I think the barbarian should have the ability to throw an enemy that is in melee range with him, to wherever the mouse pointer is located. Causes minimal damage to the target, but really damages those the target hits. Unless the target hits a wall or through a pillar (I think it would have to have a somewhat high cost to not just be spammed though)
Also, i do like the animate inanimate objects spell.
Wizard should have hundreds of elemental spells imo but stick also with the new ones and add some gravity spells where you can play with gravity or perhaps magnetic spells where you throw around you're enemies or make them levitiate but magnetic repulsion
that would be incredibly op as they would be invincible in pvp then.
True, the skills have to be reasonable for PVP. A skill like that would dominate.
"BATTLE STANCE'' 'SKILL SHOT' and ''ANIMATE THE INANIMATE'' Are my favs' so far.
Here is another one fo de Wizard I just came up with:
''Collision'' A skill where, the wizard is able to harness the direction of matter itself, through powerful meditation, to direct the neutrons of particles to a collision path, creating temperatures of unimaginable proportions, and scattering the particles in a brilliant, short lived display. (much like the big bang) with increasing levels, a player could increase their control over the amount of neutrons that collide as well as amplifying the magnitude of the spherical explosion, (making the spell last longer, and get larger with each increasing level.)
It could also be used in conjunction with the multi-skill rune and many other skill runes (multiple explosions, ect)
We all know these tiny collisions in fact exists in real life, but these 'brilliant explosions" are so microscopical we cannot see them. This is where fiction comes into play, somehow the wizard would be able to amplify the "explosions" to a magnitude where you would be able to see them, through his meditations.
This skill would mainly be used as a crowd bashing skill (like nova) and would be extremely effective against enemies that are weak against fire. The main damage factor in this skill would be fire, and there would also be effective shratinal (melee) damage to the surrounding area from the particles.
I would even go as far as to say the type of explosion would depend on the environment you were in... example, if you were in winter-wonderland the effect of casting it on the snow would be a cold damage bonus, if you were in the desert, the effect of casting it on the sand would be melee damage (glass crystals in sand) The possibilities to interact with the environment would be endless, you would still have your initial fire damage in any scenario... but certain elements that are presented in the game would give you an added elemental or melee bonus's. Casting a skill on a potion (or health/mana orb) would cause it to explode, raining down a shower of HP for any nearby players, that would far exceed the individual use of that potion. It would be in a sense "The Everything" skill.
I want a skill that makes your enemies to fight for you until they die. The more health the enemy has the more mana it takes to turn them to you side. There would be a limit to the amount of enemies you can turn by having a max amount of health of your combined monsters.
i still want a spell for a holy character that is able to call upon the blessing of the heavens... like when u activated the spell ur character would get down on their knees and pray for a second then get up and then have an aura around him. this would help with defense and a small amount for attack.
and dubs please post in 1 colour as i had to highlight what u said to be able to read it.
it would be cool to have some "townsfolk" and depending on your alignment, they would either become more virtuous or depraved depending on your presence. At higher levels, you could enlist familiars (evil) or disciples (good) to fight for you, and they could follow you around based on your alignment score and mana (one time cost). I think it makes it more interesting to have your alignment cause ambient changes in the environment, like if you are super evil and walk into a pub, everyone starts fighting each other and so on...like the longer you are in a place, the darker it becomes, and the more corpses you see around and the more the trees start to die...kind of like the wandering stranger. But, if you are super good, people start having a good time, and helping eachother, and the weather gets nicer, etc... you hear more laughter as opposed to cries or shrieks around town...
i don't know if you could call them "skills" per se, but you could have a skill that could allow you to enlist or posess townspeople and make them your familiar or your disciple...they could equip items you don't need, and so on...it would be pretty cool to have an upper limit of like 12 or so, instead of buying mercenaries. The vassals could get a certain percentage of your skills/stats when they enlist/are posessed, and you share your life with them (you won't die if they are killed, but their life is a percentage of your own).
it would be crazy if you could leave a town with like 12 people and walk into a dungeon...they're all carrying crosses or holy things and singing and stuff...(or an unholy parade of sinners and criminals!!)
I do think it would be cool to have meditations or curses, and there would be cool animations along with them that were alignment-based, so holy characters would pray (like num3n suggested) and unholy characters would do some sort of hand symbol or bite somebody or go crazy like the thousand pounder with light trails...
i think that the alignment stuff needs to be used for more cool effects...it adds character to the game, and while it shouldn't be like Fable necessarily in that sense, i think they could come up with more interesting repercussions of your alignment on the environment outside of the gameplay, so that you would essentially be evolving from an average human into a "boss" of your choosing as you go through the game...from a noob into "the butcher" or "azrael" or whatever...
I think that is a very good idea, it would definitely add to the game, and would lead to some epic scenarios, I for one like it.
I have a question though... How would this be handled.. online... with several players in the room.
I mean one player could be evil and one good, and some in the middle.... so if they were both standing in the same building, would they cancel each other out? would one triumph over the other?
I can't see it working simply because it would be too hard to integrate and balance, in respect to online play.. good idea though, it would certainly kick ass in single player!!!
yeah, if you wanted to do it online, i think it would be a mix of the alignment factors of those present over the whole level/area, so if a party of like 10 evil people walked into a level section with 10 good people in it, the outcome would be neutral behaviors, but as soon as the good party left, it would all go straight to hell
you could either have the alignments of the characters in solo gameplay and online play separated, or you could have both of them carry over into each other (which I would like to see). It may even be interesting to give (minimal) party buffs based on alignment, so that a mixed party got something for being together, an all-evil party gets something else, and an all-good party gets something else. These buffs could range from the chances for certain items to be dropped to enhancements of certain skills/abilities that are influenced by alignment, or a "thieves/donations" thing that affects gold...all kinds of good stuff...
it would be hilarious to have a party of like the 12 evilest characters, and go into a town, and as soon as they step in, all of a sudden there are brothels opened up, and people are mugging eachother in the streets and all the doors are locked and the trees are dead, and people are getting the plague, etc...
either way, i really think they should make alignment modifiers to character attributes, appearance, and the environment...it could be so sick!
"Hurricane," where the spellcaster stands in the eye of the hurricane, and everyone/everything gets thrown into a spin. Just like that old ghost movie.
"Hell's Maw" a bottomless pit into hell opens up and the beasties fall into the abyss. Some monsters might get a saving throw, and cling to the edge, climbing back out -- or teeter on the edge (a stun). Adding a skillpoint could make the edges crumble.
"Animate the Inanimate" the grandfather clock standing in the corner turns into a clockwork soldier, or the very bricks in the wall become a stone golem. Or a table shatters and a stick scarecrow arises. Skill points could increase length of stay, how many summoned, or both.
"Dark Torch" is 'cast' by soldier classes - a semitransparent misty fog bursts forth for a time, causing blindness within, and line-of-sight blockage outside.
"Mirror Mirror" Casts a pair of portals on either side of the monster, two portals in a line. So arrows, stones, and thrown things enter the intervening portal, and exit the one right behind the monster. Monsters become the target of their own hostility. Could also be used to 'hop' to the other side of an intervening monster/barricade/blockage. More skill points increases the 'radius' between them.
"Liquid House" an illusion of shifting walls, floors, and other things that confuse and re-route. The caster is free to move normally, but effected monsters path according to shifting transparent illusionary terrain.
"Evil Twin" cast in the presence of a mirror, the monster's mirror image steps through the mirror and attacks the monster.
The skills below include stuff that doesn't just kill. Why? Because with the addition of "Adventures", they could create situations where sometimes it's ok -- even preferable -- to let someone live. Maybe you want to use a mob for a guard dog of sorts. Maybe imprisonment prevents a respawn. Maybe a defeated opponant can go tell his buddies something, or reveal quest info. Maybe you want to follow them back to their camp. Or maybe you just want to chain a pretty mob to a wall and occasionally whip her.
Mummy's Curse - Casts a ribbon that comes to life and entagles the monster. Monster is stunned while struggling to prevent the ribbon from mummifying them. Skill upgrade turns them into an allied mummy, gives multiple ribbons, or both.
Temptress - An illusionary female monster goes "hi handsome!" Distracts monster for a second. Upgrade could make her fight the monster she was cast on, or charm him to work for you as long as the illusion holds.
Cage - A glass sphere surrounds the monster for a moment, nothing can get in and nothing can get out. Upgrade makes the sphere larger, or fills the cage with numerous flying spirits that bite and tear at the imprisoned.
Shackle - The monster is chained to the ground, leashed to a location by the ankle. Damage upgrade causes the chain(s) to attach with a meat hook.
Tracking - monsters leave footprint trails visible to the Hunter. Skill upgrade makes the trails last longer. Might also put arrows at the edge of the screen and/or blips on the minimap. Monsters with walking/idle sounds could be heard from much farther away.
Trapping - Can set up a covered pit (with spikes), a drop net, a pop-up net bag, a spring-loaded foot-noose, trip-wired fire bombs, trip-wired falling rocks. Might even use a hand-held net as a snare weapon.
Spider Net - Throws a net that causes the target to get pinned to the floor for a moment -- a stun attack. Skill upgrade gives it a knockback that can pin to walls and causes damage.
Camoflage - can blend in with the scenery, making himself nearly undetectable. Upgrades offer stealthy walk and silent running, which give small aggro rings.
Wilderness Survival - Extensive knowledge of outdoor plantlife, and how to get the most out of butchering game. Gets better food drops, herbs, ingredients, and bonuses on the health hearts.
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My five-point rating system: Yay, Kay, Meh, Erm, Gleh
I was just thinking about the Boomerang but posted it first >_<'' Thats would be a very cool skill.
Also a richochet skill would be nice. It would work like this:
You shoot a bolt of something that cause very little damage upon impact, but release a devastating volley of strong bolts in all directions. So to use this spell properly you must throw the first bolt in a wall or other object, so the secondary bolts would damage your enemies if you made the right calculations. It is a bit harder to hit then usual, but the advanatge is that you can hit enemies in blind spots if you were skilled enough.
There was a skill in the Bone-Tree of HGLs Cabalist and a Hunter weapon called "MIRV" that worked exactly the way you discribe. In addition, depending on the impact angle, it bounced several times or exploded instantly on impact .
Awesome funny, hard to master, but incredible powerful when used the right way.
And the best thing about it was the echoed, scratchy sound of the 100 shrapnels.
Really?
I'm not a really fan of hellgate... but maybe i can try it again.
And yeah.. are those kind of stuff that i wanna see in D3. Wiz's spells are just perfect in this aspect.
I wanna more of those fun stuff in the other classes. Something i really hate are skills that are just normal attacks with special added effects like many of the barb tree. I kno that stuff must be in one way or another, but nice skills should exist to compensate that : )
Hell Gate - opens a portal to Hell, and a legion of demons swarm out, slaughtering the player's foes. Runes could increase the hoard's numbers, duration, and type of demons summoned.
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My five-point rating system: Yay, Kay, Meh, Erm, Gleh
WD: Spirit Shield- The witch doctor does a voodoo dance and all of a sudden spirts come to his aid and circle him. (kinda like bone shield but better) Any monster who comes close takes damage from the spirits who attack (claw, bite, decapitate, WHATEVER is gruesome)
Barb: Fatality- Picks up an enemy and rips him in half.
Wizard: I doubt water magic will be implemented, but either way i think a move like Tidal Wave or somethin would be cool. With the d3 graphics a giant wall of water or wave or somethin washing down a hallway flooding out a ton of enemies would look so awesome. Would be used as a stun/ slight damage/ even for clearing out areas temporarily.
Paladin Sequel: Holy Sacrifice -Throws sword into ground and shouts into the heavens. A light shines on him and then a wave of energy comes out damaging any undead around him, but healing everyone around him. He takes an even amount of damage.
Dunno what else.
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'Go then, there are other worlds than these'- Jake Chambers
Return the Favour: You click the and skill and as soon as you do, tendrils of blood come out of your shield or arm and attack in a "y" shape. It does high damage and knocks back, but can only be used once every time you lose 1/2 of your HP and when you cast it, it leaves you defenceless.
1. Life tap (health --> mana)
2. Steal gold/item/xp, perhaps on a long cooldown or some other reasonable restriction
3. Temporarily circumvent collision detection to walk through mobs and get out of tight spots
4. Passive higher stats/hp/damage/speed/etc under certain health percentage thresholds
5. Passive increased chance for RNG stats to be higher on variable stat items
6. Maphack of course
sorry if there were repeats i didnt read the thread
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Also, i do like the animate inanimate objects spell.
that would be incredibly op as they would be invincible in pvp then.
"BATTLE STANCE'' 'SKILL SHOT' and ''ANIMATE THE INANIMATE'' Are my favs' so far.
Here is another one fo de Wizard I just came up with:
''Collision'' A skill where, the wizard is able to harness the direction of matter itself, through powerful meditation, to direct the neutrons of particles to a collision path, creating temperatures of unimaginable proportions, and scattering the particles in a brilliant, short lived display. (much like the big bang) with increasing levels, a player could increase their control over the amount of neutrons that collide as well as amplifying the magnitude of the spherical explosion, (making the spell last longer, and get larger with each increasing level.)
It could also be used in conjunction with the multi-skill rune and many other skill runes (multiple explosions, ect)
We all know these tiny collisions in fact exists in real life, but these 'brilliant explosions" are so microscopical we cannot see them. This is where fiction comes into play, somehow the wizard would be able to amplify the "explosions" to a magnitude where you would be able to see them, through his meditations.
This skill would mainly be used as a crowd bashing skill (like nova) and would be extremely effective against enemies that are weak against fire. The main damage factor in this skill would be fire, and there would also be effective shratinal (melee) damage to the surrounding area from the particles.
I would even go as far as to say the type of explosion would depend on the environment you were in... example, if you were in winter-wonderland the effect of casting it on the snow would be a cold damage bonus, if you were in the desert, the effect of casting it on the sand would be melee damage (glass crystals in sand) The possibilities to interact with the environment would be endless, you would still have your initial fire damage in any scenario... but certain elements that are presented in the game would give you an added elemental or melee bonus's. Casting a skill on a potion (or health/mana orb) would cause it to explode, raining down a shower of HP for any nearby players, that would far exceed the individual use of that potion. It would be in a sense "The Everything" skill.
KEEP THE IDEA'S COMING PLEASE!
Fuck you, I'm a dragon.
and dubs please post in 1 colour as i had to highlight what u said to be able to read it.
I'm sure though Blizzard staff will be using stock skin though, so they should be able to see it.
Consider changing your skin back to stock, (I and many others love using color) and would hate for you to miss anything.
KEEP THE IDEA'S COMING PLEASE!!!
i don't know if you could call them "skills" per se, but you could have a skill that could allow you to enlist or posess townspeople and make them your familiar or your disciple...they could equip items you don't need, and so on...it would be pretty cool to have an upper limit of like 12 or so, instead of buying mercenaries. The vassals could get a certain percentage of your skills/stats when they enlist/are posessed, and you share your life with them (you won't die if they are killed, but their life is a percentage of your own).
it would be crazy if you could leave a town with like 12 people and walk into a dungeon...they're all carrying crosses or holy things and singing and stuff...(or an unholy parade of sinners and criminals!!)
I do think it would be cool to have meditations or curses, and there would be cool animations along with them that were alignment-based, so holy characters would pray (like num3n suggested) and unholy characters would do some sort of hand symbol or bite somebody or go crazy like the thousand pounder with light trails...
i think that the alignment stuff needs to be used for more cool effects...it adds character to the game, and while it shouldn't be like Fable necessarily in that sense, i think they could come up with more interesting repercussions of your alignment on the environment outside of the gameplay, so that you would essentially be evolving from an average human into a "boss" of your choosing as you go through the game...from a noob into "the butcher" or "azrael" or whatever...
I have a question though... How would this be handled.. online... with several players in the room.
I mean one player could be evil and one good, and some in the middle.... so if they were both standing in the same building, would they cancel each other out? would one triumph over the other?
I can't see it working simply because it would be too hard to integrate and balance, in respect to online play.. good idea though, it would certainly kick ass in single player!!!
KEEP THE SKILL IDEA'S COMING PLEASE!!!!
you could either have the alignments of the characters in solo gameplay and online play separated, or you could have both of them carry over into each other (which I would like to see). It may even be interesting to give (minimal) party buffs based on alignment, so that a mixed party got something for being together, an all-evil party gets something else, and an all-good party gets something else. These buffs could range from the chances for certain items to be dropped to enhancements of certain skills/abilities that are influenced by alignment, or a "thieves/donations" thing that affects gold...all kinds of good stuff...
it would be hilarious to have a party of like the 12 evilest characters, and go into a town, and as soon as they step in, all of a sudden there are brothels opened up, and people are mugging eachother in the streets and all the doors are locked and the trees are dead, and people are getting the plague, etc...
either way, i really think they should make alignment modifiers to character attributes, appearance, and the environment...it could be so sick!
Although I still think that would be incredibly hard to implement, like you suggested... and for that reason it may not make it into the game.
Still if anyone is up to the challenge, you know who it is.......(insert the best of the best here)
KEEP THE GOOD SKILL IDEA'S COMING!!
Those are all REALLY good ideas. Man you really should go work on blizz.
The skills below include stuff that doesn't just kill. Why? Because with the addition of "Adventures", they could create situations where sometimes it's ok -- even preferable -- to let someone live. Maybe you want to use a mob for a guard dog of sorts. Maybe imprisonment prevents a respawn. Maybe a defeated opponant can go tell his buddies something, or reveal quest info. Maybe you want to follow them back to their camp. Or maybe you just want to chain a pretty mob to a wall and occasionally whip her.
Mummy's Curse - Casts a ribbon that comes to life and entagles the monster. Monster is stunned while struggling to prevent the ribbon from mummifying them. Skill upgrade turns them into an allied mummy, gives multiple ribbons, or both.
Temptress - An illusionary female monster goes "hi handsome!" Distracts monster for a second. Upgrade could make her fight the monster she was cast on, or charm him to work for you as long as the illusion holds.
Cage - A glass sphere surrounds the monster for a moment, nothing can get in and nothing can get out. Upgrade makes the sphere larger, or fills the cage with numerous flying spirits that bite and tear at the imprisoned.
Shackle - The monster is chained to the ground, leashed to a location by the ankle. Damage upgrade causes the chain(s) to attach with a meat hook.
Tracking - monsters leave footprint trails visible to the Hunter. Skill upgrade makes the trails last longer. Might also put arrows at the edge of the screen and/or blips on the minimap. Monsters with walking/idle sounds could be heard from much farther away.
Trapping - Can set up a covered pit (with spikes), a drop net, a pop-up net bag, a spring-loaded foot-noose, trip-wired fire bombs, trip-wired falling rocks. Might even use a hand-held net as a snare weapon.
Spider Net - Throws a net that causes the target to get pinned to the floor for a moment -- a stun attack. Skill upgrade gives it a knockback that can pin to walls and causes damage.
Camoflage - can blend in with the scenery, making himself nearly undetectable. Upgrades offer stealthy walk and silent running, which give small aggro rings.
Wilderness Survival - Extensive knowledge of outdoor plantlife, and how to get the most out of butchering game. Gets better food drops, herbs, ingredients, and bonuses on the health hearts.
Also a richochet skill would be nice. It would work like this:
You shoot a bolt of something that cause very little damage upon impact, but release a devastating volley of strong bolts in all directions. So to use this spell properly you must throw the first bolt in a wall or other object, so the secondary bolts would damage your enemies if you made the right calculations. It is a bit harder to hit then usual, but the advanatge is that you can hit enemies in blind spots if you were skilled enough.
Really?
I'm not a really fan of hellgate... but maybe i can try it again.
And yeah.. are those kind of stuff that i wanna see in D3. Wiz's spells are just perfect in this aspect.
I wanna more of those fun stuff in the other classes. Something i really hate are skills that are just normal attacks with special added effects like many of the barb tree. I kno that stuff must be in one way or another, but nice skills should exist to compensate that : )
Barb: Fatality- Picks up an enemy and rips him in half.
Wizard: I doubt water magic will be implemented, but either way i think a move like Tidal Wave or somethin would be cool. With the d3 graphics a giant wall of water or wave or somethin washing down a hallway flooding out a ton of enemies would look so awesome. Would be used as a stun/ slight damage/ even for clearing out areas temporarily.
Paladin Sequel: Holy Sacrifice -Throws sword into ground and shouts into the heavens. A light shines on him and then a wave of energy comes out damaging any undead around him, but healing everyone around him. He takes an even amount of damage.
Dunno what else.
godly.
1. Life tap (health --> mana)
2. Steal gold/item/xp, perhaps on a long cooldown or some other reasonable restriction
3. Temporarily circumvent collision detection to walk through mobs and get out of tight spots
4. Passive higher stats/hp/damage/speed/etc under certain health percentage thresholds
5. Passive increased chance for RNG stats to be higher on variable stat items
6. Maphack of course
sorry if there were repeats i didnt read the thread