Creating a suggestion thread for possible Elite affixes.
This is based around my thought of how difficulty scaling should be changed. Instead of HP just doubling and doubling to ridiculous amounts, we need more threat and danger in monsters. I miss and love the "Oh sh!t I'm gona die!" moments.
This not only makes the game more exciting but adds the actual challenge and skill to difficulty levels, we so sorely need.
Here are my suggestions for improving the way difficulty works.
AFFIXES: (this I will update with suggestions from posts)
1) Rising Skull - A demonic skull raises out of the ground. Upon peak of height it explodes for massive AoE damage. (Like Frozen affix but damage instead of CC) Does X type elemental damage. This could even do a random type of elemental damage. =D Perhaps this affix could only appear in Torment difficulty or something along those lines. 2) Burning Core - Elites explodes from inside (long internal cooldown) shooting out archon flames centred around them. Dealing Fire AND Arcane damage. (Maybe 3 or 4 flames shoot out) 3) Devil's Heart - Elites cast a broken halo above the players head (last X amount of seconds with internal cooldown) that causes a reduction in healing and resource regen. (Say 40-60%? The number would need testing) This halo can be broken by drinking a potion. 4) Grim - A dark cloud of matter summons from within the player (stays in location it summons) slowing their movement speed and attack speed while within the cloud. (say about 20 yards wide) 5) Falling star -Casts a meteor type attack, with an obvious glowing markerat the players location, dealing huge AoE damage. 6) Berserker -Every time the Elite is hit by aCCattack, they gain a berserker stack. Once they reach 5 stacks, they go intoa Rage gaining200% increaseddamage, 50% increasedattack speed andimmunity to CC for6 seconds. Players can try to circumvent this by waiting out their CC attacks, since the stack the champion receives only lasts for 5 seconds before falling back to zero. 7) Mending -The Elite summons two low damage, low HP minions to it's side. Whenever these minions are killed, the elite heals for 15% of it's maximum life per minion. Maximum 2 minion can beout at a time, but oncebothkilled the elite summons a new pairafter 10 seconds. 8) Pulse - Casts apulse ringof high damage arcane energy around the Elite.There are3 positionsa ring can appear. Aninner ring (5 yard radius), a middle (15 yard radius)and an outer ring (30 yard radius). This ring would glow before exploding. Indicating which radius ring it will be. 9) Summoner -The Elitecreates two pylons that generate a summoning gate. If the pylons aren'tdestroyed inshort time, they summon champion clonethat must alsobe killed to receive the loot. This clone may have 50-75% of the initial champions HP. 10) Reaping Swings - A 25 yard long, 45 degree arc of light (whatever colour) projects from the elite. If a player is caught within the flash, the Elite will heal for 20% of their maximum life.
These are the few I have right now. Will be adding any good ones people may contribute.
These additions of DEADLY affixes and DANGER in increasing difficulty levels is exactly what this game needs. I love this game already but just needs more love (effort/thought). Like lots of others say, we know how great it could be, WE JUST WANT IT TO BE THE BEST. =D
Also, check this out to see how these would fit into the difficulty: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/80457-torment-difficulty
What do you guys think?
Additions:
No. 5-10 courtesy of Bleu42
I'll take a shot at this.
MULTIPLY - Once an elite is killed, it splits into two smaller versions of that elite. Maybe a max of 3 splits before they are completely dead?
CHARMER- These elites can turn your followers or fellow party members against you for "x" amount of time. Con: If you only play solo with no follower.
LURKER - Can shoot spikes from underneath the ground at you and follow you around without you being able to attack them until you run away then they pop up. You then have to quickly get them before they go burrow in the ground again. Basically the Starcraft Zerg unit the Lurker. Not really sure about this one just trying to come up with something.
That is all I have so far.
Multiply - Perhaps if they only split once, that would be cool. They would have to have at most 75% of their normal health, then when they split, maybe only 30% each.
Charmer - Not too practical.
Lurker - The frog things in Act 2 already do that. Just without the spikes. Also so crocodile looking things in Act 2 that actually do damage you from beneath. SoI don't think it'd work.
I'm thinking big DANGEROUS things. Things that make you go "Uh oh" and feel threatened. Big avoidable damage. Debuffs that you can still be strategic about.
I like this idea of a 'elite' affix. Possibly it would appear underneath the normal 4 affixes, and only appear in torment difficulties.
Marked; The player is marked, and standing still for more than 2.5 seconds will cause a massive AOE of a flat rate of 75% of the players HP as well as all players standing next to them. Possibly the mark can switch (and be color coded above the player's head), so red = the penalty for standing still, while blue means for every second the player moves, they lose 20% of their max HP. Lasts until the elite is dead.Falling star; The champion mob constantly casts a meteor type attack with an obvious glowing marker on the players location, dealing huge amounts of aoe damage.Berserker; Every time the champion is hit by a CC type attack, they gain a berserker stack. Once they reach 5 stacks, they go into a 200% damage and 100% attack speed, immune to CC increased rage for 10 seconds. Players can try to circumvent this by waiting out their CC attacks, since the stack the champion receives only lasts for 5 seconds before falling back to zero.Defiant; The champions gain a substantial resistance to 2 random types. Whenever they kill a player, they heal back to full HP, and every 30 seconds they gain a resistance to another type of attack.Mending; The elite summons two low damage, low HP minions to it's side. Whenever these minions are killed, the elite heals for 15% of it's maximum life per minions. Only two are out at a time, but once killed the elite summons a new pair every 10 seconds.Pulse; Every 8 seconds, the elite casts a cascading pulse of high damage arcane energy. The pulse is cast 3 times in an inner ring, a middle and an outer ring.Summoner; Every 20 seconds, the elite creates two pylons that generate a summoning gate. If the pylons aren't killed in a small amount of time, they summon another full health champion that must be killed to receive the loot.Reaping swings; Every elite and champion will cast once every 5 seconds a telegraphed frontal cone, that the the player has 1.5 seconds to move out of. If the player is hit, the casting elite / champion will heal for 20% of their max life.Please note all %'s and times are just something made up on the spot. Hope these count as deadly or dangerous enough =D
Falling Star - Love it. Like the hovering wizard things in Act 4. But BIG damage and maybe a bit smaller AoE. Give an Elite the "Meteor" skill. =D
Berserker - Very interesting. Watching how often you CC them. Could cause a very bit"Whoops!" lol Nice
Defiant - Too complicated for Blizzard and the current state of D3 =P
Mending - Very nice. Watch your surroundings or this fight might take a while. Good encouragement to use a single target skill.
Pulse - I like it, but perhaps there could be 3 different positions in which it could cast. An arcane ring glows around the Elite, in the radius it has rolled, timing down to an arcane ring pulse explosion. It could randomly pick 5 yard ring around the elite, 15 yard or30 yard ring.
Summoner - Great. Would be like a mini boss encounter.Destroy the pile on before a clone pops up. Perhaps only 50% of the champions HP?
Reaping Swings - A 25 yard long, 45 degree arc of light (whatever colour) projects from the elite. If a player is caught within the flash the Elite will heal for 20% of their maximum life.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
2) Burning Core - Elites explodes from inside (long internal cooldown) shooting out archon flames centred around them. Dealing Fire AND Arcane damage. (Maybe 3 or 4 flames shoot out)
3) Devil's Heart - Elites cast a broken halo above the players head (last X amount of seconds with internal cooldown) that causes a reduction in healing and resource regen. (Say 40-60%? The number would need testing) This halo can be broken by drinking a potion.
4) Grim - A dark cloud of matter summons from within the player (stays in location it summons) slowing their movement speed and attack speed while within the cloud. (say about 20 yards wide)
5) Falling star -Casts a meteor type attack, with an obvious glowing markerat the players location, dealing huge AoE damage.
6) Berserker -Every time the Elite is hit by aCCattack, they gain a berserker stack. Once they reach 5 stacks, they go intoa Rage gaining200% increaseddamage, 50% increasedattack speed andimmunity to CC for6 seconds. Players can try to circumvent this by waiting out their CC attacks, since the stack the champion receives only lasts for 5 seconds before falling back to zero.
7) Mending -The Elite summons two low damage, low HP minions to it's side. Whenever these minions are killed, the elite heals for 15% of it's maximum life per minion. Maximum 2 minion can beout at a time, but oncebothkilled the elite summons a new pairafter 10 seconds.
8) Pulse - Casts apulse ringof high damage arcane energy around the Elite.There are3 positionsa ring can appear. Aninner ring (5 yard radius), a middle (15 yard radius)and an outer ring (30 yard radius). This ring would glow before exploding. Indicating which radius ring it will be.
9) Summoner -The Elitecreates two pylons that generate a summoning gate. If the pylons aren'tdestroyed inshort time, they summon champion clonethat must alsobe killed to receive the loot. This clone may have 50-75% of the initial champions HP.
10) Reaping Swings - A 25 yard long, 45 degree arc of light (whatever colour) projects from the elite. If a player is caught within the flash, the Elite will heal for 20% of their maximum life.
These are the few I have right now. Will be adding any good ones people may contribute. These additions of DEADLY affixes and DANGER in increasing difficulty levels is exactly what this game needs. I love this game already but just needs more love (effort/thought). Like lots of others say, we know how great it could be, WE JUST WANT IT TO BE THE BEST. =D Also, check this out to see how these would fit into the difficulty: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/80457-torment-difficulty What do you guys think? Additions:
No. 5-10 courtesy of Bleu42
Falling Star - Love it. Like the hovering wizard things in Act 4. But BIG damage and maybe a bit smaller AoE. Give an Elite the "Meteor" skill. =D
Berserker - Very interesting. Watching how often you CC them. Could cause a very bit"Whoops!" lol Nice
Defiant - Too complicated for Blizzard and the current state of D3 =P
Mending - Very nice. Watch your surroundings or this fight might take a while. Good encouragement to use a single target skill.
Pulse - I like it, but perhaps there could be 3 different positions in which it could cast. An arcane ring glows around the Elite, in the radius it has rolled, timing down to an arcane ring pulse explosion. It could randomly pick 5 yard ring around the elite, 15 yard or30 yard ring.
Summoner - Great. Would be like a mini boss encounter.Destroy the pile on before a clone pops up. Perhaps only 50% of the champions HP?
Reaping Swings - A 25 yard long, 45 degree arc of light (whatever colour) projects from the elite. If a player is caught within the flash the Elite will heal for 20% of their maximum life.