Talisman, Charms & Transmute [Enkeria Edition]
Yes I made pictures to go with this post so people understand me better of what I have been trying to tell everyone this past year when it comes to the Talisman and Transmute!
Attention: All screens are mock ups!
So here goes
Visit mystic to open transmute page. This is here she can combine stuff for you (for free or for payment, dunno yet - lets talk about it people! Brainstorm!). To the right you can also see the talisman below the stats of your character. It is empty atm because we haven't found any charms yet.
Simple enough, right?
Yey! We found some charms.. But these wont work to transmute, we do not know if it works until we try the transmute button.
But trust me.. this combination will not do at all!
If it would transmute to something it will end up under "Found Recipes".. Next example will show this.
We were luck enough to find 6 fallen skull charms and we have already once upon a time actually transmuted those into a Silver Fallen Skull. The recipe box remembers this and after some fun transmutations we might find more recipes that we can choose from before transmute items for requested effect.
Transmuted items were succesfull which means we can undo the transmutation or keep the Silver Fallen Skull. A silver Fallen Skull have in this example an effect to add 1000 pure damage, while a normal fallen skull would maybe only grant 10 pure damage. The talisman to the right has at the moment 8 slots for charms, and it would give us a total of 80 damage if we used each and all slots for (normal) fallen skulls.
Lets put the charm to use! Now we have inserted it in the talisman and our damage stat have increased by 1000 damage. Combine other charms to add different effects and buffs! Add a normal fallen skull so you can get 1010 damage!
Now here comes the fun part! Every charm have single affixes that change your character in many possible ways. Everything from damage and armor to resistance of some kind (fear, molten etc.) and separate they work individually and gain stats and boost for you.
Here is an example of original bonus per charm, using separate addons to increase the power of your character. I just made up some stats which could be changed. The main idea is the system, which could be changed so it feels balanced by developers and/or fans (theorycrafting).
I do not know if charms should be stackable.. Any ideas?
Above we have a feather, a cross and two beetles. Each beetle represent (only an example) 10 Armor. This means, having these 4 charms in the talisman will make effect of +1% movementspeed, +2% holy resistance and a total of 20 armor.
Runewords anyone? Now this could be fun. We have the exact same charms but in a total new arrangement, a pattern so to speak! These patterns grant you futher bonus beyond what they do individually.
However, if we do something wrong or have not a complete pattern, we are back to the basic bonus, and thus "back to normal".
Charms and talisman can be locked outside town for example, finding a charm wont grant you bonus except when it actually is in the talisman. This will also encourage people to try to find own patterns aswell as giving the developer more creativity. And there could be other stats and effect then what I have mentioned.
Following pictures are just fun ideas of the transmute.. They are not right, or wrong, they just show you a piece of my idea and opens up new possiblities (perhaps!?). I hope this will start to bubble in your teapot and bring us more ideas to the table.
Thank you!
-------
2 magic = 1 magic (or better), with combined stats and more.
2 gems = 1 random other gem, same tiers must be used.
2 gems = 1 random gem, same tiers must be used, stackable.
2 gems = 1 random other gem, same tiers must be used.
2 magic = 1 magic (or better, like a rare), with combined stats and more.
2 magic = 1 magic (or better), with combined stats and more.
10 health = 1 health (one tier above)
2 legendary = 1 (chance of a powerful) ethreal legendary (low durabilty, will brake!)
Read more about Ethreal shrines and items here.
"Junk" could bring something useful, if right elements are combined.
"Liquid" (Health) + gems = ..dye?
C.E. Wings + Dye = Dyed Wings
C.E. Wings + Dye = Dyed Wings
-----
Edit: This is far from a finished idea, this is why I am asking people to give me/ourselves feedback so it can be a stronger idea for Diablo III in the future. Everything can be change and evolve.
I like your work but the time of ideas seems to be over. I doubt that Blizzard will add any new features because the development is progressed too far by now. Again, I like your work and I do not want to sound rude but you should put your effort into something else or save up your creativity for the next round of ideas. Nonetheless, +1 to you, fine sir.
I am making an overhaul of this idea whenever I have the time. Feel free to give feedback on what you wanna see in terms of Transmute, talisman and charms.
Yes I made pictures to go with this post so people understand me better of what I have been trying to tell everyone this past year when it comes to the Talisman and Transmute!
Attention: All screens are mock ups!
So here goes
Visit mystic to open transmute page. This is here she can combine stuff for you (for free or for payment, dunno yet - lets talk about it people! Brainstorm!). To the right you can also see the talisman below the stats of your character. It is empty atm because we haven't found any charms yet.
Simple enough, right?
Yey! We found some charms.. But these wont work to transmute, we do not know if it works until we try the transmute button.
But trust me.. this combination will not do at all!
If it would transmute to something it will end up under "Found Recipes".. Next example will show this.
We were luck enough to find 6 fallen skull charms and we have already once upon a time actually transmuted those into a Silver Fallen Skull. The recipe box remembers this and after some fun transmutations we might find more recipes that we can choose from before transmute items for requested effect.
Transmuted items were succesfull which means we can undo the transmutation or keep the Silver Fallen Skull. A silver Fallen Skull have in this example an effect to add 1000 pure damage, while a normal fallen skull would maybe only grant 10 pure damage. The talisman to the right has at the moment 8 slots for charms, and it would give us a total of 80 damage if we used each and all slots for (normal) fallen skulls.
Lets put the charm to use! Now we have inserted it in the talisman and our damage stat have increased by 1000 damage. Combine other charms to add different effects and buffs! Add a normal fallen skull so you can get 1010 damage!
Now here comes the fun part! Every charm have single affixes that change your character in many possible ways. Everything from damage and armor to resistance of some kind (fear, molten etc.) and separate they work individually and gain stats and boost for you.
Here is an example of original bonus per charm, using separate addons to increase the power of your character. I just made up some stats which could be changed. The main idea is the system, which could be changed so it feels balanced by developers and/or fans (theorycrafting).
I do not know if charms should be stackable.. Any ideas?
Above we have a feather, a cross and two beetles. Each beetle represent (only an example) 10 Armor. This means, having these 4 charms in the talisman will make effect of +1% movementspeed, +2% holy resistance and a total of 20 armor.
Runewords anyone? Now this could be fun. We have the exact same charms but in a total new arrangement, a pattern so to speak! These patterns grant you futher bonus beyond what they do individually.
However, if we do something wrong or have not a complete pattern, we are back to the basic bonus, and thus "back to normal".
Charms and talisman can be locked outside town for example, finding a charm wont grant you bonus except when it actually is in the talisman. This will also encourage people to try to find own patterns aswell as giving the developer more creativity. And there could be other stats and effect then what I have mentioned.
Following pictures are just fun ideas of the transmute.. They are not right, or wrong, they just show you a piece of my idea and opens up new possiblities (perhaps!?). I hope this will start to bubble in your teapot and bring us more ideas to the table.
Thank you!
-------
2 magic = 1 magic (or better), with combined stats and more.
2 gems = 1 random other gem, same tiers must be used.
2 gems = 1 random gem, same tiers must be used, stackable.
2 gems = 1 random other gem, same tiers must be used.
2 magic = 1 magic (or better, like a rare), with combined stats and more.
2 magic = 1 magic (or better), with combined stats and more.
10 health = 1 health (one tier above)
2 legendary = 1 (chance of a powerful) ethreal legendary (low durabilty, will brake!)
Read more about Ethreal shrines and items here.
"Junk" could bring something useful, if right elements are combined.
"Liquid" (Health) + gems = ..dye?
C.E. Wings + Dye = Dyed Wings
C.E. Wings + Dye = Dyed Wings
-----
Edit: This is far from a finished idea, this is why I am asking people to give me/ourselves feedback so it can be a stronger idea for Diablo III in the future. Everything can be change and evolve.
:: Enkeria [Twitter / Twitch / Website / Tattoos]
You're a wizard Harry.....
No worries. I bring the goods anyway in my own pace; http://www.diablofan...th-old-and-new/
:: Enkeria [Twitter / Twitch / Website / Tattoos]
:: Enkeria [Twitter / Twitch / Website / Tattoos]
:: Enkeria [Twitter / Twitch / Website / Tattoos]
seriously, contact them now!
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Ha. Bagstone.
All this is still under brainstorm..
:: Enkeria [Twitter / Twitch / Website / Tattoos]
>.>
Ha. Bagstone.