It doesn’t make you move any faster, but does allow much greater flexibility of movement, in that you don’t make yourself a sitting duck while holding the right stick in the direction of your enemies to aim attacks. There’s also the addition of an evasion dive-roll on the left stick. But for my Monk, I felt like Wave of Light (the only directed ranged Monk ability) cast a much wider area of effect, making aiming less important. Enemies are automatically targeted based on which way you’re aiming, and it’ll take a lot more play time before I can say whether it’s a system that’ll allow ranged Demon Hunters and Wizards to target their spells where they need to go. I’m not entirely sure what difficulty level the demo station was set to, but my Monk was fully leveled and decked out in gear, so I felt little pain - I used a total of one healing potion during the 15-minute demo.My co-op partner played as a Demon Hunter, and seemed to have little trouble dealing damage. Simply pushing the right stick in the direction of an enemy made bashing my way through a snap. Each button on the controller was bound to an attack or skill, and can be easily rebound to new ones using an elaborately designed radial interface. I played as the Monk - the same character I played up to Inferno on PC last year - to compare. It appears structurally identical to the PC version - everything was exactly where I expected to find it. The playable chunk shown off was a section of Act I, fighting through Wood Wraiths and Dark Moon Clan in Leoric’s Hunting Grounds.
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