DiabloWikiBashiok provided detailed answers to a couple of different questions today in the B.net forums. First up, a fan asks if DiabloWikiCharms are going to be in Diablo 3, a question to which Bashiok provides much more than the “No.” I was expecting.

    Charms are cool. Randomized item drops that give passive bonuses while held? That’s a cool way for someone to actively change their character beyond just skills and armor/weapons. Making it an inventory space decision; however, isn’t very cool. You were trading inventory space for character power, which is sort of an interesting trade but also one that is directly and immediately punishing. It’s not like giving up … say … health to do more damage. You aren’t deciding that your play style can overcome your decisions on how to balance your character. Everyone needs inventory space regardless of how they want to play, so it becomes a mandate that if you want to do X, you better get ready to throw down a lot of town portals. Fun? Eh.

    We don’t have charms at the moment, but it’s a mechanic we like the idea of as long as it doesn’t become an inventory space vs. power decision. They’re one of those things that certainly could come back but that we haven’t fully explored yet.

    We don’t have any problems we’re struggling to solve on such a system or anything, it’s just a matter of wanting (or having the time) to include it or not. There are plenty of systems already, I think if we felt we needed more it could be included but right now we’re working with the major features we have.

    Sounds like he’s hinting at something along the lines of the once and future DiabloWikiTalisman? I do hope we get to see some of this stuff at some point; DiabloWikiJay Wilson and others are always hinting at these big new systems that they’re working into the game, and other than DiabloWikiskill runes we’ve not gotten so much as a sniff of details.

    Elsewhere, a fan points out the logical inconsistency of skeletons and other creatures without red blood bursting in a massive spray of gore, courtesy of the DiabloWikiMonk‘s DiabloWikiExploding Palm skill. Of course we saw this sort of thing in Diablo 2, with the red ‘n white gore from each use of DiabloWikiCorpse Explosion, regardless whether the DiabloWikiNecromancer used it on a skeleton, a Blunderbore, or a pile of gnats. (I wrote a top ten list about this sort of thing, once upon a time.)

    Bashiok’s reply goes into a sort of game fiction/magical realm, which you may or may not find compelling, depending on just how literal minded you are.

    We have tons of unique death types, the exploding palm effect you’re talking about though is an effect of the skill itself though and not the makeup of the creature it’s used against.

    When you apply the bleed-DoT from Exploding Palm a beating heart appears over the creature it’s applied to. After they take enough steps or are otherwise killed the heart explodes and deals AE damage. So it’s not actually the skeleton exploding (although that happens too) that’s causing the blood effect, but the skill itself.

    So what you’re basically saying is that when applied on a creature with no organs/heart at all (skeletons, wraiths, etc.) Exploding Palm somehow magically puts organs/a heart into them, so that they can explode w/ blood, guts and stuff?

    Bashiok: Magic skills can do magic things!? wuuuuUUUUUAAHHH?

    No, I’m saying that the blood explosion is the AE damaging effect of the skill that occurs when the subject dies. It occurs along with the death effect of whatever it’s applied to, and isn’t an increase of their normal death effect. So skeleton, or bat, or apple*, or chair*, or rock man**, or forum poster*** a huge blood explosion is happening regardless because it’s what the AE explosion looks like.

    *Exploding Palm cannot be applied to inanimate objects/destructibles
    ** Rock man refers to a person who plays rock music and not a man made of rocks
    *** Please oh please oh please

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