Diablo Behind the Gear: Demon Hunter Cloaks |
- Behind the Gear: Demon Hunter Cloaks
- "Diablo4.pl" website has been purchased by Blizzard
- BlizzCon 2019 Schedule is UP!
- Weekly Loot Wednesday - 10/23/19
- BlizzCon 2019 Floor Map
- Would you boycott Diablo 4 if it was based on season pass/monthly fee/microtransactions?
- Question about challenge rifts
- Behind the Gear: Ceremonial Knives
- Nerfing chantodos is fine. Please don't nerf Squirts necklace
- Off the wall builds d2
- D2 remaster - still sprites?
- Echoing fury and stone gauntlets.
- Questions
- I'll be really disappointed if D4's soundtrack isn't on par with the music from the movie Annihilation. In fact, they ought to just use those guys. Link inside.
- [2.6.7] Diablo 3: REND & BLEED WHIRLWIND Barbarian GR130+ Build
- Start fresh w/o account change (Console)
- D4 Date?
- Witch Doctor Build Question
- Question about Flawless Royal plans.
- Recent addition of Vulperas and Mechagnomes to WoW makes this older leak kinda serious and scary
Behind the Gear: Demon Hunter Cloaks Posted: 23 Oct 2019 12:14 AM PDT The Demon Hunter was the last class designed for Diablo III, and by the time we got to her, we knew that making highly visual class items worked best. We knew from the first concepts that pistol crossbows would be their signature item. The combat designers liked using quivers as an item that could provide an alternative to dual wielding, or be used to complement a bow or crossbow (it is an unusual item!), and so we had to figure out the third class item. The class concept art always featured different forms of scarves and hoods. The Demon Hunter was meant to fulfill a "Ranger and More" archetype in hour hero lineup, and it made sense to give the character some kind of cloak or poncho for stealthing and skulking. But cloth is a tricky thing. Diablo III characters use something called engine cloth. When we made characters (or some objects), we designed strings and flaps that hang off the rigid model of the character. Those pieces would be flagged "engine cloth", and instead of being controlled by the motions designed by an animator, the cloth simulation and physics system would figure out how they should look. Normally, these pieces would hang down. In the wind, they might blow. When the character runs or spins, the cloth In practice, we minimized engine cloth. Most parts of our characters were traditionally modeled and rigged to move according to animations. Even things like a Fallen's loincloth, which hangs down, would be modeled and hand-animated to swing as he moves. Why not put engine cloth on the Fallen? Wouldn't the loincloths look more realistic being blown around by Arcane Explosions, or when they fall off a cliff? Well, yes, but each Fallen would be running a tiny physics simulation that the CPU needed to calculate for a very arguable visual benefit. Fallen are small, and they die quickly. They don't take center stage in the play experience. Performance mattered to us when making Diablo III. It mattered in a way that isn't easily appreciated today. Diablo III was designed to look good and play well on quite modest hardware for the time (which was several years ago!). We wanted everyone to be able to play the game, and eating up performance just so we could have 24 tiny Fallen loincloths flapping around in the four seconds before they are exploded just didn't make sense. You may look at some of the games you play and see a lot of billowing jackets, or long hair, or flapping coats, but I'll bet that those characters have fewer components than a Diablo III character. Look at Scorpion in Mortal Kombat 11. He has a low-hanging, billowy tabard, dangling swords, and little tassels, and they all react realistically to the movement of the character. It would be a lot harder to make those things work if Scorpion could swap out his hood, chest, shoulderpads, gauntlets, swords, and pants. If that were possible, then the artists would have to design his gear options with the understanding that "every one of Scorpion's shoulderpads needs to be no wider than this or it will penetrate the chest pieces, which can be no thicker than this." The more variation, the more constraints on character design. Netherrealm artists wisely choose a couple areas of customization for their players. Scorpion can swap out his entire look at once, and separately, his swords, which only contact his body at one point on his hip. Scorpion can also swap out the tip of his chain spear, which is not in danger of conflicting with any part of this body, no matter what design they think up for it. This is the right decision for Mortal Kombat, because it reflects the kind of game it is. Diablo III characters are highly customizable, because that is what kind of game it is. Heroes need to wear and display their gear, and that means that gear has to be very carefully planned to work in conjunction with each other. Imagine a shoulder pad for a Diablo hero. Does it look good on a Barbarian? Now how does it work on a small-shouldered Wizard? Or a Witch Doctor… remember, their voodoo masks jut out about three feet from the sides of their heads! So we strategically chose when to use engine cloth, for performance and also to play nice with custom gear selection. And so, when Lead Designer Jay Wilson said that he wanted the Demon Hunter to wear a cloak as a class item, there was quite a bit of pushback. Late in the production of Diablo III, our artists knew what they were doing. They knew what kinds of ideas worked on our characters and which didn't, and they did not want to try dangling engine cloth on the new hero. They had worked hard with the Tech Artists to make long jackets work on the Wizards(not with engine cloth), and it was a pain that they did not want to relive. They pushed back hard, and Jay backed off. But a while later, he asked another designer, Jason Bender, to give it a shot. Months after the initial debate over cloaks had died down, Jason asked for a meeting to talk about making cloaks. I was the one that set it up, and when I sent the invitations to the modeling, rigging, and animation leads, I could actually hear groans. But when we met, I saw a perfect example of a Designer working through a feature with artists. He wasn't antagonistic at all, he simply asked that they walk him through all the challenges. They told him about issues of interpenetration, of snagging, about how it would sometimes fall through the ground, and the ways that cloaks would cut through other pieces of gear. He asked them what kinds of problems we'd face if he simplified the design in a few critical ways. The artists became quiet, because they suddenly couldn't find a reason to push back. It wasn't like the Artists hated Designers or hated the feature. But towards the end of the project we had all developed twinges of "let's do what works and not reinvent the wheel". It sometimes made us defensive. And Jason was able to cut through a months-long stalemate simply by holding the conversation the right way. The "cloak" we ended up with is really a chest item with a dangling cape. Unlike a real cloak, the cloth doesn't wrap over the shoulders, which would be a big problem with our shoulderpad items as well as our animation system. Despite appearing to have different lengths and shapes, they use a single geometry, so that the problems of the physics interactions only had to be solved for one design. We use transparency to change the length of the fabric and change the shape of the edges. We art-ify many of the cloaks to look like the fabric starts on the chest and then pulls over to the back, but it's just a clever illusion done in the texture. In practice, it looks pretty good. It gives the Demon Hunter a unique way of changing up their silhouette, and it's very thematically-appropriate. It feels like a special version of a chest armor, which no other class has. Jason actually left Blizzard before all the Cloaks were completed. He was a terrific collaborator, and I learned a lot from him. The Common Cloaks in vanilla did a great job of hitting the basic archetypes for the Demonhunter. You have a simple brown, a forest green (critical for the Ranger fantasy), a noble blue, and a taunting crimson. We only got three Legendary Cloaks, but they looked great on the character. As I recall, Aaron Gaines developed all of them from concept to model.
When it came to plan the Reaper of Souls expansion, we added two new Common Cloaks and two new Legendaries. As usual, Aaron Gaines knocked it out of the park with each. The two Common Cloaks that we added followed the plan for all Reaper commons- one Westmarch-y Rakkisgard item and one very celestial Ascended item. The Rakkisgard cloak is beautiful, and reflects Westmarch armor designs perfectly. The Ascended cloak is even more dramatic, giving the Demonhunter a holy-power appearance. For Legendary Cloaks, we had
The Demon Hunter nearly didn't have cloaks. One alternative might have beeen a Phylactery-style amulet to contain demon essences, but class items that don't show up on the model aren't as much fun. Maybe we would have done a series of extravagant boots. We'll never know, because the Diablo team fought each other and then fought together to make it work, like they always did. [link] [comments] | ||
"Diablo4.pl" website has been purchased by Blizzard Posted: 23 Oct 2019 07:50 AM PDT These details can be found at online database of Polish websites: https://www.dns.pl/en/whois As we can see the last modification date is: 2019.09.10 And the "subscriber" of that website is Blizzard Entertainment. [link] [comments] | ||
Posted: 22 Oct 2019 10:13 AM PDT
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Weekly Loot Wednesday - 10/23/19 Posted: 23 Oct 2019 07:00 AM PDT Welcome to week 369 of the Weekly Loot Wednesday thread! Have you found something an item so amazing that you can't help but share it? Maybe you found a perfect trifecta Ring of Royal Grandeur, or a Wand of Woh with a socket, but there was no one to see it? Post your awesome loot here, so you can enjoy the fame (and upvotes)! Be sure to check back regularly to see what amazing items others may have found. Show support for this and point people here as this will help keep "look what I found" post from clogging up the front page. Also please consider sorting by new to see what new things people have posted! Tips:
If you have any suggestions for this thread or any other ideas, please message the mods. [link] [comments] | ||
Posted: 22 Oct 2019 10:19 AM PDT
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Would you boycott Diablo 4 if it was based on season pass/monthly fee/microtransactions? Posted: 22 Oct 2019 10:51 AM PDT | ||
Question about challenge rifts Posted: 23 Oct 2019 07:05 AM PDT How are these builds and maps chosen for the week? This week's build is kind of weird. It's like the person put a bunch of random stuff together with the armor set that has very little synergy. While I am not expecting it to be the perfect build they should at least put some thought into it. [link] [comments] | ||
Behind the Gear: Ceremonial Knives Posted: 21 Oct 2019 11:24 PM PDT Witch Doctor Ceremonial Knife Commons and Legendaries EDIT: It bothered me that I was referencing all this terrific art and the only thing I was using to showcase it was a collection of tiny thumbnails. I have added links to many of the pieces I mentioned, and have given better credit to the artists involved. The Witch Doctor was our second hero, and like the Barbarian, he was easy to design for. His thematic kit pulled from a lot of different sources, and it seemed like we just couldn't stop coming up with stuff that complemented his visuals. Of his three class items, the mask and the mojos were inspiring so many ideas that it became a matter of which concepts not to do. The Ceremonial Knives weren't as easy. For one thing, they were small. You can express a concept visually when you are working with a helmet or a big two-hander, but knives don't take up much space onscreen. Second, we were already making a bunch of daggers! Those items were treading in a similar design space and it was important that players could look at each kind of weapon and immediately know, "This one belongs to a Witch Doctor." We used a couple of techniques to give the item category its own space. First, we kept most dagger designs in a Eurasian historical design range. Basically, a lot of straight edges and cross shapes. Most, but not all, because if you don't break the rules occasionally you get boring. Then we pushed Ceremonial Knife designs into ornamentality and dramatic designs. Ceremonial Knives show a lot of curves and blade mass, and use exotic materials. We looked at Daggers as pure weapons, and Ceremonial Knives as cultural artifacts that only a veteran practitioner could wield effectively. Also, it didn't hurt that the animation team gave the Witch Doctors a killer pose for the 1HDagger/1HSpear animation set. The heroes hold the weapon high and out, making it highly visible to the player. It's cool and dynamic and makes the weapon really easy to spot. Unfortunately, the lineup of common Ceremonial Knives in vanilla got truncated. We only had four models to use over several items! We did better with our Legendaries, with a list that just seemed to grow over time. Vanilla Diablo III was in development for a long time. You may have heard that. In that time, we were always trying to math out our rate of speed for various tasks. If we do this thing this way, then we can do this many of them in this amount of time. If we do it that way, we can get more of them faster, at a cost to quality, or burnout, our uniqueness, or something else. In those explorations, we dabbled with ideas like using FX on existing models to get a new item relatively quickly. In the end, the results kind of show themselves for what they are, and I think that everyone agreed that it was better to go another route. But we did end up with some Legendary items that look like other items with an additional loud glow, acid drip, etc. as well as unique stats and abilities. You can see two in the Vanilla Ceremonial Knife Legendaries. I argued for keeping these oddities in the game, despite their comparative simplicity, and I stand by that. An item game is not lessened significantly by the presence of one item that is a cut below the others visually. But the item experience for a Witch Doctor player is significantly improved if there is even one more compelling legendary weapon experience to hope for in their play. Despite being a devoted art producer, I always tried to put the player experience first. I didn't have a guiding hand in the concepts of the Vanilla Legendaries, but I remember making them well.
When it came time to schedule Reaper of Souls, I wanted to devote some assets to the Ceremonial Knife common pool that got shafted the first time around. The artists made two badass daggers for that purpose, the Obsidian Skiver and the Tecpatl. Both were concepted by Aaron Gaines. The Tecpatl is an amazing model rendered by the Omnom artists. But the Obsidian Skiver model that Vitaliy Naymushin made was almost too cool to be a Common. Not only did he manage to perfectly and clearly render the surface of an obsidian blade, he destroyed it with that octopus handle. We were wrapping up the expansion and still discovering new themes that fit the Witch Doctor. Could you not see a full octopus WD armor set? And then we had five new Legendary Ceremonial Knives to add to the game.
I like the Ceremonial Daggers because they are smaller, but they carry a ton of personality. They don't dominate the hero profile like some other weapons do, and can complement a nice transmog set. It all comes down to freaky curved blades and that badass overhand stabbing animation. [link] [comments] | ||
Nerfing chantodos is fine. Please don't nerf Squirts necklace Posted: 23 Oct 2019 02:02 AM PDT There is a change coming that will make squirts a lot less useful, its already difficult to use on characters without shields and now that they are going against the item description and changing its interaction with shields it will be even more useless. If you want to make it interesting just remove the timer on it. Make it so you always take more damage (haha we have zero toughness in D3) and you always have the +Damage. Blizzard often finds ways to nerf things twice. Again, chantodos needed reigning in but to kill squirts on wizard as well is not really fair. The bonus says "when you lose health" well shields are not health and that's fair enough, we still take the extra damage. [link] [comments] | ||
Posted: 22 Oct 2019 12:18 PM PDT What is your guys favorite most off the wall build to do in d2? Ursa major for me even knowing if you did it wrong you knew instantly lol [link] [comments] | ||
Posted: 22 Oct 2019 01:29 PM PDT It's probably been said before, but I'm not keeping my hopes up on this one. SC remastered was a texture upscale and didn't convert anything to true 3D. The WC3 remaster was already 3D, so they ported everything over. If there is a D2 remaster being announced, I think we're going to see higher res textures, nothing in true 3D. Even at 60fps things might still feel off because they'd have to create finer degrees of sprite rotation, which didn't happen in SC remaster. What do you think? [link] [comments] | ||
Echoing fury and stone gauntlets. Posted: 22 Oct 2019 05:58 PM PDT Would like to know if first the echoing fury balances like a counter the gauntlets. Also would be good if it does for condemn LON sader, 250% armor and slower movement when hit for better macro Working on a full setup Cheers ! [link] [comments] | ||
Posted: 22 Oct 2019 05:43 PM PDT Hey guys I have a couple of random questions for diablo 3. 1st about the season buff circles. Does me being in the damage circle as a Witch doctor make my pets do more damage. Also does it annoy other range attackers that these circles spawn mostly in the middle of fights? Seems do benefit melee style more..
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Posted: 22 Oct 2019 11:52 PM PDT https://www.youtube.com/watch?v=XR8BD6PuRQw It just feels like old school Diablo dungeons [link] [comments] | ||
[2.6.7] Diablo 3: REND & BLEED WHIRLWIND Barbarian GR130+ Build Posted: 22 Oct 2019 11:23 AM PDT
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Start fresh w/o account change (Console) Posted: 22 Oct 2019 08:32 AM PDT How do I completely clear / not reset paragon levels on non seasonal / hardcore modes [link] [comments] | ||
Posted: 22 Oct 2019 07:10 PM PDT Since we now believe that Diablo 4 is going to be announced formally at Blizzcon, when do y'all think it will come out? 2022, 10 years after Diablo 3? 2024, 12 years like D2 to D3? [link] [comments] | ||
Posted: 22 Oct 2019 09:45 AM PDT So I've recently returned to Diablo III after a long hiatus. Got my WD to 70 and have basically completed the DoD build listed on Icy Veins, only missing one item at the moment and have been able to clear up to GR 65 solo. I'm just wondering though, how does a Jade Harvester build compare to the DoD build? My single target damage is absolutely insane, but aoe seems to lack somewhat. How does Jade Harvester stack up? [link] [comments] | ||
Question about Flawless Royal plans. Posted: 22 Oct 2019 11:17 AM PDT I've been finding conflicting information, so I just want to have something cleared up. Can caches only drop them at level 70, or can they drop at any level? [link] [comments] | ||
Recent addition of Vulperas and Mechagnomes to WoW makes this older leak kinda serious and scary Posted: 22 Oct 2019 03:58 PM PDT For the full leak from June CLICK HERE. I'll copy the part about Diablo 4: DIABLO 4 [link] [comments] |
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