- dousie
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Member for 12 years, 7 months, and 21 days
Last active Sun, Jun, 15 2014 20:26:27
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Aug 21, 2013dousie posted a message on [UPDATED] Watch D3's Expansion 'Reaper of Souls' teaser and opening cinematic!This is everything they needed to do! I could not be more excited, feels like winter 2012 all over again!Posted in: News
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Jul 10, 2013dousie posted a message on DiabloFans Interview With the Diablo 3 Team, Blue Posts, BlizzCon 2013 Talent ContestIs there a particular reason there are not more than 4 types of gem in the game, as a plethora of gems could seriously improve customization with things like legendary gems that give specific properties that are unique and mostly non-numerical? For example, a gem that takes up two gem slots that gives 50% Magic Find would be awesome and maybe cause the player to reconsider just slotting in a +40 intelligence gem.Posted in: News
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Jan 9, 2013dousie posted a message on Can 1.0.7 be Delayed to February?, Hardcore Griefing, Criticizing Diablo 3, Blue Postshttps://docs.google.com/open?id=0ByEFUIrNqrczS3NLbDhIekpPQnMPosted in: News
My fix to crafting in diablo 3. -
Dec 10, 2012dousie posted a message on Grenade Demon Hunter Budget Guide, Demon Hunter Cosplay, Curse Weekly Rounduphttp://sandbox.yoyogames.com/games/207806-deathrise-arenaPosted in: News
Please check out my diablo type game I'm making! I need more plays to get noticed on this site! -
Aug 27, 2012dousie posted a message on Witch Doctor 1.0.4 Guide, Puzzle Ring Proc Video, and Blizzard NewsPosted in: News
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Jun 17, 2012dousie posted a message on Ranged Barbarian Build, Witch Doctor Inferno Guide, Demon Hunter DPS Calculator Spreadsheet, Unidentified Items and Patch 1.1Posted in: News
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Apr 5, 2012dousie posted a message on The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East PartyWhen I watched the GDC slideshow, I finally realized why the Diablo art was so much more superior to other games like Titan Quest; in turn making it funner: the way they make the environments. When I first saw the early iteration screenshots of environments, I said, that looks like pretty much every Diablo clone on the planet. Those game developers don't get it. It doesn't get the mood right and makes it less fun. I would have committed suicide if Blizzard decided to use this type of art.Posted in: News
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Two more suggestions (not going to edit the OP because the formatting gets messed up everytime I edit):
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I'm not sure, but a percent value is much easier to conceptualize. Also, since they are doubling the base exp gains from kills in the next patch, this property will mean even less (unless they double that too).
Edit: I believe you're right actually with the mf. Difficulty providing mf is enough, good point.
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According to this chart (for the monster hp/dmg:http://i.imgur.com/OaA79kB.jpg), it should go (roughly):
Normal: No bonuses
- Hard: 50% bonus gold, exp, mf, and currency
- Expert: 100%bonus gold, exp, mf, and currency
- Master: 200% bonus gold, exp, mf, and currency, new recipes
- T1: 500% bonus gold, exp, mf, and currency, new legs
- T2: 800% bonus gold, exp, mf, and currency
- T3: 1200% bonus gold, exp, mf, and currency
- T4: 1700% bonus gold, exp, mf, and currenc
- T5: 2500% bonus gold, exp, mf, and currency
- T6: 4000% bonus gold, exp, mf, and currency
P.S. The above scaling of rewards and difficulty are obviously not the best numbers but they give a rough idea of how the increased difficulty should directly affect the rewards. For example, expert is roughly 100% increased monster health and dmg, so the rewards should be 100% higher.
Note: All of the suggestions above were made with the devs time in mind. I know adding/changing all of this would be extremely time consuming, but I wanted to limit the amount of additional art, sound, coding, etc. needed for these changes. That is why the rift suggestions are minimal compared to the enormous system changes suggested by others. I'm not hating, I'm just explaining my reasoning. (I love those giant system changes suggestions btw, they're so much fun to read and think abt)
Edit: Added 2 suggestions
Edit 2: Formatting
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Here's a link to an awesome game by indie developers:
http://www.kickstarter.com/projects/740762193/fight-the-dragon-a-mini-action-rpg-construction-ki?ref=search
I'm not with the company, I just really want this project to work out so we can play. And I'm sorry if this is the wrong forum but honestly general forums get the most attention.
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Combination recipes drop from monsters. Example:
Rare Lightning Skill Damage Bracers
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Yea sorry, I edited the main post to fix that. You're right, that made no sense.
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[list]
[*]Make difficulty rewarding in an interesting, not necessarily raw number way
[*]Make items cooler in conjunction with difficulty, without forcing the higher difficulty as the only way to get great gear
[*][size=14.3px]Make end-game a more variable and choice-based experience, allowing the player to choose specific activities to gain specific rewards[/size]
[/list]
[/list]
[header=3][b]Difficulty[/b][/header] [p]Here's the plan: separate the difficulty into 3 settings. [i]Normal, Hard, Insane[/i]. Each difficulty gets harder, increasing the number of legendaries that drop, with different rewards.[/p] [p]Normal[/b][/p] [p][size=14.3px]1x HP multiplier, 1x Damage Multiplier[/size][/p] [size=14.3px][size=14.3px][object Object][/size][/size][size=14.3px]Items dropped in this difficulty can roll the following properties:[/size]
[list]
[*][size=14.3px]Intelligence, Dexterity, Strength, Vitality[/size]
[*][size=14.3px]Armor, All Resistance, Specific Resistance (higher rolls than now), Dodge Chance, Ranged/Melee Damage Reduction[/size]
[*][size=14.3px]Critical Chance,[/size][size=14.3px]Critical Damage,[/size][size=14.3px]Deadly Strike Chance,[/size][size=14.3px]Attack Speed, Raw Damage[/size]
[*][size=14.3px]X% Weapon Damage over 3 seconds on hit, X% of Damage dealt gained over 5 seconds[/size]
[*][size=14.3px]Gems/Sockets[/size]
[/list]
[/list]
[b]Hard:[/b]
[size=14.3px]2x HP multiplier, 1.75x Damage Multiplier[/size]
[size=14.3px]Everything from Normal can also drop/roll[/size]
[size=14.3px]Enemies move and attack 20% faster[/size]
[size=14.3px]Items dropped in this difficulty can roll the following properties:[/size]
[list]
[list]X (Element) skills deal Y% more damage[/list]
[list]X% Chance to Cast Y (skill) on Z (condition [block, dodge, struck, attacking, hit, kill, etc.])[/list]
[list]Resource Reduction, Cooldown Reduction, Max Resource, Resource Regen[/list]
[list]Chance to Stun, Freeze, Charm, Slow, Chill, Root, Knockback[/list]
[/list]
[p][b]Insane:[/b][/p] [p][size=14.3px]3x HP multiplier, 2.5x Damage Multiplier[/size][/p] [p][size=14.3px]Everything from Hard and Normal can drop/roll[/size][/p] [p][size=14.3px]Enemies move and attack 50% faster[/size][/p] [p][size=14.3px]Certain enemies have resistances to a certain element, buffing aura for nearby allies[/size][/p] [p][size=14.3px]Elite crafting materials can drop[/size][/p] [p][size=14.3px]Items dropped in this difficulty can roll the following properties:[/size][/p]
[list]
[list]X (skill) deals Y% more damage[/list]
[list]X% Chance to Pierce, Ricochet, Boomerang on hit[/list]
[list]X% Chance to Double Strike when attacking (cast same skill twice at same time)[/list]
[list]X% Crushing Blow[/list]
[/list]
[p]*The above mentioned properties dis-include secondary properties since they are not the core of the issue.[/p] [header=3]Crafting[/header] [p]What are elite crafting materials? They are materials rarer than legendary crafting materials. To craft an elite item, several different elite crafting materials are required. Elite items differ from legendary items in that they are not necessarily "build changers". They are themed items that have more stats than 4 primaries/2 secondaries. For example:[/p] [p][u][size=14.3px][size=14.3px]Entrance to Heaven[/size][/size][/u] (2H Staff, 1.00 attacks per second)[/p] [list]500-1000 Lightning Damage[/list]
[list]500-1000 Fire Damage[/list]
[list]500-1000 Cold Damage[/list]
[list]10% Chance to Cast Frozen Orb when Attacking[/list]
[list]10% Chance to Cast Explosive Bolts when Struck[/list]
[list]10% Chance to Cast Explosive Blast on Block[/list]
[list][350-600] Intelligence[/list]
[p]This Staff could require 200 blood shards, 1 000 000 gold, 100 veil crystals, 150 arcane dust, 200 common scraps, 1 Diablo's Horn, 1 Azmodan's Jaw, 1 Belial's Claw. The 3 last materials would obviously drop from the respective lords of hell at a very low drop chance only in Insane difficulty. Another example:[/p] [p][u][size=14.3px][size=14.3px]Death Doctor's Syringe[/size][/size][/u] (1H Ceremonial Dagger, 1.45 attacks per second)[/p] [list]1500-3000 Poison Damage[/list]
[list]30% Weapon Damage over 3 seconds on hit[/list]
[list]3% of Damage dealt gained over 5 seconds[/list]
[list][300-560] Intelligence[/list]
[list]8 Mana per Second[/list]
[list]15% Chance to Charm on Hit[/list]
[list]9% Ranged Damage reduction[/list]
[p][i]Elite Crafting Materials Required[/i]: 1 Dalghur Dune Dervish Diaphragm, 1 Festering Woods Nest Heart, 1 Constructed Vessel Intestine[/p] [p]The opportunity to know exactly (self-explanatorily) where the elite crafting mat came from, and that finding the other materials (knowing how rare they are) would lead to one awesome staff is a cool balance between predictable outcome from a random reward, granted by using choice to find said reward. The player can't accidentally get this staff. They have to find the plan, and then the very rare mats from specific, self-explanatory locations/monsters.[/p] [p]What if making self-explanatory crafting materials gets really hard? Maybe adding an option to mark the location of all the monsters from whom the elite mats in that recipe can be found. In this instance, it would mark little crafting icons next to the waypoints for Azmodan, Diablo, and Belial on the World Map. Also don't forget to add a "clear crafting recipe markers" option on the map.[/p] [p]Overall this adds a longterm, awesome crafting system that ensures players can't just craft the best items in the game because they need to be capable of killing the act bosses on Insane difficulty first, a well, insane amount of times.[/p] [header=3][b]2H Weapons[/b][/header] [p]They suck, except for Crusaders. Period. How do we make them better? Give them[i]different[/i] stats than 1H weapons, not just bigger ones. Maybe:[/p] [list]crushing blow (rolled only on insane difficulty)[/list]
[list]magic find (I know it's gone, but maybe just on 2H weapons)[/list]
[list]bleed (now based off of raw weapon damage [unreliant on attack speed])[/list]
[list]block chance[/list]
[list]etc.[/list]
[header=3]Paragon[/header] [p]It's cool. It offers customization. However, it's slow. It's really slow. Instead of making it only faster (an artificial solution really), why not expand its impact [i]while[/i] speeding it up a bit? Here's how I would do it by adding these stats:[/p] [list]Elemental damage increases[/list]
[list]Health Globes Replenish X% Primary Resource[/list]
[list]X% Chance to Double Strike when attacking (cast same skill twice at same time)[/list]
[list]X% Chance to Stun, Freeze, Charm, Slow, Chill, Root, Knockback (separated of course)[/list]
[list]X% of Damage dealt gained over 5 seconds[/list]
[list]Deadly Strike Chance[/list]
[p]These aren't necessarily fantastic, but they add more customization. Also, making the experience required per paragon level less exponential, and more flat could help the progression feel more tangible.[/p] [header=3]The Theme[/header] [p][size=14.3px]If you haven't noticed by now, the whole theme of my suggestions is different instead of more. It's not just higher difficulty=more/rarer items/experience/gold. It's higher difficulty=different rewards. This means that if you want exp, maybe farming Normal is more efficient. If you want sick-ass elite crafting mats, farming Insane is the way to go. If you need better gear for Insane to get the elite items you're dying for, farm Hard. Much like in D2, there are varying activities to be performed at different difficulty levels. Depending on what you're doing, the difficulty varies. Even having specific builds/gear for certain activities could be relevant.[/size][/p] [p][size=14.3px]Post your feedback, comments, ideas (for elite items too!), etc. Please note that any numbers and examples of items aren't exactly end-all, be-all solutions, just general ideas representing inferior versions of potentially awesome (elite) items.[/size][/p] [p][size=14.3px]P.S. I might try and add pictures for the eye-candy later, just getting my ideas out there.[/size][/p]
List tags are malformed.
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Could there be an option to combine two or three plans together of the same rarity and a currency cost, which will reroll into another plan that is not one that you combined?
Plan A + Plan B + Plan C + X Blood Shards + Y Gold = New Plan (of same rarity)
A pretty easy thing to implement that will make plans better, at least by a little.
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I think it would be cool if you saw the legendary drops that your friends got, maybe not the other items since that would get pretty cluttered eventually. A la 30 horadric caches.
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The adventure mode is unlocked by act. So if you beat act 1 on any char (even in the past), then you can do adventure mode act 1. To do adventure mode at 5, you must have completed act 5 at least once on campaign mode first. This can happen on any character and then it unlocks adventure mode for that act forever on your account (unless there's a beta wipe).
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This doesn't seem to be the case in the PTR for non-ros. Is that a mistake or is that a ros only feature?
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Rift Race: Play the same instance of a Nephalem Rift at the same time as your opponent(s), but you only see him/her/them as ghost(s). You can do 1v1, 1v2, 1v3, or 2v2. The winner receives a race score (for each combination of number of players) that is on their profile, as well as blood shards or other currencies.Sidenote: The solo vs. group games would be balanced by increasing monster hp for the group accordingly.[/i]
Horde Rift: Enter a several leveled dungeon where each level is one room. An increasing number of waves of increasing size (according to dungeon level) occur in each level. At the end of each level (after several waves), an increasingly difficult (according to dungeon level) boss spawns. Play solo or with friends and receive another score for best time on your profile (best group, best solo).
Commander Rift: Enter an instance where each player starts in opposite corners. Each player starts with 100 death souls. This currency can only be used in this mini-game, cannot keep after leaving. There are 3 pillars for each player in each corner:
All of the above game-modes/mini-games are special rift keystones that need to be found or rewarded in the world. Obviously opening a portal with your keystone opens a portal for the whole game (all of the players). When one is joined, other players will be given a request if they want to join to, regardless of where they are, much like act boss encounters.
Edits: Formatting
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