-less, and make fights much harder to win. This system is what makes the Barbarian feel unique and different.
 
 
===June, 2010===
 
A quick announcement from [[Bashiok]] revealed that the fury balls system was undergoing changes. [http://diablo.incgamers.com/blog/comments/updates-on-fury-skills-and-potions/]
 
::Bashiok: Fury is going through some further iteration. The orb system wasn’t really working out like we had hoped and was creating some roadblocks.
 
 
===August, 2010===
 
Blizzard announced that the three ball system is out, though it's not yet clear what Fury has changed to. [http://diablo.incgamers.com/blog/comments/updates-on-fury-instability-and-other-resources/]
 
::No more fury balls.
 
::Any damage the barbarian does or takes generates fury. This fury builds up as his resource, to a cap. When not doing or taking damage there’s a grace period, and then the fury will begin to recede.
 
::You build fury to use skills, as the majority of the barbarians skills require some amount of fury to use. There is a shout that generates fury itself, so it’s not always necessary to be in combat for a while before you can start using skills.
 
If Fury is needed to use Barbarian skills in combat, he will be near useless early on, having to resort to auto-attack until enough Fury has built up. This would not only make each encounter less fun, but also be a massive impairment in [[PvP]] combat. Not being able to do anything the first 10 seconds of combat would equal death. [[Bashiok]] has commented on this:[http://diablo.incgamers.com/blog/comments/blizzard-on-fury-and-equal-opportunities/]
::Well there are skills that generate fury, as was said, and there are skills that don’t require any to be used. It's not going to be a situation where you get into a game and have to lumber around using your normal attack until you have enough fury to actually start dealing real damage. That wouldn’t be very fun, and we don’t like things that aren’t fun.
 
 
===Conclusion===
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.
==Hands on Report==
The most detailed report yet filed on Fury comes from a [http://www.diii.net/blog/comments/barbarian-game-play-and-skill-tree-discussion/ BlizzCon Barbarian gameplay report by Flux], posted on [http://www.diii.net/ Diii.net]. A quote:
==The ::Fury Meter==is the new [[Image:Fury-bulb1mana]], but only (so far) for Barbarians.jpg|frame|Fury meterreplaces mana, with but unlike the old blue bulb, it does not fill up when not in use. Barbarians have zero charge.]]The visual representation of how much (or little) Fury a Barbarian has accumulated has undergone numerous changes to start with, and only build it up during the development cyclecombat, when they land successful strikes to their enemies. As of April 2009 soon as the Barb is not fighting, the [[mana]]-like Fury bulb was gonestarts to drain away, and it seeps out quite quickly. I frequently filled my Fury bulb completely during a three-levelfight, traffic light type system was inpaused to pick up an item or two, with all new graphics. The evolution of this graphical change was discussed during BlizzCast #8then ran to find more monsters, in March 2009. [http://wwwand arrived just as my Fury went down to nothing.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]
::'''My Barbarian had about 100 Fury at level 7 or 8, and while I didn’t get to experiment with it that persistently, I could see enough to like the concept. The Barbarian is designed to be a [[Bashiokmelee]]:''' You're both working on a system which is the barbarian’s fury systembattling character. He gets all sorts of bonuses while in combat, and many of his [[skill]]s only trigger when he scores [How it'[critical hit]]s represented . With that design goal, the fact that he has to fight to build up Fury, and has] changed quite to expend Fury to use most of his skills, is only natural. It looks like an expert Barbarian player will be most at home when surrounded by enemies, and will have to learn to cycle quickly through a bit. Can you guys go over how UI variety of attack skills and war cry-style buffs to stay alive and effects are coming together able to create the new fury system?smash his enemies.
::'''The only big Fury expenditure available in the BlizzCon build was [[Mike NicholsonBattlemaster_Skill_Tree#Battle_Rage|Mike]]:''' Yeah well it’s always an, again, an [[IterativeBattle Rage]] process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are war cry that boosted the goals we need to accomplish. And then I’ll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups. ::'''[[Julian Love|Julian]]:''' And I think where we’re at right now with it is the recognition that spending your fury is what we really want you to be doingBarbarian’s damage by 100%, we want you to see it as a commodity to spend in order to gain access to more powerincreased critical damage by 30%, and that wasn’t really being communicated so clearly lasted for 15 seconds (with the other one. So we’re trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you’re spending but you don’t necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we’re trying to not put effects point in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going on. ::'''Mike:''' Yeah, before one of the problems which was you would see all the BlizzCon build up more than what you had allowed to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the otheractive skills). And again from an art standpoint, sure it worked, it That was okhalf, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way. ::'''Bashiok: '''Can you describe for those listening what it currently looks like? ::'''Mike:''' Let's see... if I had to use a cruel comment, one that I made myself as I was making it, oh "It's the fury traffic light". Because it's three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that's the gist of itor more, because when you're playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you'll see I've got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction. A few weeks after this broadcast Bashiok revealed my total [http://www.diii.net/blog/comments/bashiok-on-the-barbarians-fury/] that Fury expenditure will be in denominations of 1, 2 or 3 orbs, but I never a partial orbminded spending it.  ==BlizzCon 2009==During the BlizzCon 2009 Diablo 3 panel on August 21st, Jay Wilson "The Mad Overseer" showed off new combat improvements and iterations on the Fury system, as they felt it wasn't at the same gameplay pace that Diablo games usually were. Since Diablo games are fast paced, the old fury system didn't work well, as it was taken from the Warrior class in World of Warcraft (to some degree)substantial, and in World of Warcraft, doing damage and taking damage would generate rage for the player, but World of Warcraft is a much slower game than Diablo, since Fury faded away so it did not live up to the task. The Diablo 3 team didn't want a barbarian to hit a monster 10 times just so you can use one spell. [[Image:Furydamage.png|thumb|right|250px|The first idea to change the fury systemquickly, which was dropped.]] They first came up with an idea that, the more Fury you I had, the more damage your weapons did. The image on the right shows bottom orb with a bit fury, and constant feeling of "100%" written on use it or lose it, meaning that, at the moment, the barbarian's weapon does full damage. The upper orb has more fury, and "200%" written on it, meaning that the barbarian's weapons do Twice as much damage. However, this did not fit their needs, as the whole idea of different [[Resource pool]]s, is that each character class plays differently and is interesting, so that when Whenever I finished a player chooses battle with a new class, it wont feel the same. This idea was dropped since it didn't change the way that the Barbarian played, at least not enough. They then came up with the idea of "Endless full Fury"bulb, (A video was suppose I tried to remember to showcase cast thiswar cry, but sadly, it didn't start) to make since the barbarian more fast paced. The video was suppose to show the barbarian spamming his skills, because he made the right decisions precious juice would all be gone by attacking the right enemies with the right skills. If the barbarian hits many enemies at once, he generates a lot of fury, thus being able time I got to spam more skills. However, if the Barbarian used a big AoE skill on one monster, he would end up losing alot of fury, taking the barbarian back to step onenext battle anyway. This system encourages the barbarian players to think before using skills, as a wrong choice could leave the barbarian skill-less, and make fights much harder to win. This system is what makes the Barbarian feel unique and different.
==References==
* [http://diablo.incgamers.com/blog/comments/updates-on-fury-instability-and-other-resources/ "Fury balls" are out]. August 4, 2010
* [http://diablo.incgamers.com/blog/comments/blizzard-on-fury-and-equal-opportunities/ Blizzard on Fury and Equal Opportunities]
* [http://www.diii.net/blog/comments/barbarian-game-play-and-skill-tree-discussion/ BlizzCon Barbarian gameplay report by Flux]