Patch 2.3.0 News: Items and Kanai’s Cube Recipes
Some news and notes about the new items and changes in Patch 2.3.0, plus some recipes that are too good and getting tweaked. One of the most popular/interesting Kanai’s Cube recipes allows you to reroll a random item in any item set. You stick in say the IK helm, add the other material ingredients, and […]
Kanai’s Cube Hands-On Tutorial
A quick guide to how the new Kanai’s Cube works, based on first hand playing experience overnight, after defeating the invincible 4+ hour game creation queue! Kanai’s Cube Hands-On Tutorial short version: Fetch the Cube from the Ruins of Sescheron dungeon; Act Three, Adventure Mode only. Bliss out to the soothing conversation of Zoltan’s Kulle […]

Diablo 3 Melee Monster Range = Extensive

Posted 11 Apr 2012 by

Site regular MauriceBastard made a post in our forums, in which he pointed out that monsters in Diablo III have considerably more reach on their melee attacks than you might expect. If you run up near a slow enemy like a zombie or a skeleton, and then run away, you can be 10 or 15 (or more) yards away and still get hit by their slow swing.

MaBa made a video that showed it off repeatedly, so the effect was clear for even non-beta testrs. Less clear was the cause. Is this a bug, a sign of latency, or a feature? Feature, according to Bashiok.

It’s intentional. We don’t want a game where the most effective way to play is to dodge in and out of enemy attacks. It’s not that difficult to do, and it’s just not a very fun way to play. “Most effective” and “not fun” just can’t be in the same sentence when describing part of the game. We want combat to be based on use of abilities, putting thought into builds, building up offensive and defensive stats, etc. Skill is absolutely a part of all of the systems you’ll use, and kiting can be too, but it’d be ridiculous if you could avoid all of the systems that make the game the game because you can time dodges of enemy attacks and negate every other factor.

Also think about just running past enemies to rush through an area and never being hit. Anyone looking to rush would love it! Which is why it’s not a good idea from a design perspective. :) It’s not something we’ll be changing.

I guess that answers that question, then. Do you guys approve? Not including this feature would mean that players with good connections would have a huge inherent advantage in play. It could be partially overcome by giving monsters a much faster swing, or by making them start to attack much sooner after contact, but that would look weird for slow enemies. Then again, getting hit by a zombie that’s half a screen away looks kind of weird too.

Click through to see this effect repeatedly demonstrated in a video.


Tagged As: | Categories: Bashiok, Blue Posts, Monsters, Strategy News

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