So after reading one of Bashiok's latest posts on monster affixes and asking for new ideas I thought I would float this one past you guys.
Affix: Adaptive
A monster with this affix would gain immunity to any skills that hit it for 5 seconds. For example... If I hit a monster with bash... For the next 5 seconds that monster cannot be damaged by bash and people must either wait 5 seconds to hurt it with bash again or use another skill (which the monster then also becomes immune to for 5 seconds). This would force a change in a players gameplay as monsters with this type of affix would require a combo of skills and not just one spammed over and over or switching between monsters if people only want to use or have one damaging skill.
The 5 seconds could be increased or decreased and is just there as a placeholder really... Would need to be checked for balance.
Also not sure how easy this would be to code server side...
I had an idea for a ability some rare enemies could use, Id call it bloodlust. It could work with the enemy slow moving and slow to attack, however with more damage done to the enemy he moves faster , hits harder and attacks faster. Its one that could be chaotic later in the game. For example if an enemy had bloodlust and illusionist. it was just a though. I know bashiok said we could post it and that they may take the ideas. I just though id share mine here.
Doom: The monsters have a aura that drains x% of your HP every second. Kill the group fast or die.
Sanctuary (Rare):
- The pack leader will creat runed walls. Players cannot pass through those walls. The area will be created in a way to caught the player in place.
- Players can destroy the wall, but the monster will recast it in a few seconds.
- Whenever a pack minion dies, a circular rune area spawns (similar to monk's inner sanctuary), further reducing the space the player have.
This mod is intented to reduce the space, forcing the player to adopt a strategy that dosn evolves running around. You will be trapped pretty easilly and as you kill minions you will get trapped harder and harder.
Nice. What range would doom have... Ie if you ran away how far would you need to run?
Having trouble picturing the econd one exactly but it sounds interesting... Although with 4 champions with this ability it would be a killer if they all cast the walls.
Call to arms - the leader calls every monsters in a 400 yard radius.
No retreat - half of the minions teleport 30 yards behind you.
One for all - 100% damages dealed to a monster heal the others (the buff is divided by the number of healed monsters)
Like the first one... Could be very nasty.... especially if they keep calling as they are chasing you while you run away... May also be good for grouping mobs
Not sure what to think about the second - for a melee character they couldn't care less... Ranged though may have a harder time.
With the third one are you saying that of 4 monsters... The damage you deal to one heals the other 3 for 33% of the damage dealt? Thus forcing people to focus fire on one specific mob. A possible group killer... I like it. I can just imagine the screaming of no no hit the one on the left... No leroy the left one, no moar dots, no ae.... Just focus... good times.
There are plenty of affixes, and spoilers are in my Diablo 3 Spoilers videos at youtube.
But since people might ask about it here, check the Affix spoilers below:
Ah good question, both are interesting ; it would not affect other abilities, but I guess that it's not more unbalanced than many existing affixes ^^
I think I would like it to be when you damage a mob with this affix the spell you damaged it with is put on an x second cooldown. Thus forcing you to change up your skills.
Alternatively you could have it... When a mob with this affix hits you it adds a 10 second cooldown to the next skill that you use... Whatever that may be... Would force people to keep track of what they have been hit by... Clever players could avoid having to much of a detrimental effect by either not getting hit or using a long cooldown ability after being hit to wipe out the debuff.
Anyway just my thoughts... Be interesting to see if any of these come up ever...
Let's make a deal with blizzard, they have to try out our ideas if we finish the game within 100 hours
Not even sure they would see these unless someone posts it on the main site (which I cannot do). Be nice to see some of these ideas in there at some stage though.
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Affix: Adaptive
A monster with this affix would gain immunity to any skills that hit it for 5 seconds. For example... If I hit a monster with bash... For the next 5 seconds that monster cannot be damaged by bash and people must either wait 5 seconds to hurt it with bash again or use another skill (which the monster then also becomes immune to for 5 seconds). This would force a change in a players gameplay as monsters with this type of affix would require a combo of skills and not just one spammed over and over or switching between monsters if people only want to use or have one damaging skill.
The 5 seconds could be increased or decreased and is just there as a placeholder really... Would need to be checked for balance.
Also not sure how easy this would be to code server side...
So comments, suggestions?
Sanctuary (Rare):
- The pack leader will creat runed walls. Players cannot pass through those walls. The area will be created in a way to caught the player in place.
- Players can destroy the wall, but the monster will recast it in a few seconds.
- Whenever a pack minion dies, a circular rune area spawns (similar to monk's inner sanctuary), further reducing the space the player have.
This mod is intented to reduce the space, forcing the player to adopt a strategy that dosn evolves running around. You will be trapped pretty easilly and as you kill minions you will get trapped harder and harder.
Having trouble picturing the econd one exactly but it sounds interesting... Although with 4 champions with this ability it would be a killer if they all cast the walls.
Are there any plans on using some affixes from Diablo 2?
follow the link below to force's video on the various enchanted monsters in d3 - not sure this is an exhaustive list
http://m.youtube.com/index?desktop_uri=/&gl=AU#/watch?v=9RHupRsh5h4
Like the first one... Could be very nasty.... especially if they keep calling as they are chasing you while you run away... May also be good for grouping mobs
Not sure what to think about the second - for a melee character they couldn't care less... Ranged though may have a harder time.
With the third one are you saying that of 4 monsters... The damage you deal to one heals the other 3 for 33% of the damage dealt? Thus forcing people to focus fire on one specific mob. A possible group killer... I like it. I can just imagine the screaming of no no hit the one on the left... No leroy the left one, no moar dots, no ae.... Just focus... good times.
But since people might ask about it here, check the Affix spoilers below:
http://www.wowbox.tw/d3/mon.php?stl=MonsterAffixNames
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Attacks by you or attacks by the mobs? What about abilities that don't have cooldowns?
I think I would like it to be when you damage a mob with this affix the spell you damaged it with is put on an x second cooldown. Thus forcing you to change up your skills.
Alternatively you could have it... When a mob with this affix hits you it adds a 10 second cooldown to the next skill that you use... Whatever that may be... Would force people to keep track of what they have been hit by... Clever players could avoid having to much of a detrimental effect by either not getting hit or using a long cooldown ability after being hit to wipe out the debuff.
Anyway just my thoughts... Be interesting to see if any of these come up ever...
Not even sure they would see these unless someone posts it on the main site (which I cannot do). Be nice to see some of these ideas in there at some stage though.