i always liked how cold damage would slow down or even freeze enemies so that i hoped the first gem to drop was a saphire just so that i coulnd place it on the first socketed wepon i picked and start hiting stuff
now, lightining is like 1 to 8 and fire 3 to 4. The frist is very high but very inconstant, and the second is just olid damage
but in the end game, they both just do massive damage.
So what i propose is the possibility of seting enemies on fire, which would deal damage in second for a period of time, like poison, but with a nice falme effect. But its important to make different to make poison and fire distinct of course, so weaker monsters would flee when in fire, strongers would continue to attack you.
if this was implemented in D2, i think firebolt could have a chance fo 30% of seting in fire, firewall and blaze would be really interesting with 70% of chance. Meteor and fireball could stay with 10 or none % of chance . Now you ask me why? well, i think its alot more interesting to have multiple effective and dinstinct spells to be used in the fight. For exapmple against mephisto, as a sorc, i would come, throw a fire wall or some fire bolts, set him on fire, and then start throing meteor and fire balls between them, giving a more tactical hack n slash.
as for lightining, the effect would be stun. thunder storm could have a really good stun time as its slow and random. For other spells the stun time would have to be short becouse of the cast rate. Spells with cool down would have more stun.
to make poison more than just damage over second, which fire would be. Poisoned mmonster would have some dim vision effect or, to work easier on the player side, decrepify like effect, reducing damage and casting rate for casters.
And for stats i propose teh fallowing
strnght could offer physical damage reduction. In diablo 2, maybe 100 strenght would give you 10% damge reduction. You would look to beast runeword and be actually amazed tha it gives 25-40 strengh. This could be ajust for each class
Dexterity already gives defense, attack rating and blocking chance
Vitality gives life and stamina, which is fine.
for energy to be usefull i think it would be cool if 5 points would give 1 resist all
and if you think everyone would then have maxed resist too easily, they can balance this out by making items with lower rate of resistances
so waht do you think? more strategie/tactical when making a build or just brainless action?:thumbsup:
please lets discuss
I like your ideas about adding fire damage over time, and lightning stunning monsters. Although, in the gameplay video the monsters do have a flame effect on them when hit with fire spells. I don't think they're taking any damage over time though.
I also like the fact that smaller/weaker monsters would run when caught on fire and the tougher ones would just fight through the pain.
I don't agree with strength giving damage reduction. Keep in mind that CoA gives 10-15% and Stormshield gives 35%. Plus the fact you're already pumping strength points just to be able to use a Monarch shield. It would be very easy to reach the cap this way. (That is, to say if D3 had similar items)
I'm kind of in the middle on energy giving 1% resistance. Maybe make it every 20 points instead of 5. If you build right its already easy to get over 75 all in Hell with great items, not just ones to stack resistance as high as possible. That way the points you used to get more resistance would be a benefit for if you have the curse Lower Resistance on you. (Again, all of that is supposing D3 has similar items)
I was thinking about the same stuff, stun for lighting, set-on-fire for fire. In DnD games, poison usually doesn't even deal damage, it just worsens your stats. Decrepify may work. They need to balance them better this time, though, because in DII ice was much more popular on starter weapons than anything else.
Speaking of your attribute stuff, you can take a look on my thread, as well: http://www.diablofans.com/forums/showthread.php?t=13004
I put physical reduction on Vitality instead... Strength is more about attack power, personally.
Sparks, do not discredit ideas by discussing balancing. That's Blizzard's topic and Blizzard's job, and to say "this is OP because such an item exists in DII" is just stupid because for all we know, DIII can have a whole other item system or requirements system or very rare items and very strong monsters...
I like your ideas about adding fire damage over time, and lightning stunning monsters. Although, in the gameplay video the monsters do have a flame effect on them when hit with fire spells. I don't think they're taking any damage over time though.
I also like the fact that smaller/weaker monsters would run when caught on fire and the tougher ones would just fight through the pain.
I don't agree with strength giving damage reduction. Keep in mind that CoA gives 10-15% and Stormshield gives 35%. Plus the fact you're already pumping strength points just to be able to use a Monarch shield. It would be very easy to reach the cap this way. (That is, to say if D3 had similar items)
I'm kind of in the middle on energy giving 1% resistance. Maybe make it every 20 points instead of 5. If you build right its already easy to get over 75 all in Hell with great items, not just ones to stack resistance as high as possible. That way the points you used to get more resistance would be a benefit for if you have the curse Lower Resistance on you. (Again, all of that is supposing D3 has similar items)
thanks for the comments
but funny, i was expecting comments like your last 2 paraghraphs. I tried to be clear, but english is not even my natural language.
But you see, when they did CoA and SS, vampire gaze, rockstopper, string of ear and verdungo (did i forget any?) nothign else in the game offered damage reduction. Im not saying that then items could not have DR (as veriety on items is what maakes diablo), but the rates could be just lower. Same with resist. I love getting a perfect vipermagi skin and putting an Um on it. 50 resist all 1 all skills, 30 fcr, almost 1000 defense when upgraded, is just plain uberness. But in diablo 3, 30 resist all could be the new "plain uber" if energy actually gave resist all;)
I really like those kind of ideas, the only difference in most games with the elements beside the graphics is the enemies resistance. This is so boring.
For lightning a chance to stun would make more sense ebcause even if say lightning stunned for half a second, I could repeatedly stun opponents.
I've always liked the idea of fire actually burning for DoT, but yes it needs to be different than poison. Maybe poison would be a DoT with debuffs and fire damage with a small DoT that stacked with attacks. Poison could be a massive DoT and then maybe silence, slow, or spread like the locusts.
Rollback Post to RevisionRollBack
"The gaming public now has focus on Diablo again, and with it comes the modern-age of trolling and jackassery."
Bashiok - Blizzard Poster
To post a comment, please login or register a new account.
now, lightining is like 1 to 8 and fire 3 to 4. The frist is very high but very inconstant, and the second is just olid damage
but in the end game, they both just do massive damage.
So what i propose is the possibility of seting enemies on fire, which would deal damage in second for a period of time, like poison, but with a nice falme effect. But its important to make different to make poison and fire distinct of course, so weaker monsters would flee when in fire, strongers would continue to attack you.
if this was implemented in D2, i think firebolt could have a chance fo 30% of seting in fire, firewall and blaze would be really interesting with 70% of chance. Meteor and fireball could stay with 10 or none % of chance . Now you ask me why? well, i think its alot more interesting to have multiple effective and dinstinct spells to be used in the fight. For exapmple against mephisto, as a sorc, i would come, throw a fire wall or some fire bolts, set him on fire, and then start throing meteor and fire balls between them, giving a more tactical hack n slash.
as for lightining, the effect would be stun. thunder storm could have a really good stun time as its slow and random. For other spells the stun time would have to be short becouse of the cast rate. Spells with cool down would have more stun.
to make poison more than just damage over second, which fire would be. Poisoned mmonster would have some dim vision effect or, to work easier on the player side, decrepify like effect, reducing damage and casting rate for casters.
And for stats i propose teh fallowing
strnght could offer physical damage reduction. In diablo 2, maybe 100 strenght would give you 10% damge reduction. You would look to beast runeword and be actually amazed tha it gives 25-40 strengh. This could be ajust for each class
Dexterity already gives defense, attack rating and blocking chance
Vitality gives life and stamina, which is fine.
for energy to be usefull i think it would be cool if 5 points would give 1 resist all
and if you think everyone would then have maxed resist too easily, they can balance this out by making items with lower rate of resistances
so waht do you think? more strategie/tactical when making a build or just brainless action?:thumbsup:
please lets discuss
I also like the fact that smaller/weaker monsters would run when caught on fire and the tougher ones would just fight through the pain.
I don't agree with strength giving damage reduction. Keep in mind that CoA gives 10-15% and Stormshield gives 35%. Plus the fact you're already pumping strength points just to be able to use a Monarch shield. It would be very easy to reach the cap this way. (That is, to say if D3 had similar items)
I'm kind of in the middle on energy giving 1% resistance. Maybe make it every 20 points instead of 5. If you build right its already easy to get over 75 all in Hell with great items, not just ones to stack resistance as high as possible. That way the points you used to get more resistance would be a benefit for if you have the curse Lower Resistance on you. (Again, all of that is supposing D3 has similar items)
Speaking of your attribute stuff, you can take a look on my thread, as well: http://www.diablofans.com/forums/showthread.php?t=13004
I put physical reduction on Vitality instead... Strength is more about attack power, personally.
Sparks, do not discredit ideas by discussing balancing. That's Blizzard's topic and Blizzard's job, and to say "this is OP because such an item exists in DII" is just stupid because for all we know, DIII can have a whole other item system or requirements system or very rare items and very strong monsters...
but funny, i was expecting comments like your last 2 paraghraphs. I tried to be clear, but english is not even my natural language.
But you see, when they did CoA and SS, vampire gaze, rockstopper, string of ear and verdungo (did i forget any?) nothign else in the game offered damage reduction. Im not saying that then items could not have DR (as veriety on items is what maakes diablo), but the rates could be just lower. Same with resist. I love getting a perfect vipermagi skin and putting an Um on it. 50 resist all 1 all skills, 30 fcr, almost 1000 defense when upgraded, is just plain uberness. But in diablo 3, 30 resist all could be the new "plain uber" if energy actually gave resist all;)
dunno about arcane...
I've always liked the idea of fire actually burning for DoT, but yes it needs to be different than poison. Maybe poison would be a DoT with debuffs and fire damage with a small DoT that stacked with attacks. Poison could be a massive DoT and then maybe silence, slow, or spread like the locusts.
Bashiok - Blizzard Poster