Bashiok has returned from ComicCon and blessed us with some D3 forum info. Here he answers a question aboutFor boss fights we don’t really want to just start throwing “damage decals” on them. It can very easily be too subtle if you’re fighting a smaller boss or one that has odd geometry to it, and it can also end up that no matter the flavor, style, and cool look to a boss you just end up fighting a big gory mess. during the battle.
Also we think that we can go a lot further than just simple decals and get something much cooler out of a boss fight. So what we hope to do for at least the bosses where it makes sense is to show more apparent and visually noticeable damage states. Instead of a blood splatter they may actually lose a limb, or a piece or armor, or – like the Thousand Pounder – may transform in some dramatic way changing how the fight progresses. We want to go a lot further than just showing sword slashes and instead use dramatic and noticeable (which can be difficult in a game like this) ways to indicate a boss’ current state.
Speaking of battle damage though, and I don’t think this came across in the gameplay video or any of the screenshots as of yet, but when an enemy dies a critical death it actually drenches your hero in blood if you’re within proximity of the spray. It’s awesome.[/blue]
A moment later he made an addition post to clarify the de-arm-itation comment:
Add Bashiok’s comment about critical damage to what was said during the WWI Denizens of Diablo panel, and it sounds like we’re going to have a delightfully visceral and rather juicy play experience:
With all that hitting happening, you’ll be killing a lot of monsters. We wanted to pump up the player’s sense of impact on monsters. In D3 monsters all die with ragdoll physics, which allows the character to interact with the monsters. Depending on what/how you hit them, monsters die in different ways. You can set up situations to knock them off of ledges, or send them flying out into space.