Etherialized mobs - A wave of mobs, only one monster is not-ethereal. The ethereal monsters deal 50% reduced damage, cannot be attacked, and do not recover health while ethereal. When you have dealt fifty percent damage to the non-ethereal monster, the one you can attack switches. It continues to switch until all the monsters are dead.
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...
Divvy Mobs - Mobs spawn with random buffs and bonuses that it shares with all other Divvy mobs in a radius. For example, if two mobs were in the area which Divvy, one arcane and one fire enchanted, both would be arcane and fire enchanted until one or the other was killed, and its buff would be removed from the other.
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...
Neat idea. Maybe instead of total immunity for 5 seconds, skills becoming increasingly weaker the more you use one.
idea 1-what about a mob that changes its play style when low on health like a ranged that changes to melee or vice versa.
EX1: an axe wielding mob that when at 20% health he run away and throws axes instead.
EX2: a spider that bites changes to (stream/cloud/ball) of poison ranged
EX3: a mage that teleports away and use messile change to teleport towards you and uses enchanted sword that does (cold+slow/lightening+stun etc)
Fool's Gold - champions of this type drop even more gold than normal champions. However each time they hit you, your weapons and armour lose 1 durability.
Fickle - champions of this type cause skills not to work as normal... Ie you use bash but instead it causes you to use a random skill that is available to your character. Even ones that you do not currently have active.
Thief - champions of this type steal the first ability used on them by a player... The player can still use this ability but the champion also has access to it along with its normal selection of skills. At later difficulties the amount of abilities stolen icreases.
So far here is a list of the ones I like that I have seen =]
1. Hard Hitter (I know this was my own suggestion but I think it could work with any minion)
2. Etherealized (Love this idea force you to watch what you're attacking and not just spam moves)
3. Survivalist (Very tricky but would force everyone to have different TYPES of damage. Could be hard)
4. Fool's Gold (on the fence but I like the idea)
5. Thief (I like this but maybe needs a different name? I think of gold when I read Thief)
The champion spawns with two or three additional mobs. You must hit these monsters in order to paralyze (stun) the champion. If the champion hits you, your hero becomes paralyzed. Stun length 2 seconds..
The Weak Link
-All monsters have increased defense except for one, who has a lower defense than normal. The weak monster changes every 5 seconds, so you have to try to kill it before it gets strong again. You could either have an indication aura on the weak link or on everyone except the weak link, which would make it a little trickier to spot.
The Early Bird
-Their chance to drop better items starts off higher than normal, but drops over time. So as soon as you see this champion you want to kill it as fast as possible.
Morphing
-The mob switches affixes every 10 seconds.
Convergent
-All monsters focus their attacks entirely on one target, ignoring everyone else completely. In single player games this would encourage the use of summoning skills/follower management; with multi-player, one person runs around screaming while the others pick them off.
I mentioned in a different thread about an idea I had. the idea was "bloodlust" where the enemy starts with a slow moment speed, slow attack speed and normal damage. However with more damage the movement speed increases, as well as attack speed and damage. This could become a large threat in later difficulties. An illusionist enemy with bloodlust could get very dangerous very fast. With the movement speed it would be a threat to range as well as melee.
I had a quick thought of some kind of "Hard Hitter" type of thing where maybe
they attack 50% slower? but do like 200 or 300% more damage. something like that...
What do you all have in mind??
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...
Neat idea. Maybe instead of total immunity for 5 seconds, skills becoming increasingly weaker the more you use one.
EX1: an axe wielding mob that when at 20% health he run away and throws axes instead.
EX2: a spider that bites changes to (stream/cloud/ball) of poison ranged
EX3: a mage that teleports away and use messile change to teleport towards you and uses enchanted sword that does (cold+slow/lightening+stun etc)
Fickle - champions of this type cause skills not to work as normal... Ie you use bash but instead it causes you to use a random skill that is available to your character. Even ones that you do not currently have active.
Thief - champions of this type steal the first ability used on them by a player... The player can still use this ability but the champion also has access to it along with its normal selection of skills. At later difficulties the amount of abilities stolen icreases.
1. Hard Hitter (I know this was my own suggestion but I think it could work with any minion)
2. Etherealized (Love this idea force you to watch what you're attacking and not just spam moves)
3. Survivalist (Very tricky but would force everyone to have different TYPES of damage. Could be hard)
4. Fool's Gold (on the fence but I like the idea)
5. Thief (I like this but maybe needs a different name? I think of gold when I read Thief)
These aren't in any specific order btw!
The champion spawns with two or three additional mobs. You must hit these monsters in order to paralyze (stun) the champion. If the champion hits you, your hero becomes paralyzed. Stun length 2 seconds..
-All monsters have increased defense except for one, who has a lower defense than normal. The weak monster changes every 5 seconds, so you have to try to kill it before it gets strong again. You could either have an indication aura on the weak link or on everyone except the weak link, which would make it a little trickier to spot.
The Early Bird
-Their chance to drop better items starts off higher than normal, but drops over time. So as soon as you see this champion you want to kill it as fast as possible.
Morphing
-The mob switches affixes every 10 seconds.
Convergent
-All monsters focus their attacks entirely on one target, ignoring everyone else completely. In single player games this would encourage the use of summoning skills/follower management; with multi-player, one person runs around screaming while the others pick them off.
Yeah I was struggling for names. I like mimic and copycat though.