Lol.. I like that idea to. I honestly think blizz gets a hard on making ppl guess at shit. They love to give a small bit of info, just to see what ppl well say. Sometimes i think they use the communities as there brain stormers. lol
You don't have false !! They want hear as much ideas as possible, employee and forum... they've not closed mind...
I hope they select well the right ideas and crush the wrongs... I'm confident about that...
But I think the brain storm for many feature are finish.. they're not to always change everytime a new good idea comes.
Quote from Jamoose »
Falling on your knees will trigger spawning points of small and swarming monsters like Fallens. In each area / act / region, those monsters will be slightly different. In the desert it could be those wasps.
I don't think so... won't happen...
you have a big imagination lol. Too much, keep it simple... (I don't said that your idea cannot be "cool", I said it was too much complicate for nothing)
I don't think it will be as complicated as that. I don't think new monsters would spawn if you and your group is dying, this would make the situation even harder. I think making your friends come click on you while still dealing with whatever killed you would be hard enough. I just wonder if the res penalty is automatically applied upon res or if the longer it takes for them to save you, the worse the penalty.
I also assume with situations like the boss killing blows that res is not an option. You would have to go back to the last checkpoint.
I also wonder if they are making it harder and with a penalty so it doesn't seem to unbalanced for SP players. In fact, I am surprised that they are even adding a mechanic which does not apply for SP unless any of your mercs can res you but...
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I don't think it will be as complicated as that. I don't think new monsters would spawn if you and your group is dying, this would make the situation even harder.
:thumbsup: yeah lol !!
any of your mercs can res you but...
only time will say ! I'm expected that immediately when I knew resurection will be implement.
I would be down with a combat medic-like system where an ally has to go to his or her knees and patch up a fallen comrade--more or less like a short range channeled spell (for those who are familiar with WoW). Possible ways to make this even more "challenging" would be to greatly decrease the armor or dodging ability of the "medic" character or to give hits taken while resurrecting a chance to push back the progress bar on the revival.
I'm not sure that additional challenges would really be necessary because having one character dead and another only taking hits without attacking would probably be tough enough in a Diablo game with a 4(?) person party (depending obviously on how long the ability took).
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- Ernest Rutherford
I also wonder if they are making it harder and with a penalty so it doesn't seem to unbalanced for SP players. In fact, I am surprised that they are even adding a mechanic which does not apply for SP unless any of your mercs can res you but...
It may seem unbalanced for single player but without resurrection online play would slow down. Instead of dying slowing your whole party down, dying only slows you down on SP. It also means that you are not resurrected in an area without any help. Resurrection mechanic keeps gameplay going for ALL party members instead of everyone waiting around for dead boy to catch up.
Luc - I know its Friday but its much too early in the day to be drunk posting. I can't decipher what you are saying.
I would be down with a combat medic-like system where an ally has to go to his or her knees and patch up a fallen comrade--more or less like a short range channeled spell (for those who are familiar with WoW). Possible ways to make this even more "challenging" would be to greatly decrease the armor or dodging ability of the "medic" character or to give hits taken while resurrecting a chance to push back the progress bar on the revival.
I'm not sure that additional challenges would really be necessary because having one character dead and another only taking hits without attacking would probably be tough enough in a Diablo game with a 4(?) person party (depending obviously on how long the ability took).
Oh maybe the fifth class will be a kind of priest !! lol
Quote from Jack in the box »
Luc - I know its Friday but its much too early in the day to be drunk posting. I can't decipher what you are saying.
AHAHAHAHHAHA !!
Quote from DieHardDiabloFan »
TRANSLATION SPREE!
Man, you got it !! lol
I'm always refering to translation before posting.. (imagine if I don't ) (Nah, I'm kidding sometime translation destroyed your sentences already well)
Thx to your correction of my sentences. It's exactly what I wanted mean.
Sometime people do on purpose to don't understand or just don't try to.
Let's say "player one" is the character who has died and "player two" is the character who wants to resurrect player one. These are my ideas:
Scenario 1:
Players one and two are battling a mob when all of a sudden player one dies. Player two finishes off the mob and resurrects her buddy by clicking on his corpse and casting a five second spell that can be interrupted by an enemy attack. Upon doing this, half of player two's remaining health is drained, and this amount of HP goes into player one and they are revived. Player one is also cursed with "death's breath" or something of the likes, which causes half of the damage dealt to him to be given to player two. This curse could last about two minutes. I don't really know if I like that yet though since some people would just wait out the curse, slowing down gameplay..
Scenario 2:
Players one and two are battling a mob and right at the start or somewhere in the middle, player one dies. Player two, knowing they won't survive alone, instantly resurrects player one. Player one is resurrected to 70% their full health, and both players are granted with "fresh breath of life" for ten seconds. "Fresh Breath of life" increases attack speed and casting speed. After this ten second grace period, whether the players have cleared the mob or not, their health is drained to 5% and their movement speed,attack speed, casting speed, and resistances are lowered by 50%. This could last about 45 seconds.
All these times and percentages are just made off the top of my head, and seem like they could work for Diablo II, I don't know how well it would work for D3.
Let's say "player one" is the character who has died and "player two" is the character who wants to resurrect player one. These are my ideas:
Scenario 1:
Players one and two are battling a mob when all of a sudden player one dies. Player two finishes off the mob and resurrects her buddy by clicking on his corpse and casting a five second spell that can be interrupted by an enemy attack. Upon doing this, half of player two's remaining health is drained, and this amount of HP goes into player one and they are revived. Player one is also cursed with "death's breath" or something of the likes, which causes half of the damage dealt to him to be given to player two. This curse could last about two minutes. I don't really know if I like that yet though since some people would just wait out the curse, slowing down gameplay..
Scenario 2:
Players one and two are battling a mob and right at the start or somewhere in the middle, player one dies. Player two, knowing they won't survive alone, instantly resurrects player one. Player one is resurrected to 70% their full health, and both players are granted with "fresh breath of life" for ten seconds. "Fresh Breath of life" increases attack speed and casting speed. After this ten second grace period, whether the players have cleared the mob or not, their health is drained to 5% and their movement speed,attack speed, casting speed, and resistances are lowered by 50%. This could last about 45 seconds.
All these times and percentages are just made off the top of my head, and seem like they could work for Diablo II, I don't know how well it would work for D3.
Giving our life to the fallen member are a good idea but it doesn't work.. Imagine sorc give 50% of her life to the barb... barb will got a ridiculous amount of life.
2 min of penality is too long...
little bit too complicate... life to 5% both of players... it's a resurrection not a sacrifice...
Giving our life to the fallen member are a good idea but it doesn't work.. Imagine sorc give 50% of her life to the barb... barb will got a ridiculous amount of life.
2 min of penality is too long...
little bit too complicate... life to 5% both of players... it's a resurrection not a sacrifice...
Yeah, you're right about it being a ridiculous amount of life, so it could just be the sorc gives up 50% of her life and the barbarian gains 50% of his life. Two minutes probably is too long, I didn't think of putting the checkpoints into consideration because I forgot about them completely
And when you're playing the game it wouldn't seem as complicated since you wouldn't really examine the percentages, just realize that "things went down. And it's a resurrection AND a sacrifice according to Diablo's latest tweets.
"Co-Op resurrection mechanic getting changed up. No more reagent."
"The change actually makes it more difficult and has a penalty attached to it."
Quote from "emilemil1" »
Problem with 1: It is faster to just revive at the checkpoint
Problem with 2: A bit too risky. I don't like extreme numbers like losing 95% hp.
Yeah, I wish I thought of checkpoints when I wrote it
and the second one is supposed to be risky, since you'd be taking a risk by fighting them off yourself or trying to run away
Yes but you would have to stay out of combat for 45 seconds after the low health goes off If you died at 100% power you will most certainly die at 50% power.
Yes it's complicate and it's bring nothing more...
It's just doesn't work... You're being lose a partner and you increase the difficulty ? with many others monsters who come from nowhere !!
The monsters that come from nowhere spawn outside of your screen, and rush down on your partner. It takes 1 barb leap to kill all the small monsters. Get real this is D3.
Ignoring the fact that they might include friendly fire... i dont know.
Oh and i like the idea of losing half of your hp when you res someone. Losing hp is good because then you have to kill monsters to get health globes, etc.
I'd rather not punish the player for resurrecting his friend. He did nothing wrong so why should he lose health? I think it would be one of those things that discourages you to resurrect people.
right !! people will just don't res. other if they have a penality like that !! we must encourage the one who will res. not the contrary!
I don't think it will be as complicated as that. I don't think new monsters would spawn if you and your group is dying, this would make the situation even harder. I think making your friends come click on you while still dealing with whatever killed you would be hard enough. I just wonder if the res penalty is automatically applied upon res or if the longer it takes for them to save you, the worse the penalty.
I also assume with situations like the boss killing blows that res is not an option. You would have to go back to the last checkpoint.
I also wonder if they are making it harder and with a penalty so it doesn't seem to unbalanced for SP players. In fact, I am surprised that they are even adding a mechanic which does not apply for SP unless any of your mercs can res you but...
That's what I was saying, as in having the monsters focus on you more so your group has to fend them off. I think that's cool, kind of funny if no one in the group likes you and they just sit there and jack off while you die.
But what if you're doing single player? Than you obviously just go back to a check point?
I think they'll do something to were if you die in single player and or multi player it will be the same thing but these ideas I like.
Yes but you would have to stay out of combat for 45 seconds after the low health goes off If you died at 100% power you will most certainly die at 50% power.
Yeah, 45 seconds is a long time to stand around and do nothing if you survive. I wanted to have the second option be like an instant resurrection where you get a boost from for a short amount of time to kill everything, but if you don't kill it within the boost time.. you're going to die. I thought the best way to ensure death would be lowering their health to something low (I said 5%) and making them weak (lowering their speeds and resistances). You're not supposed survive the 45 second thing unless you cleared out the mob during your boosted time.. but then you'd just be standing there waiting for it to go away. I'd assume during this time you could just loot the mob and get some healthglobes, but I think I should lower it to ten seconds.
Does that fix anything? I'm not sure if I understood what you were saying
Yeah, 45 seconds is a long time to stand around and do nothing if you survive. I wanted to have the second option be like an instant resurrection where you get a boost from for a short amount of time to kill everything, but if you don't kill it within the boost time.. you're going to die. I thought the best way to ensure death would be lowering their health to something low (I said 5%) and making them weak (lowering their speeds and resistances). You're not supposed survive the 45 second thing unless you cleared out the mob during your boosted time.. but then you'd just be standing there waiting for it to go away. I'd assume during this time you could just loot the mob and get some healthglobes, but I think I should lower it to ten seconds.
Does that fix anything? I'm not sure if I understood what you were saying
I don't think it's good like that. Resurrection must do a small penalty, so why do you want a big boost meaningless before a big annoying penalty ?
I just don't understand why a boost is doing here ?
It's clear that a time penalty will not happen (Blizzard want keep you in the action ( you encourage the players to wait))
I still think that a health penalty for one of the players or both of them is the best and most logical way to go. As i said before, losing health in D3 only makes you want to kill more monsters so you can get health globes. So its kinda making the game faster. And yes, you lose hp when you res someone, but that it because if you dont res him you will get pwned alone in a 2 players game (or more).
So true jamoose. I play with a friend who is bad at the game brand new, a noob if you want. Ussually we make private games because we don't want disturbances, anyway so everytime wed do a chaos run on normal albeit We'd get pwned by the monsters before you get there and once you get there and break the seals, becausehed die in like 5 secodns and id have to waste an entire book of tp's just for one run. So yes Jmoose i know what you mean that with one guy your fucked especially on harder difficulties.
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You don't have false !! They want hear as much ideas as possible, employee and forum... they've not closed mind...
I hope they select well the right ideas and crush the wrongs... I'm confident about that...
But I think the brain storm for many feature are finish.. they're not to always change everytime a new good idea comes.
I don't think so... won't happen...
you have a big imagination lol. Too much, keep it simple... (I don't said that your idea cannot be "cool", I said it was too much complicate for nothing)
I also assume with situations like the boss killing blows that res is not an option. You would have to go back to the last checkpoint.
I also wonder if they are making it harder and with a penalty so it doesn't seem to unbalanced for SP players. In fact, I am surprised that they are even adding a mechanic which does not apply for SP unless any of your mercs can res you but...
Find any Diablo news? Contact me or anyone else on the News team
:thumbsup: yeah lol !!
only time will say ! I'm expected that immediately when I knew resurection will be implement.
Yes it's complicate and it's bring nothing more...
It's just doesn't work... You're being lose a partner and you increase the difficulty ? with many others monsters who come from nowhere !!
I'm not sure that additional challenges would really be necessary because having one character dead and another only taking hits without attacking would probably be tough enough in a Diablo game with a 4(?) person party (depending obviously on how long the ability took).
- Ernest Rutherford
It may seem unbalanced for single player but without resurrection online play would slow down. Instead of dying slowing your whole party down, dying only slows you down on SP. It also means that you are not resurrected in an area without any help. Resurrection mechanic keeps gameplay going for ALL party members instead of everyone waiting around for dead boy to catch up.
Luc - I know its Friday but its much too early in the day to be drunk posting. I can't decipher what you are saying.
You need to have a bit of imagination. TRANSLATION SPREE!
Only time can tell. I immediately expected that when I knew resurrection was to be implemented.
It's complicated and unnecessary.
It just doesn't work. You are losing a partner and you want to increase the difficulty? With many other monsters that come from nowhere?
I really don't understand what is it that you couldn't understand
Oh maybe the fifth class will be a kind of priest !! lol
AHAHAHAHHAHA !!
Man, you got it !! lol
I'm always refering to translation before posting.. (imagine if I don't ) (Nah, I'm kidding sometime translation destroyed your sentences already well)
Thx to your correction of my sentences. It's exactly what I wanted mean.
Sometime people do on purpose to don't understand or just don't try to.
Scenario 1:
Players one and two are battling a mob when all of a sudden player one dies. Player two finishes off the mob and resurrects her buddy by clicking on his corpse and casting a five second spell that can be interrupted by an enemy attack. Upon doing this, half of player two's remaining health is drained, and this amount of HP goes into player one and they are revived. Player one is also cursed with "death's breath" or something of the likes, which causes half of the damage dealt to him to be given to player two. This curse could last about two minutes. I don't really know if I like that yet though since some people would just wait out the curse, slowing down gameplay..
Scenario 2:
Players one and two are battling a mob and right at the start or somewhere in the middle, player one dies. Player two, knowing they won't survive alone, instantly resurrects player one. Player one is resurrected to 70% their full health, and both players are granted with "fresh breath of life" for ten seconds. "Fresh Breath of life" increases attack speed and casting speed. After this ten second grace period, whether the players have cleared the mob or not, their health is drained to 5% and their movement speed,attack speed, casting speed, and resistances are lowered by 50%. This could last about 45 seconds.
All these times and percentages are just made off the top of my head, and seem like they could work for Diablo II, I don't know how well it would work for D3.
Giving our life to the fallen member are a good idea but it doesn't work.. Imagine sorc give 50% of her life to the barb... barb will got a ridiculous amount of life.
2 min of penality is too long...
little bit too complicate... life to 5% both of players... it's a resurrection not a sacrifice...
Yeah, you're right about it being a ridiculous amount of life, so it could just be the sorc gives up 50% of her life and the barbarian gains 50% of his life. Two minutes probably is too long, I didn't think of putting the checkpoints into consideration because I forgot about them completely
And when you're playing the game it wouldn't seem as complicated since you wouldn't really examine the percentages, just realize that "things went down. And it's a resurrection AND a sacrifice according to Diablo's latest tweets.
"Co-Op resurrection mechanic getting changed up. No more reagent."
"The change actually makes it more difficult and has a penalty attached to it."
Yeah, I wish I thought of checkpoints when I wrote it
and the second one is supposed to be risky, since you'd be taking a risk by fighting them off yourself or trying to run away
AHAHAH good point !!
I don't think it will be this kind of "penalty"
The monsters that come from nowhere spawn outside of your screen, and rush down on your partner. It takes 1 barb leap to kill all the small monsters. Get real this is D3.
Ignoring the fact that they might include friendly fire... i dont know.
Oh and i like the idea of losing half of your hp when you res someone. Losing hp is good because then you have to kill monsters to get health globes, etc.
right !! people will just don't res. other if they have a penality like that !! we must encourage the one who will res. not the contrary!
That's what I was saying, as in having the monsters focus on you more so your group has to fend them off. I think that's cool, kind of funny if no one in the group likes you and they just sit there and jack off while you die.
But what if you're doing single player? Than you obviously just go back to a check point?
I think they'll do something to were if you die in single player and or multi player it will be the same thing but these ideas I like.
♣Strength and Honor♣
Yeah, 45 seconds is a long time to stand around and do nothing if you survive. I wanted to have the second option be like an instant resurrection where you get a boost from for a short amount of time to kill everything, but if you don't kill it within the boost time.. you're going to die. I thought the best way to ensure death would be lowering their health to something low (I said 5%) and making them weak (lowering their speeds and resistances). You're not supposed survive the 45 second thing unless you cleared out the mob during your boosted time.. but then you'd just be standing there waiting for it to go away. I'd assume during this time you could just loot the mob and get some healthglobes, but I think I should lower it to ten seconds.
Does that fix anything? I'm not sure if I understood what you were saying
I don't think it's good like that. Resurrection must do a small penalty, so why do you want a big boost meaningless before a big annoying penalty ?
I just don't understand why a boost is doing here ?
It's clear that a time penalty will not happen (Blizzard want keep you in the action ( you encourage the players to wait))