Well, my suggestion for Diablo 3 is for mercenaries is the reinvention of the mercenary system.
The player can choose to venture with a druid, a battlemage, or an amazon. Delivery
In order to hire a mercenary, you must go to the appropriate mercenary camp leader.
When you hire a mercenary, their skills are preset and you must find on that suits.
They are within 10 levels of you and they can be resurrected upon death but it would just say they were found badly wounded and it would cost you a small sum Skills
They would have skill trees of 9 skills (Divided into 3 trees) and would have have 3 skills they have in their arsenal at the same time. (One primary skill, a secondary skill, and an alternate skill)
The skills are maxed at 16 and every even level you get a skill point for your mercenary.
Druid The Winds
Twister : The druid lashes her arm up in a upward motion as twisters form in the very air before her, the twisters are immense in power following the druid's will but they slowly loses power at they travel and eventually crash. Guiding Winds: For one moment as if the druid was speaking to nature itself, winds suddenly pick up and it enhances the druid's alllies' speed and accuracy but her enemies are slowly and slow take damage from the winds.
Air-smite: The druid has almost mastered the winds itself and now the druids' attacks are enhanced with the winds itself, when the unlucky monster gets hit, the monsters attack extra damage, a slightly different animation, and are spread out. (Needs 6 in guiding winds and twister)
The Energy
Resonance: With each blow the druid gains speed, finally plateauing at 250% her regular speed. (Resets when she switches monsters) (Other stackable with guiding winds but then still only gets 50%) Bloodlust: She feels as if a transformation is going on, she notices any drop of blood that touches he or her weapon reinvigorate her with the power of nature. Balrin Form: An odd sensation goes through her body as she transforms into the recently extinct gray fur Balrin. (Needs 4 Resonance, Bloodlust, and Spirit Wolf) (Cannot Cast in this form)
The Allies
Spirit Wolf: The druid channels her energy into resurrecting a canine friend for a some time before he must go. (Caps at 7 Wolves) (Always summons the maximum) Endurance: Though glad to be back with it's master, the wolves are often summoned for battle. As the wolves grow experienced, the wolves are able to chain themselves longer unto the mortal realm. Soul Feed: The wolf feeds the corpses of which they have slain, gaining power, and prolonging the stay. (Needs 6 Spirit Wolf and 6 Endurance)
Battlemage
Frost
Frostbolt: From the palm of his hand, the battlemage easily sends a single bolt of frost hurling towards his foe. Frost Wave: As he lays his hand on the ground, he sends a wave of ice comes from the ground towards his enemies. As easily as it is conjured the battlemage soon turns it back to water and then into nothing Impalement: Rarely does he have to do this, but summons icicles from within his victim and outside of his victim to impale them from the outside in and inside out. (Requires 3 Frostbolt and 6 Frost Wave)
Flame
Fireball: From the palm of his hand, the battlemage easily sends a ball of flame hurling towards the enemy. Meteor: The battlemage raises his hand and there comes a harbinger from the outside realm ready to descend from the skies and fall upon his adversary. Apocalypse: A spectacular sight to see. The battlemage harness the rage inside all who stand againsts him and set them ablaze. (Requires 5 Fireball and meteor)
The Unnatural
Frost Bomb: The talented battlemage delivers an azure ball of flame hiding ball an everlasting of ice inside. No one knows how they manage to accomplish this feat. (Requires 3 Apocalypse and 3 Impalement) Annihilation: Two waves, one of fire, one of ice. Flow side by side, ricocheting off monsters, causing most damage when they hit a single creature. (Requires 3 Frost Bomb) Elemental Chaos: The battlemage summons a meteor against an enormous orb of ice cause a massive fire and sending shards of ice everywhere. (Requires 5 Annihilation)
Amazon
Bow
Strafe: The amazon sends an amazing amount of arrows in a very short time. Rain of arrows: The amazon propelstens and tens of arrows up into the arrow to rain upon the enemy. Possessed Bolts: In dangerous situations, the amazon is able to call upon the arrows them selves to fly at the enemy. These arrows are known to have a mind of their own. (Requires 5 Bulls eye and 10 Rain of arrows)
Javelin
Gyrate: The amazon throws a javelin which spins very fast allowing it to go through the enemy and boosts the power of the javelin by quite a bit. Thunder Strike: The amazon throws a charged javelin at the enemy and when it makes contact with the enemy, a terrific bolt of lightning comes from the sky hitting the enemy and everything around it. Staggering Doom: An electrically charged javelin is thrown zigzagging across the battlefield leaving nothing behind. (Requires 5 Potency, 5 Thunder Strike, and 5 Gyrate)
Trait
Evasion: The harshness of the amazon has taught the amazon to evade or expire.. Bulls eye: The amazon lands a critical attack for double the damage (Doubles total physical damage)
Potency: The power of the amazon's arrows or javelins are enhanced by the very speed of which they are traveling. (Enhances both physical and elemental attacks, but mostly elemental)
Attributes
Every level they would automatically get 5 points distributed over their attribute points and every ten levels you get to choose where those go.
Equipment
They can equip any armor that does not have a class or is off their class.
The druid and the amazon can equip any weapon except wands.
And the battlemage can equip any weapon.
Combat
You wouldn't have complete control of your mercenary but you could tell him to "Fall back!" "Flank them!" or "To Battle!" (Different for each character and are assign to "q, w, and e" by default)
These commands would be said instantly but it'd take awhile until you mercenary actually did it.
They are able to be made powerful by your skills are the skills of others.
Also since you wouldn't want your mercenary all the time because they could die in a PvP duel, you can tell them to rest and they'd stay in town or go in a portal to town.
Interface
To access your mercenaries stats you press "m" and it shows your mercenary's equipment and an avatar on the top right side of the screen, and has two tall, narrow tabs on the right. (Which are equipment and Stats)
When you click stats, it shows a nice tidy list of skills in four tabs, one for attributes, and three for the three skill types.
When you go over the picture of the skill, it shows you a video of your character preforming the skill.
Power
These should really be able to be your "Battle Buddy" when you're doing a one on one battle and should be able to be 75% as powerful as the players can be and could be used in PvP Strategies.
Death
Since "you" want players to get penalized time-wise on death, why not just have a timer based on how many monsters were killed in the area so people people can say to themselves:
"Oh, I'm too weak for this place, why don't I go train more in an easier area?"
Player versus Player
There's should be three types of player versus player in Diablo 3, Death Pit, Arena, and the an improved version of the system in Diablo.
Death Pit
Death pit is a place where you can go and battle other characters, you basically pay the NPC to get in and you get to fight other people, when you die, the simply appear outside of the arena.
Perfect for the quick dispute between who's stronger.
Arena
The Arena is a type of game you can make.
There are multiple options like you can choose from like the map, game type (One on one, Free for all, Team death match, tournament, etc), the map, the amount of lives, to allow melee, range, or magic, number of people, etc.
Whenever you win or lose here it is recorded and people can see how many you've won, lost, and who you won or lost against if you decided to allow them to.
Duel
This is like the previous system but it has to be enabled when you make a game or else you have to get their permission to hostile them. (You could only hostile someone 30 everyone 30 seconds, or vice versa)
To combat naked killing, any characters is able to stop the duel when they're in town.
Also, you'll be invincible for one second once you step out of town.
When you die, the person who kills you is able to see the ear you drop but no one else can. (Including yourself)
If they leave the game, the ear disappears for them as well and will not be there when they come back.
Rune words
I think in Diablo three, there should still Rune words, but an updated system that would include:
Items with auras when you where them like in Diablo 2.
Runes that can be used individually like in Diablo 2.
Special Rune words that can fail but if it succeeds, it will be very powerful (Depends on item which is tagged when it drops).
And the ability the see the runes place in the sockets. (Either melding with the equipment or put in physical sockets.
Items that change in appearance (Example: Glow) when made into completed runewords.
New runes with names that have meanings like in Diablo 2 as well as the old ones.
Loot
Items would drop normally like in Diablo 2 but when you're in a party, you can "call" items and with more items you choose, the less of a chance you're going to get it.
If you call all bows and no one else calls it, you automatically get it.
But, if you choose bows and arrows and no one else chooses them, you will likely get it but not surely.
When the item is left on the ground for more than 15 seconds, everyone else is able to see it.
Rare Items
Also, rare items should play a bigger role, as in being able to overpower all uniques. Leveling and Respeccing
Of coarse you want players to experience the game so, I think that an experience system in which players cannot simply leech.
Having a level barrier would help with this. If you're in a party and there's someone more than 10 levels higher, you cannot gain experience, and the closer the people are to your level the more experience you get partied up.
It should be the 2 times the speed of leveling in Diablo 2 but give you the ability to respec your skills or stats
using a respec charm which doubles at a 0.005 rate from a certain boss (Total Respec), gold (Skill costs twice as much as attributes), or the fame system.
This would help Player versus Player because, once someone's well off in Diablo 3, they could have the freedom to change their character and experience the PvP side of Diablo 3
Trade and Inventory
Items are given a certain "Carry Value" which is the amount of space they take up. There is a certain value a player can hold and they cannot go over it.
They items are put on a very big grid so not all items would be the same size, more detail could be shown, and it's less time spent trying to fit things into your inventory.
The items should not bind and should drop from almost everything almost everything has one thing it drops commonly.
There would be a channel dedicated to trading where you can make a room and put up an item and people can offer on and everyone would be able to see what other people offer and be able to change their offer.
You could also put a note on what you want. And to buy, you just begin to write the name of the item you want and put comments on the stats you want. (Search able)
Skill Animation
This is not a big is issue but, in the previous game, characters would do a skill the same way over and over (As in smite, and zeal, etc)
Why not add a couple alternate animations just to make it more interesting?
And while you do that, why not add a little more knock back to the character and monsters when hit and give them some weight so it feels more epic.
Just imagine yourself punching someone and them getting knocked back in slow motion... It just highlights the character's power. Item Transfer
There's an non player character that takes items and sends it to other accounts for gold and they go there to get it.
Well, my suggestion for Diablo 3 is for mercenaries is that first of all the three mercenaries are a druid , a sorcerer, and a Valkyrie.
Skills
They would have skill trees of 9 skills (Divided into 3 trees) and would have have 3 skills they have in their arsenal at the same time. It would be the characters choice to specialize or not.
Druid Wind
Twister : The druid lashes her arm up in a upward motion as twisters form in the very air before her, the twisters are immense in power following the druid's will but they slowly loses power at they travel and eventually crash.
Guiding Winds: For one moment as if the druid was speaking to nature itself, winds suddenly pick up and it enhances the druid's alllies' speed and accuracy but her enemies are slowly and slow take damage from the wind
Attributes
Every level they would automatically get 5 points distributed over their attribute points and every ten levels you get to choose where those go.
Taking Charge
You wouldn't have complete control of your mercenary but you could tell him to "Go back!" "Flank them!" or "Take Battle" (Different for each character) these commands would be said instantly but it'd take awhile until you mercenary actually did it.
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Well, my suggestion for Diablo 3 is for mercenaries is the reinvention of the mercenary system.
The player can choose to venture with a druid, a battlemage, or an amazon.
Delivery
In order to hire a mercenary, you must go to the appropriate mercenary camp leader.
When you hire a mercenary, their skills are preset and you must find on that suits.
They are within 10 levels of you and they can be resurrected upon death but it would just say they were found badly wounded and it would cost you a small sum
Skills
They would have skill trees of 9 skills (Divided into 3 trees) and would have have 3 skills they have in their arsenal at the same time. (One primary skill, a secondary skill, and an alternate skill)
The skills are maxed at 16 and every even level you get a skill point for your mercenary.
Druid
The Winds
Twister : The druid lashes her arm up in a upward motion as twisters form in the very air before her, the twisters are immense in power following the druid's will but they slowly loses power at they travel and eventually crash.
Guiding Winds: For one moment as if the druid was speaking to nature itself, winds suddenly pick up and it enhances the druid's alllies' speed and accuracy but her enemies are slowly and slow take damage from the winds.
Air-smite: The druid has almost mastered the winds itself and now the druids' attacks are enhanced with the winds itself, when the unlucky monster gets hit, the monsters attack extra damage, a slightly different animation, and are spread out. (Needs 6 in guiding winds and twister)
The Energy
Resonance: With each blow the druid gains speed, finally plateauing at 250% her regular speed. (Resets when she switches monsters) (Other stackable with guiding winds but then still only gets 50%)
Bloodlust: She feels as if a transformation is going on, she notices any drop of blood that touches he or her weapon reinvigorate her with the power of nature.
Balrin Form: An odd sensation goes through her body as she transforms into the recently extinct gray fur Balrin. (Needs 4 Resonance, Bloodlust, and Spirit Wolf) (Cannot Cast in this form)
The Allies
Spirit Wolf: The druid channels her energy into resurrecting a canine friend for a some time before he must go. (Caps at 7 Wolves) (Always summons the maximum)
Endurance: Though glad to be back with it's master, the wolves are often summoned for battle. As the wolves grow experienced, the wolves are able to chain themselves longer unto the mortal realm.
Soul Feed: The wolf feeds the corpses of which they have slain, gaining power, and prolonging the stay. (Needs 6 Spirit Wolf and 6 Endurance)
Battlemage
Frost
Frostbolt: From the palm of his hand, the battlemage easily sends a single bolt of frost hurling towards his foe.
Frost Wave: As he lays his hand on the ground, he sends a wave of ice comes from the ground towards his enemies. As easily as it is conjured the battlemage soon turns it back to water and then into nothing
Impalement: Rarely does he have to do this, but summons icicles from within his victim and outside of his victim to impale them from the outside in and inside out. (Requires 3 Frostbolt and 6 Frost Wave)
Flame
Fireball: From the palm of his hand, the battlemage easily sends a ball of flame hurling towards the enemy.
Meteor: The battlemage raises his hand and there comes a harbinger from the outside realm ready to descend from the skies and fall upon his adversary.
Apocalypse: A spectacular sight to see. The battlemage harness the rage inside all who stand againsts him and set them ablaze. (Requires 5 Fireball and meteor)
The Unnatural
Frost Bomb: The talented battlemage delivers an azure ball of flame hiding ball an everlasting of ice inside. No one knows how they manage to accomplish this feat. (Requires 3 Apocalypse and 3 Impalement)
Annihilation: Two waves, one of fire, one of ice. Flow side by side, ricocheting off monsters, causing most damage when they hit a single creature. (Requires 3 Frost Bomb)
Elemental Chaos: The battlemage summons a meteor against an enormous orb of ice cause a massive fire and sending shards of ice everywhere. (Requires 5 Annihilation)
Amazon
Bow
Strafe: The amazon sends an amazing amount of arrows in a very short time.
Rain of arrows: The amazon propelstens and tens of arrows up into the arrow to rain upon the enemy.
Possessed Bolts: In dangerous situations, the amazon is able to call upon the arrows them selves to fly at the enemy. These arrows are known to have a mind of their own. (Requires 5 Bulls eye and 10 Rain of arrows)
Javelin
Gyrate: The amazon throws a javelin which spins very fast allowing it to go through the enemy and boosts the power of the javelin by quite a bit.
Thunder Strike: The amazon throws a charged javelin at the enemy and when it makes contact with the enemy, a terrific bolt of lightning comes from the sky hitting the enemy and everything around it.
Staggering Doom: An electrically charged javelin is thrown zigzagging across the battlefield leaving nothing behind. (Requires 5 Potency, 5 Thunder Strike, and 5 Gyrate)
Trait
Evasion: The harshness of the amazon has taught the amazon to evade or expire..
Bulls eye: The amazon lands a critical attack for double the damage (Doubles total physical damage)
Potency: The power of the amazon's arrows or javelins are enhanced by the very speed of which they are traveling. (Enhances both physical and elemental attacks, but mostly elemental)
Attributes
Every level they would automatically get 5 points distributed over their attribute points and every ten levels you get to choose where those go.
Equipment
They can equip any armor that does not have a class or is off their class.
The druid and the amazon can equip any weapon except wands.
And the battlemage can equip any weapon.
Combat
You wouldn't have complete control of your mercenary but you could tell him to "Fall back!" "Flank them!" or "To Battle!" (Different for each character and are assign to "q, w, and e" by default)
These commands would be said instantly but it'd take awhile until you mercenary actually did it.
They are able to be made powerful by your skills are the skills of others.
Also since you wouldn't want your mercenary all the time because they could die in a PvP duel, you can tell them to rest and they'd stay in town or go in a portal to town.
Interface
To access your mercenaries stats you press "m" and it shows your mercenary's equipment and an avatar on the top right side of the screen, and has two tall, narrow tabs on the right. (Which are equipment and Stats)
When you click stats, it shows a nice tidy list of skills in four tabs, one for attributes, and three for the three skill types.
When you go over the picture of the skill, it shows you a video of your character preforming the skill.
Power
These should really be able to be your "Battle Buddy" when you're doing a one on one battle and should be able to be 75% as powerful as the players can be and could be used in PvP Strategies.
Death
Since "you" want players to get penalized time-wise on death, why not just have a timer based on how many monsters were killed in the area so people people can say to themselves:
"Oh, I'm too weak for this place, why don't I go train more in an easier area?"
Player versus Player
There's should be three types of player versus player in Diablo 3, Death Pit, Arena, and the an improved version of the system in Diablo.
Death Pit
Death pit is a place where you can go and battle other characters, you basically pay the NPC to get in and you get to fight other people, when you die, the simply appear outside of the arena.
Perfect for the quick dispute between who's stronger.
Arena
The Arena is a type of game you can make.
There are multiple options like you can choose from like the map, game type (One on one, Free for all, Team death match, tournament, etc), the map, the amount of lives, to allow melee, range, or magic, number of people, etc.
Whenever you win or lose here it is recorded and people can see how many you've won, lost, and who you won or lost against if you decided to allow them to.
Duel
This is like the previous system but it has to be enabled when you make a game or else you have to get their permission to hostile them. (You could only hostile someone 30 everyone 30 seconds, or vice versa)
To combat naked killing, any characters is able to stop the duel when they're in town.
Also, you'll be invincible for one second once you step out of town.
When you die, the person who kills you is able to see the ear you drop but no one else can. (Including yourself)
If they leave the game, the ear disappears for them as well and will not be there when they come back.
Rune words
I think in Diablo three, there should still Rune words, but an updated system that would include:
Items with auras when you where them like in Diablo 2.
Runes that can be used individually like in Diablo 2.
Special Rune words that can fail but if it succeeds, it will be very powerful (Depends on item which is tagged when it drops).
And the ability the see the runes place in the sockets. (Either melding with the equipment or put in physical sockets.
Items that change in appearance (Example: Glow) when made into completed runewords.
New runes with names that have meanings like in Diablo 2 as well as the old ones.
Loot
Items would drop normally like in Diablo 2 but when you're in a party, you can "call" items and with more items you choose, the less of a chance you're going to get it.
If you call all bows and no one else calls it, you automatically get it.
But, if you choose bows and arrows and no one else chooses them, you will likely get it but not surely.
When the item is left on the ground for more than 15 seconds, everyone else is able to see it.
Rare Items
Also, rare items should play a bigger role, as in being able to overpower all uniques.
Leveling and Respeccing
Of coarse you want players to experience the game so, I think that an experience system in which players cannot simply leech.
Having a level barrier would help with this. If you're in a party and there's someone more than 10 levels higher, you cannot gain experience, and the closer the people are to your level the more experience you get partied up.
It should be the 2 times the speed of leveling in Diablo 2 but give you the ability to respec your skills or stats
using a respec charm which doubles at a 0.005 rate from a certain boss (Total Respec), gold (Skill costs twice as much as attributes), or the fame system.
This would help Player versus Player because, once someone's well off in Diablo 3, they could have the freedom to change their character and experience the PvP side of Diablo 3
Trade and Inventory
Items are given a certain "Carry Value" which is the amount of space they take up. There is a certain value a player can hold and they cannot go over it.
They items are put on a very big grid so not all items would be the same size, more detail could be shown, and it's less time spent trying to fit things into your inventory.
The items should not bind and should drop from almost everything almost everything has one thing it drops commonly.
There would be a channel dedicated to trading where you can make a room and put up an item and people can offer on and everyone would be able to see what other people offer and be able to change their offer.
You could also put a note on what you want. And to buy, you just begin to write the name of the item you want and put comments on the stats you want. (Search able)
Skill Animation
This is not a big is issue but, in the previous game, characters would do a skill the same way over and over (As in smite, and zeal, etc)
Why not add a couple alternate animations just to make it more interesting?
And while you do that, why not add a little more knock back to the character and monsters when hit and give them some weight so it feels more epic.
Just imagine yourself punching someone and them getting knocked back in slow motion... It just highlights the character's power.
Item Transfer
There's an non player character that takes items and sends it to other accounts for gold and they go there to get it.
Well, my suggestion for Diablo 3 is for mercenaries is that first of all the three mercenaries are a druid , a sorcerer, and a Valkyrie.
Skills
They would have skill trees of 9 skills (Divided into 3 trees) and would have have 3 skills they have in their arsenal at the same time. It would be the characters choice to specialize or not.
Druid
Wind
Twister : The druid lashes her arm up in a upward motion as twisters form in the very air before her, the twisters are immense in power following the druid's will but they slowly loses power at they travel and eventually crash.
Guiding Winds: For one moment as if the druid was speaking to nature itself, winds suddenly pick up and it enhances the druid's alllies' speed and accuracy but her enemies are slowly and slow take damage from the wind
Attributes
Every level they would automatically get 5 points distributed over their attribute points and every ten levels you get to choose where those go.
Taking Charge
You wouldn't have complete control of your mercenary but you could tell him to "Go back!" "Flank them!" or "Take Battle" (Different for each character) these commands would be said instantly but it'd take awhile until you mercenary actually did it.