- I think the Barbarian should get Shapeshifting skills rather than weapon masteries since these were a bit boring. This would mean that you can have all the Druid's coolness in a different character (because apart from shapeshifting he was more or less a Sorceress and a Necromancer combined).
- It's good that the Witchdoctor can summon anywhere since fighting Diablo with skeletons was next to impossible (they died and you couldn't summon them back). I'd like to see some more summonings though, big ones
- I want to see a ranged character specialising in throwing weapons, who can move around quickly by jumping and dodging - sort of like the barbarian's leap only not as agressively. This character could be a sort of ninja assassin type thing, good at hit and run attacks and dancing around the enemy throwing sharp objects at them.
"Our list of ills seems never-ending: the state of our downtrodden and the slums they are forced to live in, our incompetent leadership, the reemergence of the intolerant Zakarum, and their quarrels with our mage class...I could go on for pages."
I know this has been said to death already (Wow what a pun lol), but I would really like to see the necros return for three reasons.
A) In my honest opinion they were the most unique class amongst all classes
They had the best quest lines "Treasure hunting pah. Treasure finding...YES!" lol
C) After reading the books (not sure how much they actually reflect, though after Sin War trilogy it can't be immediately discounted) I really grew to respect the story alot more.
I mean truth be told the necros had more sway in the actual realm of Diablo then any other class (minus the barbs who got a whole expansion worth of story for them) and to see them just scraped off like that would be quite a shame. Yes I know it is still not even close to definitive, but seeing another character very similar doesn't help much But one good thing to hope for though, Even though they were still different, Amazon, Barb, and Paladin were still mainly melee characters.
As far as a brand new class goes...hmmm...I guess I'd be partial to that demon class that keeps getting mentioned.
1.) Id like to see a Paladin, someone with really cool Knight Like armour who is send directly down from heaven to counter the upcoming threat of hell.
2.) Id like to see a class that utilizes bow, spear, javelin, but who can switch to weapons like Katanas. A Rouge Assassin.
That’s all. The rest is determined on balancing the other classes. Again i must say i find it extremely odd for the Witch doctor to have a fire ability. Why is he the master of fire? are you guys combining a necromancer and elementalist or what? i really don’t get that class and why Blizzard has chosen to ruin a perfectly good necromancer?? *shrugs shoulders*.
Also all characters should be completely visually customizable, so their hair, facial features, height so on.
In some zones of the map you guys should consider adding alternative transportation like the Guildwars Equivilent of the worm.
Ranger - A combination of Druid and Rogue/Amazon. Skilled with Bows, Spears, and things to do with Nature.
Paladin / High Priest - Some kind of Holy Man that can provide Auras. I always loved providing Auras for my fellow gamers, so I hope a character like this returns.
Mage - We of course need some kind of Sorcerer. It looks like the Witch Doctor will have some elemental spells, but he certainly can't have all of the ones that we want to see.
Some of my own ideas:
Demon Hunter - Sort of an Assassin, only for Demons. I imagine him looking very suave with very nice clothes, such as scarves and lace, and he prefers to use smaller blades. I guess I kind of picture him looking like Sweeney Todd.
Doppleganger / Shapeshifter - Kind of like the Druid, only he/she doesn't transform into bears and wolves. I guess my inspiration for this one comes from Vincent Valentine, because I always enjoyed transforming into vampire and frankenstein's monster type creatures.
Illusionist - I guess the Witch Doctor already has some of these types of skills, but an Illusionist might be a neat idea - where the character can specialize in affecting enemies and allies with positive and negative illusions.
Ya know I really don't see why they couldn't do that. Just as long as they don't start releasing so many classes that uniqueness is lost.
Oh I'm not saying TONS of classes, I would not want more then lets say... 8 or 10 classes, If all of them were really good then heck as many as they can have, but I would rather have 8 or so classes that were well balanced and very good and fun to play.
There are always a few good builds with each class anyways so you can replay the game TONS of times, especially with Norm,Nightmare, and Hell, mode, the original D2 if you count all 7 classes X 3 builds per character X 3 difficulties, you could easily replay the entire game 63 times.
I'm sure I played through that many times, and then after that you have to do runs and keep playing and finding fun and cool items anyways.
Diablo 2 + LOD had replayability that I have never seen before, part of the reason I love the game. I really need to go get another copy , Lost my disks :(.
I didn't know there was so much love for the Necro. I totally think he was replaced by the Witch Doctor. Does anyone know when more updates will be released?
We definitley need a Sorc or Mage of some sort, but I wonder what you could do to improve the skills. It seems like the Sorc from Daiblo2 included all elements really, maybe water or something but I thought they made her pretty well.
...had a nightmare ...Tyrael finally embraced the shadows... damn Wstone.
"So we're trying to that right kind of balance between Diablo I and Diablo II
dungeons, but with maybe a bit more of a World of Warcraft exterior experience"
LOL - I used to have a great Necromancer I named Christopher_Walken!
When you think about it - it just fits...
I want to see the Necromacer in D3, for sure. Witch doctor is fine, but after reading The Sin War, we simply must have a Mendeln\Rathma\Balance Mage type class.
This is my ideal class that represents me the most. If I lived in Sanctuary, this is what I would become:
MORSARBOR - of growth and decay
Name of magic discipline: Mors Dulra (the death version of the Druid’s Caoi Dulra)
When the Three roamed Sanctuary, many clans and orders came to seek them out and banish the evils from this world. Upon doing so, the Priests of Rathma and the Druids came into contact with each other where they normally wouldn’t have. In conversation and seeing each other’s skills in combat, some Druids and Rathmians came to realise that their two different clans and way of life is not so different after all. It was discovered that in fact both Rathmians and Druids serve the Great Cycle of Being, but on opposite sides. The Necromancers have long served the Great Cycle of Being under the teachings of Rathma and Trag’Oul, but they have always focused on the Afterlife side of it. Through extra research, the Druids found that the theory of this ‘Great Cycle of Being’ actually fits in with their own teachings.
Although sharing knowledge for both clans is strictly forbidden, some were still very interested in each other, feeling that the two clans are almost cousins (where as the Druids and Barbarians are more like brothers). Some Druids and Necromancers left their clans to share knowledge with each other, feeling that the best way to protect the Great Cycle is to have full knowledge of it, not just half-knowledge as they previously had. Although such an act is forbidden, neither of the Elders for either side enforced any punishments. This new combination of Druids and Necromancers came to call themselves the Morsarbor, meaning “Growth and Decay”.
SKILLS:
Ones with great knowledge, the Morsarbors retain their training from both sides of the Great Cycle of Being, combining their skills to create new ones.
Tree Minion (pictured) [Druid Vine + Necro Resurrect]
Combining the Necromancers knowledge of golems with the nature power of the Druids, the Morsarbor are able to summon dead tree branches and roots from the ground as minions.
Raven Spirit (pictured) [Druid Raven + Necro Weaken]
Sometimes considered an Omen of Death, the raven’s presence weakens the monsters in the area, making them prone to passing into the afterlife.
Black Dog [Druid Wolf + Necro Terror]
Another combination of the Necromancer's Curses and Spirits of Nature, the Morsarbor form what some cultures would call a 'Death Omen' in the form of a Black Dog which forebodes the death of his enemies. The Black Dogs act like Dire Wolves, but have an aura about them that causes enemies to flee in terror.
Telekinesis
[Druid Wind + Necro Iron Golem]
A spell that usually associated with traditional magic, the Morsarbor’s version of Telekinesis is actually a combination of the art of Wind manipulation from the Druids and the life-sparking knowledge of the Necromancers. This combination allows the Morsarbor to remotely pick up any object, activate any switch or move any monster around the battlefield at will; much more effective than the Mage’s version of Telekinesis.
Chill of Death
[Druid Wind + Necro Terror]
The Morsarbor call upon the ghostly winds to chill and frighten his foes.
Wind Blast [Druid Wind + Necro Teeth]
Using the raw power of the winds and applying the wide-spread nature of the Den'Trang, the Morsarbor knocks back a group of enemies in front of him, damaging them.
Arborwall
[Druid Vine + Necro Bone Wall]
Similar to Bone Wall, the Arborwall summons roots and vines instead of bone. The improvement is that this tree wall can’t break as easily and is able to fight back at opponents that get too close or try and break through.
Comet Omen [Druid Armageddon + Necro Lower Resist]
In some cultures comets are seen as bad omens. The Morsarbor combines the Druid's Armageddon spell with the Necromancer's Lower Resist curse to form a comet in the sky that acts as an omen, lowering the elemental resistance of enemies within a large radius.
Poison Ivy
[Druid Vine + Necro Poison]
The Morsarbor applies his knowledge with poisons to add poison damage to all of his tree or vine-related skills.
This is my ideal class that represents me the most. If I lived in Sanctuary, this is what I would become:
MORSARBOR - of growth and decay
Name of magic discipline: Mors Dulra (the death version of the Druid’s Caoi Dulra)
When the Three roamed Sanctuary, many clans and orders came to seek them out and banish the evils from this world. Upon doing so, the Priests of Rathma and the Druids came into contact with each other where they normally wouldn’t have. In conversation and seeing each other’s skills in combat, some Druids and Rathmians came to realise that their two different clans and way of life is not so different after all. It was discovered that in fact both Rathmians and Druids serve the Great Cycle of Being, but on opposite sides. The Necromancers have long served the Great Cycle of Being under the teachings of Rathma and Trag’Oul, but they have always focused on the Afterlife side of it. Through extra research, the Druids found that the theory of this ‘Great Cycle of Being’ actually fits in with their own teachings.
Although sharing knowledge for both clans is strictly forbidden, some were still very interested in each other, feeling that the two clans are almost cousins (where as the Druids and Barbarians are more like brothers). Some Druids and Necromancers left their clans to share knowledge with each other, feeling that the best way to protect the Great Cycle is to have full knowledge of it, not just half-knowledge as they previously had. Although such an act is forbidden, neither of the Elders for either side enforced any punishments. This new combination of Druids and Necromancers came to call themselves the Morsarbor, meaning “Growth and Decay”.
SKILLS:
Ones with great knowledge, the Morsarbors retain their training from both sides of the Great Cycle of Being, combining their skills to create new ones.
Tree Minion (pictured) [Druid Vine + Necro Resurrect]
Combining the Necromancers knowledge of golems with the nature power of the Druids, the Morsarbor are able to summon dead tree branches and roots from the ground as minions.
Raven Spirit (pictured) [Druid Raven + Necro Weaken]
Sometimes considered an Omen of Death, the raven’s presence weakens the monsters in the area, making them prone to passing into the afterlife.
Black Dog [Druid Wolf + Necro Terror]
Another combination of the Necromancer's Curses and Spirits of Nature, the Morsarbor form what some cultures would call a 'Death Omen' in the form of a Black Dog which forebodes the death of his enemies. The Black Dogs act like Dire Wolves, but have an aura about them that causes enemies to flee in terror.
Telekinesis
[Druid Wind + Necro Iron Golem]
A spell that usually associated with traditional magic, the Morsarbor’s version of Telekinesis is actually a combination of the art of Wind manipulation from the Druids and the life-sparking knowledge of the Necromancers. This combination allows the Morsarbor to remotely pick up any object, activate any switch or move any monster around the battlefield at will; much more effective than the Mage’s version of Telekinesis.
Chill of Death
[Druid Wind + Necro Terror]
The Morsarbor call upon the ghostly winds to chill and frighten his foes.
Wind Blast [Druid Wind + Necro Teeth]
Using the raw power of the winds and applying the wide-spread nature of the Den'Trang, the Morsarbor knocks back a group of enemies in front of him, damaging them.
Arborwall
[Druid Vine + Necro Bone Wall]
Similar to Bone Wall, the Arborwall summons roots and vines instead of bone. The improvement is that this tree wall can’t break as easily and is able to fight back at opponents that get too close or try and break through.
Comet Omen [Druid Armageddon + Necro Lower Resist]
In some cultures comets are seen as bad omens. The Morsarbor combines the Druid's Armageddon spell with the Necromancer's Lower Resist curse to form a comet in the sky that acts as an omen, lowering the elemental resistance of enemies within a large radius.
Poison Ivy
[Druid Vine + Necro Poison]
The Morsarbor applies his knowledge with poisons to add poison damage to all of his tree or vine-related skills.
In my opinion, they can't really bring a class from Diablo 1 or Hellfire, since they'd really only be similar in name. The classes in the original had very little that set them apart from each other. The 'bard' from hellfire could dual-wield and identify items at will, but did that make him a bard, in any fantasy sense? I think not.
So the question basically becomes, 'do you think they'll have a bard or monk class?'.
Edit - As to lore? Blizzard didn't make hellfire, Sierra did.
There has to be a Bard/Monk/Pally class. It's Diablo there absolutely has to be a religious warrior of some sorts.
Atrumentis, that is a very interesting concept. What about Lycanthropy and Shapeshifting skills?
Thanks
I don't have any shapeshifting skills partly because I don't like them as much, and partly because I couldn't think of a good way to combine it with the Necromancer skills. Maybe instead of summoning a golem, he transforms into a golem? lol, I dunno. I'm not too fussed on that area.
- It's good that the Witchdoctor can summon anywhere since fighting Diablo with skeletons was next to impossible (they died and you couldn't summon them back). I'd like to see some more summonings though, big ones
- I want to see a ranged character specialising in throwing weapons, who can move around quickly by jumping and dodging - sort of like the barbarian's leap only not as agressively. This character could be a sort of ninja assassin type thing, good at hit and run attacks and dancing around the enemy throwing sharp objects at them.
"Our list of ills seems never-ending: the state of our downtrodden and the slums they are forced to live in, our incompetent leadership, the reemergence of the intolerant Zakarum, and their quarrels with our mage class...I could go on for pages."
http://www.blizzard.com/diablo3/world/environments/caldeum.xml
Reemergence of the Zakurum and their quarrels with our mage class? hm...
Caldeum will be the base for a Mage class like this guy...
http://www.blizzard.com/diablo3/_images/artwork/ss46-hires.jpg
A) In my honest opinion they were the most unique class amongst all classes
They had the best quest lines "Treasure hunting pah. Treasure finding...YES!" lol
C) After reading the books (not sure how much they actually reflect, though after Sin War trilogy it can't be immediately discounted) I really grew to respect the story alot more.
I mean truth be told the necros had more sway in the actual realm of Diablo then any other class (minus the barbs who got a whole expansion worth of story for them) and to see them just scraped off like that would be quite a shame. Yes I know it is still not even close to definitive, but seeing another character very similar doesn't help much But one good thing to hope for though, Even though they were still different, Amazon, Barb, and Paladin were still mainly melee characters.
As far as a brand new class goes...hmmm...I guess I'd be partial to that demon class that keeps getting mentioned.
The Necromancer says "All who oppose me...beware"
The Witch Doctor says "BOO NUH MA GA!"
The Cow says "Mooooo"
Deckard Cain Says.....Toy explodes....
2.) Id like to see a class that utilizes bow, spear, javelin, but who can switch to weapons like Katanas. A Rouge Assassin.
That’s all. The rest is determined on balancing the other classes. Again i must say i find it extremely odd for the Witch doctor to have a fire ability. Why is he the master of fire? are you guys combining a necromancer and elementalist or what? i really don’t get that class and why Blizzard has chosen to ruin a perfectly good necromancer?? *shrugs shoulders*.
Also all characters should be completely visually customizable, so their hair, facial features, height so on.
In some zones of the map you guys should consider adding alternative transportation like the Guildwars Equivilent of the worm.
Example, Horses, Camels, Mule, so on.
Ranger - A combination of Druid and Rogue/Amazon. Skilled with Bows, Spears, and things to do with Nature.
Paladin / High Priest - Some kind of Holy Man that can provide Auras. I always loved providing Auras for my fellow gamers, so I hope a character like this returns.
Mage - We of course need some kind of Sorcerer. It looks like the Witch Doctor will have some elemental spells, but he certainly can't have all of the ones that we want to see.
Some of my own ideas:
Demon Hunter - Sort of an Assassin, only for Demons. I imagine him looking very suave with very nice clothes, such as scarves and lace, and he prefers to use smaller blades. I guess I kind of picture him looking like Sweeney Todd.
Doppleganger / Shapeshifter - Kind of like the Druid, only he/she doesn't transform into bears and wolves. I guess my inspiration for this one comes from Vincent Valentine, because I always enjoyed transforming into vampire and frankenstein's monster type creatures.
Illusionist - I guess the Witch Doctor already has some of these types of skills, but an Illusionist might be a neat idea - where the character can specialize in affecting enemies and allies with positive and negative illusions.
Oh I'm not saying TONS of classes, I would not want more then lets say... 8 or 10 classes, If all of them were really good then heck as many as they can have, but I would rather have 8 or so classes that were well balanced and very good and fun to play.
There are always a few good builds with each class anyways so you can replay the game TONS of times, especially with Norm,Nightmare, and Hell, mode, the original D2 if you count all 7 classes X 3 builds per character X 3 difficulties, you could easily replay the entire game 63 times.
I'm sure I played through that many times, and then after that you have to do runs and keep playing and finding fun and cool items anyways.
Diablo 2 + LOD had replayability that I have never seen before, part of the reason I love the game. I really need to go get another copy , Lost my disks :(.
See, that way I can die a happy man.:)
We definitley need a Sorc or Mage of some sort, but I wonder what you could do to improve the skills. It seems like the Sorc from Daiblo2 included all elements really, maybe water or something but I thought they made her pretty well.
...had a nightmare ...Tyrael finally embraced the shadows... damn Wstone.
"So we're trying to that right kind of balance between Diablo I and Diablo II
dungeons, but with maybe a bit more of a World of Warcraft exterior experience"
LOL - I used to have a great Necromancer I named Christopher_Walken!
When you think about it - it just fits...
I want to see the Necromacer in D3, for sure. Witch doctor is fine, but after reading The Sin War, we simply must have a Mendeln\Rathma\Balance Mage type class.
Use Christopher Walken as the player model.
MORSARBOR - of growth and decay
Name of magic discipline: Mors Dulra (the death version of the Druid’s Caoi Dulra)
When the Three roamed Sanctuary, many clans and orders came to seek them out and banish the evils from this world. Upon doing so, the Priests of Rathma and the Druids came into contact with each other where they normally wouldn’t have. In conversation and seeing each other’s skills in combat, some Druids and Rathmians came to realise that their two different clans and way of life is not so different after all. It was discovered that in fact both Rathmians and Druids serve the Great Cycle of Being, but on opposite sides. The Necromancers have long served the Great Cycle of Being under the teachings of Rathma and Trag’Oul, but they have always focused on the Afterlife side of it. Through extra research, the Druids found that the theory of this ‘Great Cycle of Being’ actually fits in with their own teachings.
Although sharing knowledge for both clans is strictly forbidden, some were still very interested in each other, feeling that the two clans are almost cousins (where as the Druids and Barbarians are more like brothers). Some Druids and Necromancers left their clans to share knowledge with each other, feeling that the best way to protect the Great Cycle is to have full knowledge of it, not just half-knowledge as they previously had. Although such an act is forbidden, neither of the Elders for either side enforced any punishments. This new combination of Druids and Necromancers came to call themselves the Morsarbor, meaning “Growth and Decay”.
SKILLS:
Ones with great knowledge, the Morsarbors retain their training from both sides of the Great Cycle of Being, combining their skills to create new ones.
Tree Minion (pictured)
[Druid Vine + Necro Resurrect]
Combining the Necromancers knowledge of golems with the nature power of the Druids, the Morsarbor are able to summon dead tree branches and roots from the ground as minions.
Raven Spirit (pictured)
[Druid Raven + Necro Weaken]
Sometimes considered an Omen of Death, the raven’s presence weakens the monsters in the area, making them prone to passing into the afterlife.
Black Dog
[Druid Wolf + Necro Terror]
Another combination of the Necromancer's Curses and Spirits of Nature, the Morsarbor form what some cultures would call a 'Death Omen' in the form of a Black Dog which forebodes the death of his enemies. The Black Dogs act like Dire Wolves, but have an aura about them that causes enemies to flee in terror.
Telekinesis
[Druid Wind + Necro Iron Golem]
A spell that usually associated with traditional magic, the Morsarbor’s version of Telekinesis is actually a combination of the art of Wind manipulation from the Druids and the life-sparking knowledge of the Necromancers. This combination allows the Morsarbor to remotely pick up any object, activate any switch or move any monster around the battlefield at will; much more effective than the Mage’s version of Telekinesis.
Chill of Death
[Druid Wind + Necro Terror]
The Morsarbor call upon the ghostly winds to chill and frighten his foes.
Wind Blast
[Druid Wind + Necro Teeth]
Using the raw power of the winds and applying the wide-spread nature of the Den'Trang, the Morsarbor knocks back a group of enemies in front of him, damaging them.
Arborwall
[Druid Vine + Necro Bone Wall]
Similar to Bone Wall, the Arborwall summons roots and vines instead of bone. The improvement is that this tree wall can’t break as easily and is able to fight back at opponents that get too close or try and break through.
Comet Omen
[Druid Armageddon + Necro Lower Resist]
In some cultures comets are seen as bad omens. The Morsarbor combines the Druid's Armageddon spell with the Necromancer's Lower Resist curse to form a comet in the sky that acts as an omen, lowering the elemental resistance of enemies within a large radius.
Poison Ivy
[Druid Vine + Necro Poison]
The Morsarbor applies his knowledge with poisons to add poison damage to all of his tree or vine-related skills.
Very cool idea, and in depth!
GJ
:thumbsup:
There has to be a Bard/Monk/Pally class. It's Diablo there absolutely has to be a religious warrior of some sorts.
Your sick you know that...:confused:
Thanks
I don't have any shapeshifting skills partly because I don't like them as much, and partly because I couldn't think of a good way to combine it with the Necromancer skills. Maybe instead of summoning a golem, he transforms into a golem? lol, I dunno. I'm not too fussed on that area.
there not, Diablo II had 5 class's, and the expansion brought 2 more
wheres the connection :\
lets add some goku character and erm..what else
:thumbsup: +1,000,000,000,000,000:thumbsup:
Why the F**K would you put a ninja in Diablo. F**K NINJAS. I hate the whole idea of them. This is NOT Dragon Ball Z, this is DIABLO.
We need Mythical and Magical characters that revolve around the fight between good and evil.