I thought it would be fun to brainstorm and share ideas of rune effects for various skills. I will start the Demon Hunter with Shock Spike:
Places a mechanical contraption on the ground. The contraptions spin, dealing damage to all nearby enemies. The contraptions also generate sawblades between them that deal damage to enemies in their path.
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Instead of dealing damage, the shock spike instead gains the attention of the nearby enemies for a short period of time (much like the stoneclaw totem from WoW).
-slows and causes bleed dmg instead of direct dmg
-targets and shoots emenies(like d2 traps)
-instead of saws maybe fire or some sort of shadow/demonic magic
Crinsom: Fire damage ofc :rolleyes:
Indigo: The trap throws saw blades
Golden: Slows targets
Obsidian: Increased range
Alabaster: Life Leech
Based on the wiki.
Crimson : Lights blades on fire, upon contact with an enemy it lights them on fire and does burn DoT
Indigo : Saw Blades become seeking missiles and hunt an enemy down for up to a 200% screen radius.
Golden: more saws that now go much quicker and "spin out of control" and veer towards monsters
Obsidian: Creates saw blades that have arcane properties and slow monsters down also induce a small percentage of bleeding.
Alabaster: Causes saw blades to shoot out vertically like volcanoes (Druid in DII), will damage enemies and give them bleed
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Having three spinning traps close to eachother, making them go up and down like a snake/eel and moving back and forwards. The moment would be like "a horse running" - having three wheels spinning could make that effect and cover more area.
If the DH fires his primary weapon whilst standing near the saw blades, s/he will begin to shoot out saw blades whcih does AOE damge whilst travelling. Either that or whilst standing near the blades, her arrows will be sharpened making them penatrate enemies easier.
How do you guys think this skill would work in PvP? it seems kinda easy to avoid! Say im the DH and I throw this down, im on the move all the time so sitting behind this will not happen, the other player sees this and just movies around it. In turn he takes no damage and im just wasting (place holder Mana). It just does not seem effective.
I don't know if Blizzard has answered this at all, but I'm assuming the traps will at least be hard to see for opponents in PvP. And you'd still be able to place them in chokepoints and then drive people towards them, or use them where Health Globes are going to drop, even if the enemy can see them.
Crimson: grant an increasing per level of rune chance of health globe drop if it kills the unit.
Indigo: slows enemies by increasing percentage.
Golden: taunts enemies for increased duration.
Alabaster: actively moves towards enemies.
Obsidian: creates a wall between the first two placed if they are close enough (max width of wall increases with level)
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D3 Dev - "Well, our test chimpanzee was not able to understand feature XXX, but he is not a smart chimp."
Jay W - "WHAT?! Have it incinerated! Them simplify, no, REMOVE feature XXX!"
Players - "Wow that was close! I could not understand XXX feature, as I am legally retarded/in the Diablo 3 target audience!"
How do you guys think this skill would work in PvP? it seems kinda easy to avoid! Say im the DH and I throw this down, im on the move all the time so sitting behind this will not happen, the other player sees this and just movies around it. In turn he takes no damage and im just wasting (place holder Mana). It just does not seem effective.
Kind of like Jackzor said. If they are "traps" for enemies, and other players are the enemies then I am guessing they won't be visible to you at all until you "spring" them. I think they just don't animate this visually in PvE because it would be useless to do so cus the enemy is the computer, not an actual player.
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D3anonymous
@Upgradez I could've faceplanted on the keyboard and still killed everything in act 1.
Crimson - any damage dealt by the trap also inflicts a burning damage over time effect(damage increases with rune level)
Indigo - the trap no longer throws saw blades between it and other nearby traps, in stead just firing off small spikes in random directions(number of spikes thrown per shot and damage dealt increases with rune level)
Obsidian - the trap now also creates a damaging and snaring aura of shadow energy around it(snare percentage and damage increases with rune level)
Golden - increases damage and reduces resource cost(both effects enhance with rune level)
Alabaster - fires bouncing sawblades targeted at enemies(damage and number of bounces increase with rune level)
Places a mechanical contraption on the ground. The contraptions spin, dealing damage to all nearby enemies. The contraptions also generate sawblades between them that deal damage to enemies in their path.
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-slows and causes bleed dmg instead of direct dmg
-targets and shoots emenies(like d2 traps)
-instead of saws maybe fire or some sort of shadow/demonic magic
Indigo: The trap throws saw blades
Golden: Slows targets
Obsidian: Increased range
Alabaster: Life Leech
Based on the wiki.
Swings blades around in an AoE.
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Indigo : Saw Blades become seeking missiles and hunt an enemy down for up to a 200% screen radius.
Golden: more saws that now go much quicker and "spin out of control" and veer towards monsters
Obsidian: Creates saw blades that have arcane properties and slow monsters down also induce a small percentage of bleeding.
Alabaster: Causes saw blades to shoot out vertically like volcanoes (Druid in DII), will damage enemies and give them bleed
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Indigo: slows enemies by increasing percentage.
Golden: taunts enemies for increased duration.
Alabaster: actively moves towards enemies.
Obsidian: creates a wall between the first two placed if they are close enough (max width of wall increases with level)
D3 Dev - "Well, our test chimpanzee was not able to understand feature XXX, but he is not a smart chimp."
Jay W - "WHAT?! Have it incinerated! Them simplify, no, REMOVE feature XXX!"
Players - "Wow that was close! I could not understand XXX feature, as I am legally retarded/in the Diablo 3 target audience!"
Indigo: Ground-Churning Trap - Enemies within X feet of the trap are slowed.
Golden: Wind-Buffeting Trap - The Demon Hunter and his/her allies take X% reduced damage from ranged attacks while within Y feet of the trap.
Alabaster: Sinister Trap - Every X seconds, the trap shoots a spiked chain that pulls the target into the blades.
Obsidian: Sentient Trap - Once deployed, the trap continues to move towards the closest enemy.
Kind of like Jackzor said. If they are "traps" for enemies, and other players are the enemies then I am guessing they won't be visible to you at all until you "spring" them. I think they just don't animate this visually in PvE because it would be useless to do so cus the enemy is the computer, not an actual player.
@Upgradez I could've faceplanted on the keyboard and still killed everything in act 1.
-Funny troll tweet
Indigo - the trap no longer throws saw blades between it and other nearby traps, in stead just firing off small spikes in random directions(number of spikes thrown per shot and damage dealt increases with rune level)
Obsidian - the trap now also creates a damaging and snaring aura of shadow energy around it(snare percentage and damage increases with rune level)
Golden - increases damage and reduces resource cost(both effects enhance with rune level)
Alabaster - fires bouncing sawblades targeted at enemies(damage and number of bounces increase with rune level)
Indigo: shot out x fan of knives
Obsidian: shot out chained hooks, locking or slowing enemies
Alabaster: shot out stunning grenades with x% chance of blinding enemies for x seconds
Golden: reduced resource cost/faster cast rate