[Suggestion]: Skills/Monster affixes

  • #1
    Battle.net US Forum Thread: http://us.battle.net/d3/en/forum/topic/9363046881
    Battle.net EU Forum Thread: http://eu.battle.net/d3/en/forum/topic/7714001805
    Battle.net PL Forum Thread: http://eu.battle.net/d3/pl/forum/topic/7714001804

    Hi everyone,

    before I start I want to apologize for my English.

    You might remember me for this thread. As I promised, I would like to present some ideas about skill and monster system. I was wondering, what can really change the game to make it more interesting. I hope you’ll enjoy my ideas.

    FIRST SUGGESTION: Mastery

    Because of being Nephalem, we use many abilities and skills. The longer we fight - the stronger we became. What if our skills could also level up ? At first Nephalem Valor system had to encourage people to stay and play with 1 build. Now I would like to present a new system –Skills Mastery - which assume to improve offensive stats and effects for all skills. That would give us many new skills and probably many people would think before changing their skills, because it will reset mastery level. After reaching 60lvl we unlock a new icon in skills tab – Mastery. Below I’ll show you 2 versions of Mastery:


    Mastery - ver 1.

    Mastery has 5 levels: Level 0, 1, 2, 3 and 4. Each passive skill in Mastery system has also 5 levels. At 0 Mastery lvl we can only choose 1 passive skill to improve it by gaining experience (as you see below skills are experience tabs). We start at level 0, which disables our passive skill, so it’s not so good to stay in this place for so long. Some conditions:

    Mastery level 0:
    • maximum skills: 1
    • maximum skills level: 0 – skill disabled
    • experience required to Mastery level 1 – 100 000 000
    Mastery level 1:
    • maximum skills: 1
    • maximum skills level: 1
    • experience required to Skill Mastery level 1 – 100 000 000
    • experience required to Mastery level 2 – 300 000 000
    Mastery level 2:
    • maximum skills: 2
    • maximum skills level: 2
    • experience required to Skill Mastery level 2 – 300 000 000
    • experience required to Mastery level 3 – 900 000 000
    Mastery level 3:
    • maximum skills: 3
    • maximum skills level: 3
    • experience required to Skill Mastery level 3 – 900 000 000
    • experience required to Mastery level 4 – 2 000 000 000
    Mastery level 4:
    • maximum skills: 3
    • maximum skills level: 4
    • experience required to Skill Mastery level 4 – 2 000 000 000










    Mastery - ver 2.

    Mastery has 5 levels: Level 0, 1, 2, 3 and 4. Each passive skill in Mastery system has also 5 levels. Mastery ver 2. Is a bit different than ver 1. At first all 3 passive skills are at level 0 (disabled) and begin to gain experience. After reaching level 1 of all skills we can level up Mastery.

    Mastery level 0:
    • maximum skills level: 1 – firstly skills disabled
    • experience required to Mastery level 1 – 300 000 000
    Mastery level 1:
    • maximum skills level: 2 – starts with level 1
    • experience required to Mastery level 1 – 900 000 000
    Mastery level 2:
    • maximum skills level: 3 – starts with level 2
    • experience required to Mastery level 1 – 1 500 000 000
    Mastery level 3:
    • maximum skills level: 4 – starts with level 3
    • experience required to Mastery level 1 – 3 000 000 000
    Mastery level 4:
    • all skills level 4




    Possible mastery levels:

    Bloodthirst (Barb):
    - mastery 0 - Gain 3% of all damage done as Life.
    - mastery 1 - All above + Gain 1000-2000 life after each kill.
    - mastery 2 - All above + Gain 200-500 life after each attack.
    - mastery 3 - All above + Regenerate 500-1000 life per second.

    Berserker Rage (Barb):
    - mastery 0 - You inflict an additional 25% damage while at maximum Fury.
    - mastery 1 - All above + Decreases damage taken by 2-3%.
    - mastery 2 - All above + You deal 5-10% of total damage to all enemies within 3 yards as physical damage.
    - mastery 3 - All above + At maximum Fury each Furry Generator does 20% more damage.

    Critical Mass (Wizz):
    - mastery 0 - Critical Hits have a chance to reduce the cooldown of your spells by 1 second.
    - mastery 1 - All above + Gain an aura that increases critical strike chance by 1%.
    - mastery 2 - All above + Critical Hits do 15-30% more damage.
    - mastery 3 - All above + Critical Hits have a chance to create a shield that decrease physical damage taken by 7% for 2 sec. Cannot occur more than every 6 sec.

    Glass Canon (Wizz):
    - mastery 0 - Increases all damage done by 15%, but decreases Armor and resistances by 10%.
    - mastery 1 - Increases all damage done by 18%, but decreases Armor and resistances by 7%.
    - mastery 2 - All above + Gain Fire Shield that deals damage equal to 2-4% of total Life every second as fire damage to all enemies within 3 yards.
    - mastery 3 - All above + As master of Glass Canon you occasionally cast a mirror image of your spell that costs no AP and deals 70% damage.

    Steady Aim (DH):
    - mastery 0 - As long as there are no enemies within 10 yards, all damage is increased by 20%.
    - mastery 1 - As long as there are no enemies within 9 yards, all damage is increased by 23%.
    - mastery 2 - All above + Critical hits make monsters bleeding 1% of total damage done every sec for 2 sec. Stack to 3 times.
    - mastery 3 - All above + After being steady for 3 sec you gain a buff, that increases damage done by next attack by 10-15%.

    Hot Pursuit (DH):
    - mastery 0 - Whenever you are at full Hatred, movement speed is increased by 15%.
    - mastery 1 - All above + Armor is increased by 10%
    - mastery 2 - All above + Resistances are increased by 10%
    - mastery 3 - All above + Decreases all damage taken by 3%.

    Zombie Handler (WD):
    - mastery 0 - You can have 4 Zombie Dogs summoned at one time. The health of your Zombie Dogs and Gargantuan is increased by 20%.
    - mastery 1 - You can have 4 Zombie Dogs summoned at one time. The health of your Zombie Dogs and Gargantuan is increased by 35%.
    - mastery 2 - All above + Damage done by Zombie Dogs and Gargantuan is increased by 5-13%.
    - mastery 3 - All above + You can now only have 2 Zombie Dogs, but much bigger, stronger and faster. Now Zombie Dogs health is increased by 50%, damage by 20% and movement speed by 20%. Each attack heals them for 300-500 health.

    Pierce the Veil (WD):
    - mastery 0 - All of your damage is increased by 20%, but your Mana costs are increased by 30%.
    - mastery 1 - All of your damage is increased by 22%, but your Mana costs are increased by 26%.
    - mastery 2 - All above + Attack speed is increased by 3-5%.
    - mastery 3 - All above + Critical damage is increased by 15-30%.

    Combination Strike (Monk):
    - mastery 0 - Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.
    - mastery 1 - Each different Spirit Generator ability you use increases your damage by 10% for 3 seconds.
    - mastery 2 - All above + Increased attack speed by 6%.
    - mastery 3 - All above + Gain 2% of all damage done as Life.

    Pacifism (Monk):
    - mastery 0 - While you are under a Stun, Fear, Immobilize or Charm effect, all damage taken is reduced by 75%.
    - mastery 1 - While you are under a Stun, Fear, Immobilize or Charm effect, all damage taken is reduced by 80%.
    - mastery 2 - All above + Reduces the duration of control impairing effects by 10%
    - mastery 3 - All above + While you are under a Stun, Fear, Immobilize or Charm effect, you gain every second 1% health.









    SECOND SUGGESTION: Combine rune skills system
    A new combining system of rune for skills. How to obtain ? Mats through drop and then crafting/jewelcrafting/enchanting, or as I mentioned in this threat, created in Horadric Cube. What it does ? It depends on luck, bad and good runes are worst/better versions of existing runes. Legendary can have a new effects. You can get worst rune than normal 5, but also have a very small chance to get a Legendary one. The output rune puts a chain on other runes of that skill, that you can’t change it, unless you remove the bound by destroying the new rune. After craft a new rune you get 1x1 item that tells you, that you are bounded. At most 2-3 new runes per character equipped at a time. The best part is, that Bad/Good runes can vary from the original not so much, so it will be easy to implement something like that (instead of 150% damage it takes variable between 110-170%). Examples:

    Wizzard
    Bad:
    • Magic Missile – Decreases the damage of Magic Missile to 100% weapon damage as Arcane.
    • Magic Missile – Whenever Magic Missile hits a target you gain 1 Arcane Power.
    Good:
    • Magic Missile - Increases the damage of Magic Missile to 182% weapon damage as Cold
    • Magic Missile – Fire 4 missiles that each deal 56% weapon damage as Fire.
    Legendary:
    • Magic Missile –> Void – Launch a missile of dark energy, causing 180% weapon damage as Arcane, recover 1% of damage caused as Life. A Void Missile has a chance to explode, dealing 130% damage to all enemies within 4 yards.
    • Magic Missile -> Inferno - Launch a missile of dark energy, causing 230% weapon damage as Fire, An Inferno Missile has a chance to burn target, dealing 50% damage as Fire to all enemies within 3 yards every sec for 2 sec.
    WD
    Bad:
    • Haunt - Cost: 154 Mana. Slow the movement of haunted targets by 20%.
    • Haunt - The spirit returns 10 Mana per second.
    Good:
    • Haunt – The spirit returns 250 Life per second.
    • Haunt – If there are no targets left, the spirit will linger for up to 10 seconds looking for new enemies, increasing its damage by 10% after killing a target, stacks up to 30%.
    Legendary:
    • Haunt -> Silent Death - Cost: 70 Mana. Haunt an enemy with a spirit, dealing 650% weapon damage as Arcane over 5 seconds. If the target dies, the spirit will haunt another 1-2 nearby enemies.
    • Haunt -> Swamp - Cost: 110 Mana. Haunt an enemy with a spirit, dealing 700% weapon damage as Poisson over 7 seconds. Target and nearby enemies within 3 yards are slowed by 20%. If target dies, the spirit will create toxic pool, that deals 30% weapon damage every sec for 3 sec and slow the movement of enemies by 15%.









    THIRD SUGGESTION: New affixes of monsters

    There’s not so much to show, but maybe new affixes would be challenging:

    - Berserk – at 25/50/75% hp monster gains a buff that increases dmg and as for 10-15 sec.
    - Immortals – cannot mix with Horde. Every monster but 1 have a shield. After killing one minion other losses his shield. After killing all minions – champion losses it’s shield, gains +50% more damage done and received.
    - Locust – till champion/elite is alive, you lose 1-2% hp each sec. Range – 20 yards.
    - Stone – at low health monster turns into stone, decreasing damage done by 30% and regenerating 1% hp each sec for 30 sec or until fully healed.
    - Merge – after reaching 30% hp elites merge into one body. Explosion deals X damage, new Elite monster has increased damage, but decreased attack speed and mv speed. Additionally their hp mix in.

    Legendary monsters
    Similar to Purple monsters. 1-3 new legendary monsters spawn each game in various locations. THey have increased chance to drop good items: at 5NV common drop is about 3-5 rare with 5-6 random stats, 20-40k gold and after killing them we gain a buff to random stat for 10-15min (200-400 str, dex, int, vit, loh, as, armor, resists)

    Hope you enjoy it ;) Those are my last ideas :)
  • #2
    Pretty cool (judging from a quick reading). :cheers:

    Does anyone else like the pretty screenshots in these ideas :P?
  • #3
    Yep the screens look great, the first system or somthing like it would help bring some much needed "upgrading" of skills to work at. It should be part of the paragon system as you level so 1-60 you get your skills and can test play etc then 1-100 you can put points towards your chosen skills if they you change then there is a cost to re-apply points.

    I don't think we want negative affect charms but sure want em back in some form. Maybe they could work only on passives as you show or provide more passives...

    Nice post
  • #4
    I really like the Mastery idea.
  • #5
    I prefer the Mastery suggestion over the Combine Rune System. The Mastery suggestion can spillover to what the Combine Rune System can do and it seems a lot more simple to implement.

    I think relocatable points for Mastery would be great so we can't just "have it all". You permanently have all the points but you can't have all your Skills Mastered at once due to the points being a somewhat-limited resource.
    sto lavorando
  • #6
    We already have people QQing about "mandatory pLvls." Your suggestion is quite good, but I wish you luck in defending it against those persons because this system would be far more "mandatory" than pXP is.
    p400 :: 85.1k EK :: 2.38m TK
    Planet Express <PlanEx>
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  • #7
    OK

    The way you have designed it, abilities would make you invincible to the current content.

    Just looking at bloodthirsty.

    One skill at full mastery would give me so much life per second per hit per damage given ETC that I wouldn't need any damage mitigation what so ever.

    Some would say this is great.

    I dissagree. WHY? Because then how would blizz counter this. MP15??

    Makes no sense to get better passives to be able to faceroll things.

    You want mastery? The best I could see for bloodthirsty is 1% more TOPS. Just enough to make that little bit of difference to keep you alive.

    Do you have any idea what the effect of all those healing effects for 1 skill would do.
  • #8
    I liked the new monster affixes and the charms alot!

    (LIKED) The mastery levels had some unique and interesting ideas like:

    Berserker Rage (Barb):
    - mastery 0 - You inflict an additional 25% damage while at maximum Fury.
    - mastery 1 - All above + Decreases damage taken by 2-3%.
    - mastery 2 - All above + You deal 5-10% of total damage to all enemies within 3 yards as physical damage.
    - mastery 3 - All above + At maximum Fury each Fury Generator does 20% more damage.


    Pacifism (Monk):
    - mastery 0 - While you are under a Stun, Fear, Immobilize or Charm effect, all damage taken is reduced by 75%.
    - mastery 1 - While you are under a Stun, Fear, Immobilize or Charm effect, all damage taken is reduced by 80%.
    - mastery 2 - All above + Reduces the duration of control impairing effects by 10%
    - mastery 3 - All above + While you are under a Stun, Fear, Immobilize or Charm effect, you gain every second 1% health.


    (NOT LIKED) But many were either overpowered or not very imaginative...example:

    Pierce the Veil (WD):
    - mastery 0 - All of your damage is increased by 20%, but your Mana costs are increased by 30%.
    - mastery 1 - All of your damage is increased by 22%, but your Mana costs are increased by 26%.
    - mastery 2 - All above + Attack speed is increased by 3-5%.
    - mastery 3 - All above + Critical damage is increased by 15-30%.


    Hot Pursuit (DH):
    - mastery 0 - Whenever you are at full Hatred, movement speed is increased by 15%.
    - mastery 1 - All above + Armor is increased by 10%
    - mastery 2 - All above + Resistances are increased by 10%
    - mastery 3 - All above + Decreases all damage taken by 3%.


    Together armor and allres makes flat out damage reduction, why would you just another flat 3% be any attractive? I'd rather have 5-10% ranged damage reduction or something.
    Make your peace...Quickly!
  • #9
    The ideas are really cool, but when it comes to development time it's probably more efficient to mix your ideas with the upcoming itemization. Nice photoshop on Mastery suggestion btw :D
    The hype is flowing through my veins...
    Do you like Power Metal? Check it out!
  • #10
    I like the idea. Skill mastery would be great in my opinion. Personally I would like the mastery to be integrated in the original skill window and I think this is possible.
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