- NoxioussGaz
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Member for 9 years, 9 months, and 19 days
Last active Tue, Sep, 11 2012 22:14:53
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Designation15 posted a message on So last night I was playing a released DIII game...(The DIII Dream thread)I used to dream about getting into the Diablo 3 beta, then I took an arrow to the knee.Posted in: Diablo III General Discussion -
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Umkuayl posted a message on Expansion Classes, HOW DO THEY WORK?TLDR: plant magic = huge untapped resource, Blizzard should explore new magics they haven't focused on before to make a truly creative new class.Posted in: Diablo III General Discussion
Body:
I'd really like to see a class that focuses on plants (kind of a spin off of the D2 Druid's creeper pet). It's something that has never been focused on before in Sanctuary, and there's tons of opportunities for buffs (rooting in, herbal stimulants, aroma therapy), debuffs (stun spores, tangling vines, aroma anti-therapy), physical attacks (vine whip, log roll, thistle throw, root spike, algae slime bomb), summons (creeper vines, walking tree, mold/algae blob creatures), defense skills (tree wall, bark skin), and I'm sure much more that I haven't thought of. This allows this class to be designed to focus on any number of niches, from heavy melee/caster to ranged/summoner to buff/debuff specialist, just to name a few random ones that just popped in my head.
Notably, there is also tons of poison opportunities when working with plants, but since the WD already has a lot of poison abilities I tried to avoid them.
I've previously written about a class that is from an elder from a forest-dwelling tribe, but if that's too much like the tribal-ness of the WD, then Blizzard could even take it down the Botanist/Naturalist route, AKA a city-folk that has apprenticed in the mystical ways of the flora on Sanctuary.
Long story short, I really hope Blizzard explores a realm of magic they haven't focused on before (please no more shadow/death/elemental/holy, unless they're really innovative), and I think that the flora on Sanctuary offer a huge untapped resource. -
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snowhammer posted a message on RUNES**DISCLAIMER** If reading a pretty longwinded explination of an idea is not somthing you enjoy, you better hit the back button. If you happen to have looked at any of my "For Fun" guides, you may know that I spend ALOT of time imagining Diablo 3 as though it were already out. Since the August 1st information, I have been "going back to the drawing board" as it were, and while doing imaginary play throughs of the game, one thing keeps getting me stuck; only needing to have 1 of each class.Posted in: Diablo III General Discussion
Making a new character is (in my opinion) a big part of Diablo. However, while "imagining" playing the game, I KNOW that being able to switch between skills with the amount of freedom we will have now is going to be a great expirience as well. So, as I tend to do, I started "assuming" that a system exisited in the game that would allow for both. I thought it was a good enough (interesting enough) idea to make a thread and see what you guys thought.
RUNES - The Best of Both Worlds
What the Problem was:
When Diablo 3 entered Alpha, the Developers noticed that the players were not using the skill system the way they had hoped they would. Indeed, it felt just like Diablo 2: Max 1 or 2 skills and spamm them to victory. The system actually "encouraged" this behavior and caused the players to "mass dump" skill points into new skills when they became available. The Dev Team didn't like this, as the combat (Monster AI, dificulty, pacing) was designed around players using 4-6 skills efficiently.
What they did:
This lead to what in my opinion was a pretty drastic change (considering how late we are in development), they removed the skill point system entirely. Players would now unlock new skills and passive skills at each level and be able to freely switch between those skills to find a "build" that they liked.
The (assumed) Effect:
This should lead to players using thier selected 6 active skills through out the entire game and to great effect, as the developers can ballance them based on character level and will give players a never-before-seen (in an ARPG) amount of freedom when expirimenting with their skills.
The Side Effect:
In my opinion, more by cause and effect than by design, this change lead to players really only needing to create 1 of each class (10 if you count gender or hardcore). Some people love this idea, while others (of which I am one) feel that comitting to your build should be considered a "core Diablo" concept.
Runes may help:
There have been alot of ideas tossed about since Aug 1st regarding the Skill changes / Rune changes. The Man himself (Jay Wilson) said in the interview that Force posted that one of the reasons they liked the proposed Rune change was that it would add to the "investment" players would need to make to their chosen skill set. This is the main reason I am all for the Rune changes, however, this does not change the fact that to change your build (even at the latest point in the game) you would not need a new character, but instead only new runes (and Gear too).
R*U*N*E*S Two birds with one Stone
So, my idea. Runes will drop in two forms: Common and Magic. So each time a rune is Rolled up, it then performs a roll to determine weather it is Common or Magic.
Common Runes:
Common runes would act just like runes from the "old" system did. They would drop with the Type already defined. When a Common rune drops, it would look somthing like this:
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Crimson Rune: Level 1
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Common runes could only drop up to level 5. This way the most rare (Level 6-7) would always be rolled up as Magic. Common runes can be freely switched between any active, currently equipped, skill. The fact that Common runes drop with their "Type" already rolled up (Crimson, Indigo, Alabaster, Obsidian, Golden) would mean you could hold the rune over any of your skills and get a look at what the rune would do to that skill. The common runes would be the way to let players "freely" try out all of the Rune combinations, and they would be VERY "common" drops in Act 2. As the game progresses, Rune's become more rare (in general), but by the time you start hunting for Level 6 and 7 Runes, they will only drop as Magical.
Magic Runes:
When a Magic Rune is rolled up, it can be any level of rarity. This would make Rare or even Legendary Runes possible. An example of how a Magic Rune would look when the player sees it on the Ground:
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Magic Rune: Level 4
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Both the Type (Crimson, Indigo, Alabaster, Obsidian, Golden) and the Modifiers would NOT be rolled when the item dropped. When the rune drops, the Roll up would determine the Level (1-7) and wether it was Common or Magic. When you mouse over a Magic rune that you find, a tooltip would pop up reading:
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"Chose a Skill to Attune this Rune to. This will then Determine the Rune Type and Give an Extra Effect"
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After you select a skill to "attune" the rune to, several Rolls happen. It rolls a type (Crimson, Indigo, Albaster, Obsidian, Golden), it rolls the Rarity (rare, legendary, ect..), and the Modifiers. The fact that the Rune doesn't make these rolls untill AFTER you attune it would make selling un-attuned runes pretty interesting. Could be AMAZING, could be just ok. An example of what a Level 4 Attuned runed might look like:
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Sturdy Crimson Rune of Shadows: Ray of Frost - Level 4
Can be Insterted into Ray of Frost
"Beam increases in damage the longer it remains in use, to a cap"
+25 Defense
+11% to Dodge
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But how does this address the need to only make 1 of each class..?
The Kicker:
Make the player limited to only Socketing 6 Skills at one time. Because Common runes are able to be "Freely" switched between skills, changing them out would be as easy as "click and drag". This would allow the player to play with the rune effects, while being a built in way to keep people from switching skills out literaly "on the fly" (as in during fights) as they would have to re-socket their skills when they change them out.
Magic Runes would not be free to change. Because of this, when players are about to socket a magic rune into a skill (remember, "attuning" a rune to a skill only Does the roll on the item, it doesn't lock it into "your" skill yet) you would see a warning screen reading:
"Removing a Magic Rune from you Skill can only be done at the Mystic and Costs Gold. Removing this Rune from the Mystic will cost X amount of Gold (based on the Rune Level and Quality). Are you sure you wan't to socket this Rune?"
In this fashion, switching out a High Level Magic Rune could cost ALOT of Gold. So much, that changing out ALL of your skills (if you already invested good quality runes in them) would cost enough that you would likely make a new character instead. You could, however, change out 1 or 2 Magic Runes, and just eat the gold cost. And this would make tweaking expensive, but possible.
Conculsion:
This sytem (and props to you if you read all this!) would allow players to have fun expirimenting with rune effect as they level (with Common runes), Give back that awesome point of comparison that mousing a "Crimson" rune over your skills brings (that people like Sixen in the Podcasts have been missing), allow players to "invest" in their skills with expensive, hard to find Magic Runes, and by limiting to player to 6 Runes at one time (meaning that you would have to remove a Rune to change out your skills) would result in builds being important in the late game in a "tangible" way again.
This post is by no means meant to be a "if only Blizzard would do THIS" thread. It is simply what I thought was an interesting idea, and worth sharing with the forum. -
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Posted in: Diablo III General Discussion
You believe everything you read, that's your problem.
You would have to be crushed by a falling bathtub to be told otherwise.
I should be able to come onto this forum and read legitimate D3 news, not people moaning about unconfirmed leaked news -
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Tunnel_Vision posted a message on Am I in the minority?Posted in: Diablo III General DiscussionQuote from Kickin_It
The mere fact that there were "perfect" specs in D2 was the biggest problem with customization in the game. Variability didn't exist in D2 specs because variability wasn't viable. Everyone used the same specs.
I agree. I think respeccing is a great feature to have in D3...it promotes experimentation and variety which is exactly what blizz wants.
Also in response to the OP, I dont' understand your argument. You say the hardcore players all created perfectly specd characters...but then you say you don't want all characters to be the same. If the hardcore players all created perfectly specd chars with the best gear...they would all be the same anyway!
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Additionally some quotes from him that I find very inspirational:
"Don't settle. As with all matters of the heart, you'll know when you find it. And, like any great relationship, it just gets better and better as the years roll on. So keep looking until you find it. Don't settle... Stay hungry. Stay foolish." -Steve Jobs
“Your time is limited, so don’t waste it living someone else’s life. Don’t be trapped by dogma — which is living with the results of other people’s thinking. Don’t let the noise of others’ opinions drown out your own inner voice. And most important, have the courage to follow your heart and intuition. They somehow already know what you truly want to become. Everything else is secondary.” - Steve Jobs 1955-2011
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Bar has the cliched anger/rage resource - gets hit or lands hits nets him some rage points which he can spend for greater attacks. out of battle, decay. not comparing to mock or say anything, but just asking whether this is similar to the WoW warrior resource?
Wizard starts at full and keeps replenishing after a short period of time- almost instantly. is this like the Wow Rogue?
Monk takes in and deals damage to accrue essence to use higher skills. except it doesn't decay like barb and he has the combo system. so wouldn't this be a but like the Wow War - rage and the rogues combo system hybrid? not so bad..
Witch doctor got mana, pretty self explanatory
Demon Hunter, nothing really solid except that she has hate & discipline, Im assuming ones more for spammable type skills and one for more longer CD ones or at least lesser used ones (a player would more likely spam fan of knives or molten arrow that say a trap).
I can think of a quiver (or magazine for you modern folks) type bar. say hold 10 arrows/bolts/rounds and each skill in the more spammable tree would consume said amount but when it is depleted they hunter goes on a little 'reload' pause (obviously not the length it would take to reload a real crossbow, it can be .5 sec or 1 sec or even 5, idc, just an idea.
than he would have the quiver to full. so like grenade costs 1 'bolt', fan of knives are 3, and molten arrows are 5. so he could cast Grenade, FoK, MA, Grenade than wait 1 second, reload, and continue.. just an idea I've had, even when we were speculating resources for the wizard.
as for the other resource the DH would have, I really don't know, maybe something like the death knight and his rune stones? he has a set amount and that's the type of trap you can set out but it changes based on different things you do.
Anything that I got wrong and needs to be cleared up? or just any more speculation? (whatcha think of my reload mech? not talking about balance though, I know a specific time is needed to prevent it from being OP or UP, just talking about the concept of it)