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    posted a message on The History of Diablofans
    Wow

    So much has changed.

    I haven't been to this site for a while (although I did notice some of the promotions when I lurked around), but seems like the mods and admins are leaving in a hurry

    Sad times indeed.
    Posted in: News & Announcements
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    posted a message on What would make you freak the hell out...
    The idea of a corrupted girl like in grudge, F.E.A.R, the ring etc. is actually pretty good.

    Though it will be very unoriginal, a girl all bloodied teleporting around and appearing out of nowhere whiles you're exploring a dark dungeon is definitely a class A freakish material.

    The idea should be something like what happened in Act 3 in D2. A girl was brutally butchered because she was accused of being a "witch", her limbs chopped up and placed in different parts of the dungeon. However, her spirit haunts the village or town or whatever, and appears randomly in the dungeon in which her body parts were placed in. She cannot be harmed (although she can harm you) until you find all her body parts and reassemble it, summoning her spirit and killing her once and for all.

    Although the idea is unoriginal, these things freak me out most.
    Posted in: Diablo III General Discussion
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    posted a message on Right now at v1.12, what's the best and most powerful...
    Hammerdin and the fact that it's not a specific element.
    Posted in: Diablo II
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    posted a message on The Alchemist? (The new Shapeshifting class)
    Quote from "3CXOD" »
    I could see an Alchemist being basically a Jack of all trades.


    Very much like the Druid.

    Master of none of course, making it mainly a support type class.
    Posted in: Unannounced Class
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    posted a message on NEW Unannounced Blizzard Game
    For me Warcraft 4 kills everything
    Posted in: News & Announcements
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    posted a message on The Alchemist? (The new Shapeshifting class)
    Quote from "edi-lupus" »
    well how about an alchemist idea close to Full Metal Alchemist? or is that too cheesy?



    Alchemy has been the basis of science since the beginning. It has been around long before science was even a word.

    Alchemists do not come from anime shows, they are actual people who brewed potions and chemicals out of herbs and other substances.

    Check your history and see how amazing REAL alchemists and their practices were before calling it cheesy since an anime show so happened to have the word alcemists in it.
    Posted in: Unannounced Class
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    posted a message on The Alchemist? (The new Shapeshifting class)
    Haven't posted in this site for a while, but recently came up with the idea of an alchemist being the shape shifter. I've already looked up alchemist with the search function, but haven't found a thread with a similar idea as mine (besides the fact that the class is called alchemist). Please lock if the ideas below are redundant

    For those of you who have played games where alchemy is vital (Like "The Witcher), then you would know alchemy is meant to buff you. How about instead of simply just buffing your character, an alchemist actually mutates for a brief period of time due to consumption of a made potion.

    An alchemist can "harvest" from the dead body of monsters for certain ingredients, like blood, which when mixed with other ingredients would create a potion which physically transforms the alchemist into a beast with certain properties associated to the monster where the ingredient was harvested from. This allows a large range of mutations and transformations, yet giving a vast range of different play styles such as healing, tanking etc. If that is a bit far fetch, then simple consumptions of potions which allows a set number of transformations, like the druid.

    The alchemist should also have the ability to randomly mix ingredients in order to discover new potions. Potions that allow health regeneration, increased light radius etc. These potions could be given to party members for consumption as well, but only some potions should be alchemists only due to balancing reasons (especially shapeshifting).

    The alchemist can also brew special bombs, and temporary upgrades to weapons. For example, they can create bombs which they can attach to arrows and fire long range, or apply oils to the arrows that cause poison or slow effects. Same principle applies to melee weapons.

    The only problem here would be the amount of ingredients required (which would take a lot of space) and the "mana" bar for the alchemist. My solution for this is to have special "ingredient stones" which are infinite, and are used for the brewing of potions, and also act as a regular alchemist skill like a barbarian's whirlwind. Basically they act as the base of all ingredients, therefore requiring little additional finite ingredients (such as a herb you collect in the wild) in order to brew potions. Energy (mana) is drained each time the ingredient stones are used to brew potions, and the skill tree for the alchemist would basically have an ingredient stone tree where the skills are basically ingredients stones.

    Since the ingredient stones are the skills, the brewing of potions and other things would require the player to use the ingredient stones in a set order to produce a potion or bomb etc. For example, an alchemist has upgraded the skills "ingredient stone fire, ingredient stone water and ingredient stone earth". The alchemist can produce a potion of strength by using these 3 "skills" or "ingredient stones" in a certain order. So if the skillslot buttons are 1,2,3. Then to activate the "skill" or "ingredient stone" the player would have to press 1,2 or 3, and in different order to produce different results.

    Of course, some ingredients should not be ingredient stones, such as ingredients from dead monsters. So the class is still required to collect ingredients instead of spamming ingredient stones.
    Posted in: Unannounced Class
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    posted a message on Tyrael on Diablo 3 Site
    Quote from "Num3n" »
    apparently you didnt read my post -_-


    You never know the Diablo world. After all, if an armor can turn you into a vampire, why can't an armor crafted in heaven give you angelic like wings, or at least some flashy white colors that look like wings?
    Posted in: Diablo III General Discussion
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    posted a message on Tyrael on Diablo 3 Site
    They should add an "Angel's Armor" or "Demon's Armor" drop, I love to wear an armor with awesome white wings behind me.
    Posted in: Diablo III General Discussion
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    posted a message on Dual-wielding shields
    I think having one shield as a weapon and defensive tool like the D2 and other known games/myths/histories would be a good idea.

    However, I think 2 is a little far-fetched. Unless if we're talking about those shields used in troy where they are round and you can slip your arm in it instead of using your whole hand and wrist power to move the shield, it won't really work. The shields needs to be small, if they're paladin sized shield, it looks kinda..... weird. And realistically mobility will be severely slowed. When it comes to offense, again the 2 shields must be small. You need to use a lot of your body strength and motion as well in order to give the shield a big push to hit somebody. If they're smaller like Captain America's then you can probably hack around with those.

    I don't think it's that bad an idea, but the shields will need to be held like Captain America (flat on the arm) in order to be used as an efficient offensive weapon. Holding it the way Paladin's hold it in D2 (Where it is always facing front) with both hands will be a little .... unmatching.
    Posted in: Diablo III General Discussion
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    posted a message on Amount of Skills?
    Quote from "mattheo_majik" »
    Seriously, I haven't even seen your video yet and I'm thinking anyone with the slightest ability to reason (which seperates us from the apes) would clearly be able to perceive the obvious increase in skill variants. Now before you haters (apes) say "No!, Wait!, Variants are counted as different skills...!

    What is Chain lightning but a variant of the Lightning Spell........
    What is Ice Blast but a variant of Ice Bolt Spell.....
    The list goes on and on!

    (So instead of simplisticly improving a near useless spell and calling it a new name, we have to our disposition a set of completely different spells with unending possibilities of customizations)


    So now we get a (maybe) slightly smaller ammount of attack spell, but which come with a whole package deal of passive (synergy) like options and a brand new revamped RUNE system. I don't get how people aren't shitting in their socks about this! If Blizz successfully implements this in D3, which I have a strong faith they will, D3 will be a game that will outlast D1 and D2 by far.

    Nicely said. If Blizzard does this correctly, they'll make yet another revolutionizing system for HackNSlash and all RPGS.

    Seriously, leave all the revolutionizing to Blizzard. The 7 year gap between D2 and D3 just wasn't enough for a brilliant new HackNSlash concept to come up.
    Posted in: Diablo III General Discussion
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    posted a message on Played demo, my response
    Quote from "Ferret" »
    The thing I am wondering about is how the runes work on the Barbarian melee skills. Multistrike is easy enough to understand, but even so, how would that apply to Whirlwind?

    The gameplay vids so far are great, the speed is phenomenal and it looks to be packed with action. Now its really just about how the game absorbs you while playing and the different character mechanics. I gotta say, the Wizard skill tree looked very good, well balanced and offered many different choices that were all viable. If they can nail that with every character, I will be more than happy to make numerous characters.

    When multistrike rune is applied to WhirlWind, I think the Barbarian will spin at a much greater speed. Therefore, each contact will attack twice more than the original whirlwind without runes. So if you used whirlwind on a monster, multistrike rune whirlwind probably means instead of damaging the monster once, you'll hit him twice.

    However, this is going to lead to one of those common insane "which" is better arguements that will lead to a lot of calculations. When the game does come out, someone is going to post a barbarian comparison thread, asking whether Power rune or Multistrike rune is better for a Barb. This could also lead to a series of nerfing on certain runes though.

    However, if done right, the game will be amazing. If making the game more balance mean certain runes are more effective for certain class, so be it.
    Posted in: Diablo III General Discussion
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    posted a message on Bashiok Responds
    Well in truth, Blizzard is taking away 1 and adding 1 back.

    The stat system is actually a more simplified system that doesn't negate the possibility of originality, but instead a system that allows us players to have more "control" over our characters. Our stat system obviously means nearly nothing in normal difficulty, mildly important in nightmare difficulty, and a must-be-distributed-properly in Hell difficulty.

    However, some may ask why we cannot keep the stat system, yet add skill runes as well. The thing is, the game gets to such a high degree of complexity, that it becomes literally work to play the game with an efficient character. You have to take into account the amount of health you will have, the amount of mana you may need for a specific skill, then consider the item stats and bonus, as well as your skill runes, not to mention skill levels.

    Let's also be realistic, stats are the least original part of customization in all RPG games. There are only around 3 good combinations of stats distribution per level, whiles the rest only weakens your character.

    The fact that now with the additions of skill runes, the possibilities of originality of the game will now reach sky high.
    Posted in: Diablo III General Discussion
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    posted a message on Bashiok Responds
    Distributable stat systems in RPG are limited severely if a player decides to perfect their build. For MMORPG with customizable stats system, most of the time you'll be spending hours and hours looking for "the optimal" stat distribution for a specific class, making sure you don't have too much health or mana.

    Has anyone here played Mass Effect? That game is one fine example of crazed perfectionists. People calculate the optimal builds by reading the Mass Effect game system. They look and isolate different skills that happen when cast or on impact. Using these as calculation they calculate damage to over 5 decimal points.

    Basically, some hardcore gamers are willing to "break up" a game to find loopholes (not bugs) in the system. Taking away the possibilty of stat distribution may seem like an over simplyfying move, but it allows you to be more original. It makes us rely more on different skill combinations with different runes as well as items.

    Also for some Diablo 2 players, after reaching level 70, a lot of players will stop distributing stat points. Instead, they'll save them to make sure the requirements for items are reached, the last thing anyone wants is a level 80 character with not enough vitality points to wear some unique item.
    Posted in: Diablo III General Discussion
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    posted a message on One lifelong fan loses interest in Diablo III
    The graphics of D3 is understandable, especially if they plan to have hordes and hordes of monsters flooding your screen, yet with only a small party of people. Not to mention, not all my friends have high spec computers. So if Diablo 3 was really high spec, only a few of my friends will be able to play with me, the others will probably have to go to an internet cafe where their accounts will get keylogged and hacked in less than a month.

    The only major gameplay problems I worry about is the auto stat distribution. It may just be because its a demo (they don't want you exploring too much, or for some hackers stealing and breaking up the game to see what secrets they could find), otherwise I will be quite disappointed. However, the vast amount of possibilities of skills truly impressed me, especially with skill runes. If done right, stats will mean nothing for me. Not to mention respeccing, I can always try out different combinations of skills, and not have to start a new character each time. I do expect a heavy penalty for respeccing though.
    Posted in: Diablo III General Discussion
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