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1
Bleu42 posted a message on Not sure if I am getting this ExpansionwaaaaaaaaaPosted in: Diablo III General Discussion -
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ruksak posted a message on = Official Info = [Reaper of Souls]Posted in: Diablo III General DiscussionQuote from Astion
- SECRET LEVEL 2.0 ????? I LUST FOR BLOODLUSTY BOVINES!
I am actually surprised no one asked about a new secret level. I mean, it was a core system in D2 that many people loved to the end of the world. If they want to go back to D2 as much as possible, they will need to include a proper non-rainbow secret level.
There's a thread at Bnet asking about cows.
Cows, like Deckard Cain, were fan favs and inexorably tied in as faces of the franchise. Cows were replaced with what amounted to a bad, sarcastic joke by way of ponies, carebears and flowers.
The joke itself (Whimsyshire) would've gone over pretty well had the devs not missed the key aspect that people loved about the cow level.
Big, slow moving tanks in a huge, wide open field encroaching en-mass. The small, fast moving minions of Whimsy created a frustrating experience for the player, especially notable was the constrained geography itself.
The cow level was an escape. Where one could go and "herd" up hundreds of cows and then just go off. I remember strapping some dracs on my Zealots, herding every damn cow and just standing there in the middle, EbotD PSN nova just spamming it's sick refrain rhythmically.
If the minions of Whimsy were slow moving, hugely scaled and clustered in vast numbers, I feel Whimsyshire would've gone over quite well. -
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Zero(pS) posted a message on = Official Info = [Reaper of Souls]23/08 - Disclaimer: the post will be updated with everything known so far (interviews, details) and re-edited as soon as possible. Probably tonight, in a couple hours.Posted in: Diablo III General Discussion
Confirmed info straight from Gamescom.
Reaper of Souls confirmed to be the D3 Expansion.
= This is a much "darker" expansion.
Cinematic link is below. Story spoilers, obviously.
Gameplay teaser!!! Watch it naow!!!
Longer Crusader gameplay/lore video (10~ minutes!!!)
Story spoiler
Malthael, formerly the Angel of Wisdom, becomes the Angel of Death, and now seeks to destroy Humanity/Demons (conflicting info).
= Malthael can turn the dead against their loved ones.
= Can drain the souls from his victims, being death incarnate. Still has wings, but skeletal ones.
Westmarch seems to be the setting for the New Act.
= More medieval feeling
= Cemeteries and other unique places
New Class: Crusader
= Inspired by the Paladin.
= Focuses on Shields. Uses Flails as weapons.
= Mid-range melee character.
= Apparently uses Wrath as a resource.
New Monsters
= Seraph
= Summoner of the Dead
= Executioner
= Death Maiden
Level Cap increased to 70
= Every class gets new Skills and Runes.
= Which means a fresh economy and new power-cap as well.
New Artisan (Mystic)
= Can Transmogrify items, so you don't have to sacrifice looks for power.
= Item Enchanting - allows to reroll one of the affixes on a rare/legendary item.
Loot 2.0
= Smart Drop - chance that the affixes on items dropped will match the character you're playing.
= Less overall drops - more meaningful ones (open spoiler for comparison between Vanilla D3 and Expo)
= Legendary will be build-changers.
= Example Legendary: God Butcher
Loot Runs
= 15-20 minutes Dungeons - these are completely random.
= Random Weather!
= Random Enemies!
= Random BOSS!
Nephalem Trials
= Nothing about this so far.
Paragon 2.0
= Is now Account wide.
= No longer has a cap (?!!)
= Seems to have Stat Allocation tied to it
Feel free to discuss these here, but let's all try to keep the it focused (and not go over the subjects that were discussed to death already)
Disclaimer: Info and screenshots courtesy of Eurogamer.net live commentary, Arreat.de and D3-JudgeHype. -
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Bagstone posted a message on anyone still expecting an expansion at this point?So, you're saying there's no difference between expansion and DLC, but your entire thread is about the fact that there won't be an expansion but just a DLC for D3.Posted in: Diablo III General Discussion
What the heck? If there's no difference for you, what's this thread about? -
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Zero(pS) posted a message on Diablo 3' futurePosted in: Diablo III General Discussion
No. It doesn't.Quote from BatmanNANANANANANANANA
Seems as thought the game is broken beyond repair.
No, they are not.The hit boxes are ridiculous,
Some of the enemy blows can't be dodged for reasons the developers already stated many times. Otherwise you could easily have Sprint Barbarians, Storm Armor Wizards and Vaultin DHs dodging everything without breaking a sweat.
There's no relation to how big the numbers are and game imbalance, sorry.the game is unbalanced to the point players can crit in the millions,
Except it is. We've had a discussion about this some time ago, some people still insisted the maps are not random. Amazing logic. I can agree that the rewards for exploring (and finding side quests) aren't amazing and that maps could be bigger, but that is not related to whether the maps are random or not.the game map in NOT randomized... at all
Let's do the following, let's create 10 farming sessions, and you point me to where elites and good side-quests/events are in open ended areas, and in dungeons you can't hit any dead ends and must find the 2nd lvl straight ahead, while going through the path that has the most elites too.
You do it right 8 times out of 10 and I drop my theory that the maps are random, and give you 150 million gold. But if you miss an elite/dungeon on an open map (and have to explore 100% of it to find them) or hit a dead end on a dungeon, meaning that you have no clue where you are going and the map is "fooling" you, then you would have to admit that you're a blind hater. Deal?
No, I don't. Source?(you all remember when they told us there was around half a million variants of the same dungeon?)
It didn't. Sorry you can't have at least some fun with it.how did the game possibly turn out so bad?
Yes, there is. We will learn about it in a couple days.Is there actually any future to D3?
Yes.Can the game be fixed with an expansion?
Suggestions are best when posted in their own individual threads. Makes it easier to focus on one idea at a time. We've had quite a few of these lately, some even featured on the official D3 site.Post suggestions below. How can they possibly fix the game? If they were willing to. -
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Zero(pS) posted a message on Reaper of Souls (Spoiler?)Posted in: Diablo III General Discussion -
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MrMonstrosity posted a message on Loot 2.0, discovering its true potential.Posted in: Diablo III General Discussion
Rarity
If you ask any veteran Diablo player what their most memorable moment was from a past Diablo game, more often than not it will involve a story about the time when a certain rare item dropped for them. Whether that drop was a legendary (unique) item which was statistically next to impossible to find, a high rune needed to craft an amazing runeword, or even just a legendary item with perfect stats, the feeling was pretty much all the same (alright.. finding something like a Windforce, Zod rune, or Tyrael’s Might was a little different haha). Players could probably even go as far as recalling the time of day, act, zone, or monster that dropped that particular item, it was that memorable. How can we give this same nostalgia feeling back to the items in Diablo III?
Drop Rates
Drop rates have changed dramatically since release. I remember when the game was first launched I had almost leveled up two characters to max level before seeing my first legendary drop. I didn't really mind the low drop rates (even though the items were usually worse than rares), but it was a huge change compared to Diablo II where you couldn't finish the first Act on normal without seeing one drop. Where Diablo II had all items available in the hardest difficulty, Diablo III did things differently by splitting them up between four difficulties. This severely limited the amount of legendary items which could be found.
The good news is there is a change coming in loot 2.0 which which will make all legendary items available in every difficulty. I don't need to dive into all the details regarding this as many people are already aware of them, but what I want to talk about is the new possibilities this opens up. Possibilities in regards to drop rates. What I'd love to see now is the shift back to different drop rates inside each item type. I wouldn't mind the statistically impossible drops if it was offset by the fact that there were other, more common items available.
For example, let's take a look at legendary two-handed swords. Currently in patch 1.0.8 if we were to find a legendary two-handed sword in Inferno difficulty it would could only be one of 4 possibilities. With the new change that number will now increase to a possible 9, more than double the previous amount. We now have enough items in the same item type to afford to have substantially different drop rates.
(numbers are just for show)
The difficult part is balancing drop rates alongside the Auction House. In Diablo II the rarest item of them all, Tyrael's Might, had the highest chance to drop from the last boss in the game. Do you know what that drop rate was? A staggering 1:409,739 (0 Magic Find / 1 player game). Considering there was no Auction House available in Diablo II, even seeing one on another player was a feat of it's own. If Blizzard tried to make an item equivalent to that in Diablo III the drop rate would probably need to increase to something in the millions due to the Auction House.
Something could also be added to increase the excitement and also help people recognize the rarity of the item visually. Something as subtle as a different particle effect in the legendary's beam of light would go a long way to recognize when something truly special dropped. I don't know about you but if I saw an unidentified two-handed sword on the ground with a sparkling beam like The Grandfather's below I'd be jumping out of my seat in excitement.
How cool would that be, especially for new players or the less informed to know how rare their drop was without running to the Auction House to check the prices. What do you think the order in rarity is of the legendary helms below?
In one of the recent developer interviews Travis day is heard saying that he wants to create items that will be remembered. He even goes on to compare the impact of the items he hopes to create to that of World of Warcraft's Legendary sword, Thunderfury. I just pray that the reason he's using Thunderfury as an example isn't just for the sole reason it was powerful but also that not everyone had one and that it took not just a lot of hard work to get but even just plain luck. It wouldn't have had near as much impact if everyone on the server was running around with it, people knew of you and your guild if you were lucky enough to receive one, that's the reason it was remembered.
While I'm on this topic I'm going to also going to mention my own opinion in regards to the transmogrification system which might be making it's way into Diablo III. Don't include legendary items. The unique models are just as much of the reason as the unique properties as to why they can be labeled as a legendary. Do what you want with rares, but please leave legendary items out of it. If you absolutely think legendary items need to be included than at least connect the ability to do so with only the items your character has personally identified, at least that would help keep the integrity of the rarest items.
So please Blizzard, I beg, move away from the only thing rare about an item being the combination of random properties to the actual item itself.
Rewarding the Hunt
At the heart of the Diablo series lies the single most important aspect of the game, the hunt for items. It's the search for rare items which makes us stay up all hours of the night killing demon after demon, hoping for that one special drop.
Since the introduction of the Auction House the hunt for items has changed, instead of hunting for items in the game world we're now instead supposed to hunt for deals on the Auction House. Players are rewarded more for sitting outside the game than actually killing monsters. The Auction House isn't going away, so how can we give incentive to those that actually play the game?
Recognition for Discovery
This idea I haven't seen pop up anywhere and I've had stuck in my head since my days of playing Diablo II and I think has a lot of merit as a feature in terms of both game play longevity and progression. The idea first came to me doing Act 3 Mephisto runs one night playing Diablo II a long time ago. As cheesy as it might be I used to keep a pen and paper at my desk to write down what unique items I'd find during my play session, something that I could not only use to brag about to my younger brother but also something I could use to record my own collection of items (pen and paper achievements...lol).
The idea would be to connect a bonus, most likely in the form of small stat increases, to the discovery of items. It's such a simple idea and one I feel would change the game for the better. In the example below I used the achievement layout to showcase the idea.
Notice how I used the word "identify"? This would be such a simple way to ensure that people couldn't just buy every single item off the AH to reap all of the benefits, players would now rewarded for playing the game not the Auction House. The bonus wouldn't have to be huge, just a little something to be recognized for the effort (or luck) put in to obtaining items. Sure someone could buy or trade for unidentified items outside the AH but it would be much harder to do, especially if they adjusted the drop rates accordingly.
So maybe you're rocking a Maximus and you find a Warmonger, wouldn't it be cool if by just finding a weapon of the same type you just increased your two-handed sword damage by 1%. Better yet, if the bonuses were account wide similar to achievements, you could find something on your Barbarian that could potentially give a small boost to another class. I think this idea is great in terms of progressing your character as you play the game. As another added bonus for identifying an item, and if the transmogrification feature existed (which I hope it never does) would be to allow that item's model to be applied to another item of the same type.
This next addition is for all you lore junkies and collectors out there. With being a game designed completely around cool items why don't we know more about the history of them? There's an entire in-game journal which for the most part is completely ignored. Why not make a section for all the cool items we find?
I don't know about you but there's so many items like the Grandfather that I'd like to know more about. I'm sure the writers at Blizzard could throw us a bone, the Diablo story is rich with lore.
Magic Find
Ah, the stat everyone loves and hates at the same time. Just like it was in Diablo II, Magic Find is a very valuable stat. So much that people were actually switching to an entirely different gear set just to boost it as high as possible before landing the killing blow on elites and champions. Blizzard's fix, the addition of Paragon levels to slowly make the need for Magic Find on items obsolete as a player progressed to level 100. Sure this was a great bonus to have and fixed the need to swap gear but it also created an entirely new problem, punishment to play anything other than your character with the highest Paragon.
Something that struck me by surprise is a recent quote taken from the recent Blizzard Developer Interview with Diablofans:
Originally Posted by Travis Day (Blue Tracker / Official Forums)
We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game.
I used to think the same way as Travis, I've always wanted to try out some other classes other than my barbarian but there was something always holding me back, something called Paragon levels. Was it the slight boost in primary stats stopping me from switching to a different character? Nope, it was the thought of all the loot I would be missing out on if I didn't have my valuable Magic Find which Paragon levels granted me. I would easily trade 300 of my primary stat to jump on a different character for a night, but when it came down to missing out on the potential for loot, nope not a chance.
I think it would be completely wrong of Blizzard to make Paragon levels account wide. Paragon is meant to provide players who've reached level 60 an extended progression system, don't shorten that to 1/5th of the time needed by requiring only one character to reach Paragon 100. Instead, bare with me on this one, why don't we remove Magic Find from items and Paragon levels. Wow, do you feel that? That's called freedom, the freedom to play any character you want now and not have to sacrifice loot.
So, if we no longer get our beloved Magic Find from either items nor Paragon levels where do we get it now? Well, what if we moved it all into Nephalem Valor and tried something like this:- Remove the NV cap size of 5
- Cap Magic Find at 500% for every character
- Award different values of Magic Find per stack of NV depending on the Monster Power
- Earn NV at any level, not just at level 60
- Lose a stack of NV for every death
- De-emphasize the need for Magic Find in general
Simple changes right? But lets look at what issues we may have just solved:- Rewards players for playing at a higher Monster Power (reach MF cap faster)
- Rewards players for staying in one game and playing through all acts
- Lower level characters have the same chance at finding legendary items
- No longer punished for playing low Paragon characters (No MF)
- Stops high MP leachers (if they keep dying it's not worth it)
- Might help somewhat to combat bots
- Players shouldn't need to get to max MF to find good items, sure it should help but not as much as it does currently.
(the new "Magic Find"?)
Crafting
Crafting has such huge potential to be one of the most interesting parts of Diablo III. Not only that but it might be the only way to fix the economy in it's current state. A little over a year into the game and we can already see the hyper inflation resulting from a game with no proper item or gold sinks. So, what can be done to crafting to get and keep a healthy economy?
Salvaging
Something absolutely needs to be done to make salvaging items more desirable. Yeah there's Brimstones, but I'm not sure why Blizzard decided to make them have a 100% chance of being salvaged from legendary items. I guess It probably made sense back when legendary items were actually hard to find at release, but when they increased the drop rates they should have also removed the 100% salvage chance.
I've already suggested this idea before regarding new types of Brimestone's but I'd like to mention it again. The idea is that by salvaging legendary items they'd have a small chance to produce a type of Brimstone depending on the elemental type of the item that's being salvaged. Maybe even tie in the rarity of the legendary item being salvaged to the chance of producing one.
Make these also be part of crafting recipes for all of the artisans. Obviously crafting recipes as a whole need help before this could even be implemented but I'm sure we'll see that happen along with loot 2.0. It would definitely increase the amount of legendary items being removed from the economy.
Legendary Crafting Materials
In Diablo II we had Runes which were the primary crafting reagent. Runes ranged from the very commonly found to the near impossible to find. Blizzard really needs to introduce similar crafting reagents in loot 2.0. They obviously can't be called runes, as those already exist in the form of Skill Runes, but they need to exist in some other form. They need to be something that we can find out in the game world by killing things and more importantly be highly valued in the crafting system.
I think I've found the perfect place for them to drop.
You may recall coming across monsters with purple name plates and unique names during your play sessions. What are they you ask? Your answer is as good as mine, the only thing they're linked to right now is an achievement. Sure some of them are obviously in the game for a laugh, Jay Wilson comes to mind, but for the most part they just exist for no reason at all. Why don't we give them a reason to exist? Blizzard could toss those rare crafting materials on their loot table with a very tiny drop rare and put them to good use. Beef them up a bit in terms of health and damage similar to Keywardens and they'd be perfect. Give them a little bit more randomness in their spawn locations so they can't be easily farmed and you'd have a very nice feature.
There's 82 named unique monsters as part of the acheivement "A Unique Collection", giving them all a chance to drop a unique crafting reagent would be an amazing way to spice up crafting. Throw on a Bind to Account similar to Demonic Essence and you'd really have people out in the world playing the game like it was meant to be played.
If you're anything like me your stash and bags are already really full of items that you couldn't possibly fathom the idea of more crafting materials. This next idea is to help all of us hoarders get a little breathing room.
This would be so welcome, having separate inventories for weapons and armor, crafting materials, gems, and the upcoming mystic artisan. Make picking up items automatically place them in the right inventory and you would have probably one of the most welcome features to many people alike.
While we're at it let's go ahead and clean up something I wish was never implemented in the first place... 15 gem versions. Blizzard should reduce the number of types found in the first 3 difficulties to one each, there's not really any point in having more.
Removing these steps in gem progression could be countered by just decreasing the drop rates accordingly. While we're talking about gem drop rates I don't see why we can't just have all gem grades be drop-able, but with increasingly low drop rates. At least that would give self-found players a chance at getting to the higher versions. It's not like upgrading gems is good gold sink anyways, we can definitely find a better one.
The Mystic
Everybody knows she's coming in the expansion but just how she'll work is still a mystery. The mystic might have features like crafting elixirs or potions, but she'll most definitely be involved in some type of item upgrading or enhancement feature. I tried my best to come up with a solution that not only works in terms of item progression, but also something to become the main item and gold sink for the game.
It was very hard trying to come up with an idea on just how her features should work. You obviously want to avoid making it so players only have to find one item and then just keep upgrading it until it's the best item in the game. That's why I didn't include a way to reroll item properties in my version of the mystic. I think by not allowing the re-roll of item properties it should at least still give reason for players to seek out upgrades. Instead my version focuses on only upgrading the originally rolled stats on an item. These stats could be upgraded to it's max potential value, but only for an increasingly amount of gold as it gets near max value. Take a look at the example below to see how upgrading this helm's Critical Hit Chance would work.
If you noticed above by placing the item you wish to upgrade in the mystic's menu you are shown the max value of the properties which already exist on the item. By clicking on each property you'd be presented with the required materials and cost to upgrade the stat. The idea is for different stats to be upgraded using different crafted materials, materials being a combination of both Bind on Account and tradable materials. This would ensure someone couldn't just buy all the crafting materials off the AH and upgrade to a perfect item, they'd be forced to play the game in order to collect the BOA items similar to Demonic Essence.
The next thing you may have noticed is the cost associated with upgrading the Critical Hit Chance on the helm by .5%. The number is meant to be big, this cost will be the main gold sink in the game and most likely a cost most min/maxers would be willing to pay to upgrade an item. The most interesting concept however is one that you can't see in the picture above. The concept being as you gradually upgrade your stats on an item the monetary costs associated with the upgrades also increases.
In the example above you can see how the closer the value moves to it's maximum potential, the higher the cost associated with the upgrade. This in some way mimics how the current gem progression system works that we all use Diablo III.
Legendary Items
This is the biggie and one of the additions I'm most excited for from loot 2.0. The developers, more specifically Travis Day, have already stated that they want to make game changing legendary items. Game changing in terms of the way items interact with skills, passives, and gearing choices.There probably will be a couple different types of items that will make up the this whole concept, lets explore some.
Class specific legendary items and set bonuses have the most potential when it comes to items that change the way skills and passives work. Really, it's the only option since putting skill changing properties on an item type available to all classes would be pointless seeing how skills are unique to each class.
In the expansion I can't see any classes getting any additional Skill Runes. What I could see though is a new empty rune slot being added.
What rune belongs to this slot you may ask? Well the answer is, it depends on the items you're using!
When I was originally trying to determine just how adding new Skill Rune effects on items should work I didn't have the empty rune slot. The problematic scenario I kept running into was, what if someone didn't want to use the new Rune Skill being offered by the item? Would they have to just shun that item out of their possible gear choices and find something else? That's where the idea of an empty Skill Rune slot came from, now when equipping an item with a new rune variation they wouldn't be forced to use it anymore, they'd have the choice of turning it off/on just like any other Skill Rune.
The beauty of a system like this is that it offers a huge depth in game play compared to the current system. Currently in the game once you hit level 60 you're done discovering your skills. With a system like this even at level 60 you could keep discovering new builds depending on what items you've found. Remember the idea of super rare items I talked about above? Imagine playing the game for a year and finally getting your hands on one of those super rare items with a sweet new Rune Skill, your entire play style or build could change to something completely different. It would make the game feel so fresh, people wouldn't be able to just run to the forums, look up the best build, and be done with swapping skills forever. Instead new builds would constantly be discovered that not everyone would have access to right away. This idea could even go further, what if a new build needed not only 1 but even 2 or 3 new Rune Skills only available on items. Combining gear to make new builds, who'd have thought? If Blizzard added even one new item to the game at a later point it could have the potential to create entirely new builds.
The next type of item I'll touch on is the also made to be for class specific items.
These could directly add new bonuses to passive skills or skills themselves. In the example above I gave a direct bonus to the Barbarian passive skill, Brawler. That seems pretty simple on it's own but what I hope you all noticed is the twist at the end which reads "within Pickup Radius". Hmm did I just make a once useless stat potentially sought after by the Barbarian class?
What I hope you all take away from this example is that we don't need to be so focused on making every single affix as good as one another. Lets make items do the work in making this happen. Imagine if there was a shield that changed the way Thorns damage worked and allowed stacking it to be viable, or a mace that made stacking as much armor as possible increase the damage of one of your skills. The possibilities are endless here and I really hope these are the type of ideas Travis Day is working on.
The next, and final type of legendary item that we could see wouldn't really have anything to do with Runes or skills at all. Instead these items would focus on providing unique new ways to play and gear your character. Imagine if you found the Girdle of Giants below.
Pretty cool eh? Some might think it doesn't change much because of the reduced damage, and really it might not do much in terms of directly increasing your overall damage. It might not even look like it would be better than today's Witching Hour which has amazing damage stats. It instead does something else, it opens up how many choices the Barbarian has in possible weapon choices. This one item added hundreds of different combinations of weapons. Maybe some of these combinations have the potential to create a new build, the possibilities could be endless. This is just the result of one new belt, imagine if other similar type items existed.
[saving this area for showcasing my legendary item thoughts]
In Conclusion
If you made it this far in my crazy long post I salute you and thank you very much for taking the time to look over my ideas. As you can see I'm very passionate when it comes to Diablo in general, especially when it comes to the hunt for items. I think by working together, the Diablo community and Blizzard, we'll finally get to the point where we can call Diablo III the greatest ARPG every created.
Thank you.
If you haven't checked out my other posts please feel free to look them over and let me know what you think.
http://www.diablofan...review-a-dream/ (old ideas, but still an interesting read)
http://www.diablofan...-dream-fanmade/ (pretty cool idea for a variation of the classic ladder system)
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Bleu42 posted a message on My take on the DruidThere's been a couple threads lately talking about possible new expansion classes, and I've seen more interest in the Druid as one of them then I thought I would. So I figured I'd finally post what I've had written down for awhile now about my take on the Druid class.Posted in: Diablo III General Discussion
I have numbers but I think I'll forgo those just because they'd probably vastly change anyway upon testing. Instead I'll list what skills / passives I've come up with so far, and how I envision they will act. Thanks to Elendiro for the idea of class specific shoulders + resource name =)
Thanks to Ulydssian for the idea of the shapeshift runes changing the color / fur of the animal!
The Druid
Role: Melee + Long range caster
Main Spell Schools: Lightning / Cold / Fire / Physical
Resource: Natural Energy (green in color). Only regenerating attacks regenerate this resource, it does not deplete over time and no target is required to benefit from regenerating attacks. A large pool (think 125-150 or so) with large regenerating attacks (such as 10-15) and big spenders (such as 20-25).
Main stat: Strength
Class specific armor: Animal pelt / feather shoulders. (Thanks again to Elendiro).
Class specific weapon(s): The Glaive, and the Two Handed Glaive.
Skills
Spell Spenders;
Thunder strike. Lightning damage, long range, small aoe around target. Instant cast. The bolt comes down where targeted.
1. Calls 3 lightning damage stars to hit random targets, and also does AOE damage off of each target hit.
2. Add's a 25% chance to stun for 2 seconds.
3. Instead of an AOE upon hit, 6 lightning spears shoot out at a farther distance, piercing.
4. Damage increased, AOE removed.
5. Leaves behind a lightning field that does 45% weapon damage over 2 seconds to anything inside.
Ice Spike. Cold damage, long range, single target. Has a chance to pierce. It's a fast moving projectile that slows targets.
1. Killing a target with Ice Spike creates an explosion of ice that does %WD to enemies behind the target.
2. Grants Ice Spike a 15% chance to freeze any target it hits.
3. Turns Ice Spike into an Ice Trap, that arms after 2 seconds, dealing massive damage.
4. Ice Spike leaves behind a frozen trail, slowing enemies.
5. Ice Spike creates an Ice Wall that blocks enemies.
Lava Surge. A medium range channeled spell that does fire damage. Similar to disintegrate it pierces, but it has a wider swath as it attacks.
1. If channeled for at least 3 seconds, burns the armor on targets making them take 15% addition damage.
2. pools of lava burst from the ground underneath the beam for 3 seconds dealing damage. The Druid can run faster on top of these pools.
3. Turns Lava Surge into a shield that lasts for 120 seconds and does constant fire AOE.
4. Removes the pierce and instead adds a % of damage aoe off of target
5. Creates a volcano at the target location that will hit enemies with fiery brimstone (lol) for 15 seconds.
Wind Blast. Instant projectile, long range and does physical damage. Has a built in chance to knock back.
1. Replaces the attack with a wall of wind that surrounds the druid, slowing projectiles for 10 seconds.
2. Reduces targets attack speed by 20%.
3. Adds a chance for Wind Blast to pierce.
4. Each cast increases attack speed by 3% for 5s, stacks up to 3 times. (the IAS affects every skill)
5. Split Wind Blast into 3 projectiles, shooting off in a cone shape.
Elemental fury. A 2 minute cool down. Randomly picks one of three attacks when used. 1) Armageddon - Rain fire on all enemies. 2) Hurricane - Ravage all enemies caught, while slowing them. 3) Temporal Thunder - Strike random enemies with lightning, adds a chance to displace and stun enemies. Lasts 15 seconds.
1. Decrease the Cool Down to 80 seconds.
2. Enemies killed with Elemental Fury explode for %WD.
3. If Armageddon is chosen, it spawns 3 fiery golems to fight for the Druid for 2 minutes.
4. If Hurricane is chosen, receive a damaging AOE buff for 2 minutes. (D2 hurricane)
5. If Temporal Thunder is chosen, receive a displacement shield for 2 minutes.
Melee Spenders;
Puncture. Does instant damage, plus adds a heavy Bleed on the target. Increases target damage taken by 12% from all sources.
1. Cuts the bleed damage in half, but increases the damage taken by the target to 15%.
2. Receive 9% of the damage done as life.
3. Infect the wound to create a slowing AOE off the target, reducing enemy movement by 20%.
4. Affects all targets directly in front of the Druid.
5. Removes the instant damage and the increased damage debuff, but triples the bleed damage.
Pound. Medium range AOE around the player. 5 second cool down. Has a chance to stun for 1 second.
1. Removes the cool down, and the chance to stun.
2. Increases damage, turns the damage into fire.
3. Gain 5 Natural Energy and 5% life per target hit.
4. Increase the Druids armor by 25% for 3 seconds after use.
5. Freely cast Pound anywhere targeted.
Rabies. A callback from the D2 druid, it's a fast spreading Poison damage Dot. Internal chance to make enemies randomly attack the player or other enemies.
1. Change the chance to confuse enemies to a chance to fear enemies.
2. Increases Rabies damage, reduces the amount of targets able to be effects from all to 5.
3. Slow all enemies effected.
4. Life on Hit and Life Steal return double their normal amount when used on enemies with Rabies. (Druid only)
5. Enemies with Rabies leave behind poison clouds dealing damage over the course of the DoT.
Gnash. Single target physical attack with high damage. Adds a short range charge when used.
1. Increase the range of the charge to long range.
2. Knock back enemies you hit while charging to your target.
3. Replace the charge with a small radius AOE off the target.
4. Using Gnash increases your total damage by 3%. Stacks up to 5 times.
5. Adds a damage effect to the charge itself, and changes the damage type to fire.
Summon skills;
Wolf pack. 1 minute cool down. Summons 5 wolfs to fight for the Druid. The wolfs persist until killed. (Imagine them being about = to 3 zombie dogs).
1. Big bad wolf. Summon 1 wolf for 20 seconds that mirrors the Druid's damage, critical hit chance and critical hit damage. Uses a single target physical attack.
2. The Spirit Clan. Summon a magma, a wind and a nature wolf to fight for the Druid. Each wolf has a unique attack in addition to their melee attack. The Magma wolf randomly raises small volcanoes for persistent AOE damage on the ground. The Wind wolf uses gusts of hurricane force winds to slow and damage enemies, and the Nature wolf strikes out with chain lightning.
3. Blood Brothers. Summon two health-linked wolfs that return 9% of the damage done as life to their master.
4. Lurking wolfs. Increases the Wolf Pack's damage and reduced the cool down to 45 seconds.
5. Seeing Red. When attacking a champion or elite pack, if the enemies health drops below 25% the wolfs become immune to all CC and have damage increased for a short duration.
Ancient Ward. A 1 minute cool down that summons an Ancient Ward at the target location for 30 seconds. An ancestral bear spirit is tied to this ward and will fight for the Druid for the duration.
1. The Ancient Ward summons constant ravens to attack everything within reach.
2. Everything inside the Ancient Ward's radius takes an additional 10% damage.
3. Every party member inside the Ancient Ward's radius receives 900 Life per second.
4. The Ancient ward now lasts for a full minute and is carried with the Druid. Summons an Oak Spirit to accompany the Druid and increase their max life by 10%. This spirit cannot attack, but can be attacked.
5. The ancestral bear spirit now has a high chance to stun when attacking, and will taunt enemies to attack it.
Resource Regenerating Attacks;
Crush. Single target attack that increases it's own damage per stack, up to three stacks.
1. Also increases Crush's attack speed by 5% when used, up to 15%.
2. Adds a chance to knock back the target.
3. Makes affected enemies take X% more physical damage.
4. Creates a shockwave behind the target for X%.
5. Has a chance for an AOE knockback.
Pulse. Lightning damage in cone in front of the Druid.
1. Shoots 6 streaks of lightning randomly.
2. Has a chance to pull in up to 5 enemies.
3. Makes affected enemies take X% more fire damage.
4. A chance to stun enemies that are hit.
5. Create the pulse at long range.
Frost Axe. Attack all enemies in front and on both sides of the Druid for cold damage. (think of an ethereal pair of frozen axes that the druid swings upwards crossing arms, then back downwards ending with both arms as far back as they can go).
1. Gain 3 Natural Energy per enemy hit.
2. Makes affected enemies take X% more lightning damage.
3. Gives a chance for targets to be frozen.
4. Throw the Frost Axe instead.
5. Slam the axe into the ground, erupting frozen energy to do AOE damage over 2 seconds. This effect can stack.
Fire Ball. A projectile that explodes upon hitting the target.
1. Adds a 33% chance to attack with a giant fireball that does double the damage.
2. Turn the fire ball into a ball of lightning. (Not the DH skill >.<)
3. Leave behind a %WD dot on affected enemies.
4. Makes affected enemies take X% more cold damage.
5. Ricochet the Fire Ball up to 3 enemies.
Shape-Shifting; ( every time a shape shift is cast, it randomly chooses one of a couple different skins per form ). All would probably have about a 30 second cool down, except chimera form.
Werewolf Form. A long lasting buff on the player that increases attack and movement speed, and grants +5% strength.
1. Extends the attack speed buff to the whole party.
2. Also creates two wolf cub allies that attack and tank like pets.
3. Upon use, howl and fear every nearby enemy
4. Extends the movement speed buff to the whole party.
5. Gain +25% movement impair reduction.
Lion Form (or bear form). The animal can be debated, but the purpose would be the tanky-type. Increasing dodge / armor / vitality.
1. Increases party members vitality by 10%.
2. Melee attacks have a 15% chance of doing double damage.
3. Reduce all damage taken by 10%.
4. Grants the druid 650 life per second.
5. Adds a 1.5% life steal to all attacks.
Eagle / Raven Form. This would give the Druid the appearance of an Eagle / Raven, while still standing on two legs (think the animals head + wings on the back). It would increase resource regeneration per resource regenerating attack and increase elemental damage.
1. Increases the elemental damage bonus and extends to party members.
2. When reduced to below 20% health, the druid flies up and becomes immune to all damage for 3 seconds. This cannot occur more than once per 90 seconds.
3. Grants three ravens who damage enemies.
4. Reduce physical damage taken by 10%.
5. Attacks have a 10% chance to charm an enemy. Only one enemy may be charmed at a time.
Chimera Form. A 2 minute cool down, 15 second buff. Health globes grant 5 seconds extra, up to 15 seconds, for a total of 30 seconds maximum in Chimera Form. Turns the Druid into an Eagle + Lion and gives him a new set of attacks. Such as;
A hard hitting, piercing lightning bolt.
A channeled frontal cone AOE fire breath.
A huge radius ground-pound AOE.
A massive single target damage attack such as Ravage.
A charge ability that flies the player to the target location, breaking CC, with a 7 second cool down.
The last skill slot would be filled by the rune selection;
1. Summon multiple snakes to attack and poison enemies with a dot.
2. Fixated shield. A shield that can be used once during Chimera form, that blocked all incoming damage for three second. Party members can step inside this shield and also use it.
3. A stone form buff that makes the druid slower, but immune to all CC for the duration.
4. Extend a massive attack speed buff once to the Druid and the entire party for 7 seconds.
5. Creates an AOE stun for two seconds, with a 7 second cooldown.
'Utility' Type Attacks;
Elemental Shield. Decreases elemental damage taken by 10%.
1. Increase the Druids resist-all by 15%.
2. 10% chance on critical hit to gain 15 Natural Energy.
3. Grants + 3 Natural Energy per second.
4. Gives the druid free use of the next attack used against them for 10 seconds, 30 second cool down. Some attacks not eligible (such as boss attacks).
5. Enemies attempting to run in the opposite direction of the Druid will have their movement speed reduced by 35%.
Force Tap. Uses half of the current remaining Resource to heal the player ( each point of resource could heal for 100 health at max level or so). The point of this mechanic is to make it so this skill doesn't need a cool down. Instead once used more than twice in a row without generating your resource, it's really not that useful. The + HP from health globes and potions increases the life gained from this skill.
1. Switch to use 15% of remaining health for 20% of max Natural Energy.
2. Creates a -30% damage taken shield on the druid for 3 seconds after use. Incurs a 15 second cool down.
3. Uses all of the Druids resource to grant themselves plus all party members 1600 life per second for 5 seconds. Only usable when >= 75% Natural Energy. Has a 10 second cool down.
4. Damage surrounding enemies for 200% of the amount healed.
5. Increases armor by 15% for 3 seconds after use.
Iron Roots. A single target root immobilizes the enemy and does damage over three seconds. Has a 5 second cool down.
1. Summon two creeping vines for 3 seconds that seek out enemies, damaging and slowing them.
2. Create a surge of roots that immobilize every enemy within 8 yards of the target for 3 seconds. Has a 10 second cool down.
3. Increases the damage and the effect of the roots to 4 seconds.
4. Creates a giant AOE explosion after the effect of the roots is over.
5. Attacks made on the rooted target deal an extra 20% damage as AOE to surrounding targets.
Drain. Decreases the target's damage done by 20%, and puts a 1.5% Life steal debuff on the target for the whole party to benefit from. Can only effect one target at a time, and lasts 15 seconds.
1. Changes the life steal debuff to a 400 Life on hit Debuff.
2. Gain 5 Natural Energy every time the Druid strikes the target.
3. The target's attack speed is also reduced by 20%.
4. The Druid's strength is increased by 10% while a target is effected.
5. Vines slowly wrap around the target, dealing damage over time.
Swap. Change places with any targets within the small casting area, dealing arcane damage. Has a 5 second cool down, and doesn't require a target.
1. Increase the arcane damage and causes it to be an explosive AOE, but adds a 2 second delay.
2. Each target swapped with will grant the Druid 5% health.
3. Only effects one target, and instead of swapping brings the target to the Druid.
4. After 3 seconds, the Druid is pulled back to the original swap location.
5. On arrival, the Druid unleashes an arcane nova.
Passives
I've only come up with a couple passives so far, so feel free to suggest more.
Blood Rush. Every health globe picked up increases your shapeshift duration by 3 seconds.
Hungering. Recover (insert life after kill number here) each time an enemy is slain.
Power Surge. While not in a shape-shift form, picking up a health globe grants you an additional 3 Natural Energy when using Natural Energy generating abilities.
Razor Scales. Gives the Druid a chance to reflect 10% weapon damage back to melee attackers, and increases armor by 10%. Reflected damage causes the enemy to bleed for 45% damage over 3 seconds.
Natural Order. Spells have a chance to recover 5 Natural Energy upon critically hitting a target.
Lake of wisdom. Increases the Druid's maximum Natural Energy by 75.
Diseased. Enemies under 50% health gave their damage reduced by 10% and take and an additional 10% more damage.
Dead beast's hand. Receiving fatal damage causes the Druid to enter Beast Mode, gaining 30% health and 100% Natural Energy back, and all skills are set to cooldown. This effect can only occur once every 3 minutes.
Infected wounds. Attacking an enemy that is poisoned returns 1.5% of the damage done as life.
As you can see, I've really imagined this iteration of the Druid to be a full on caster, that can also shape shift and work great as a melee class. There might not be any apparent synergy between a lot of skills, but that's because all the rune variations are missing.
I would love to hear feedback on this, positive or negative =D Let me get one thing out of the way early though; I'm very aware a lot of these ideas have been gleaned from Diablo 2, and WoW, and I'll admit I got a lot of inspiration from both.
Thanks everyone for reading!
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stitchdoctor posted a message on How many of you know about the Decaying Crypt??Posted in: Diablo III General DiscussionQuote from Levitate
The game's been out for more than a year and this place, IN ACT 2, isn't known to people?
Goes to show that most gamers don't care much about the game they're experiencing, as long as they can reach the end first.
Thanks for the tip anyway, OP. I love that place, although it's not always there. Those are the nooks and crannies I'd like to see more of in the game and, eventually, in the expansion.
-1 for pontificating. Please don't scold the player base, you don't know where it is either.
For those curious: Act 1 in the fields of misery. -
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shaggy posted a message on Seriously?Posted in: Diablo III General DiscussionQuote from 0mn1bl4d3
the whole reason why i even put in all this time into this game was because there was money involved.
And that's exactly why you're disappointed.
The problem is you, not the price of gold.
EDIT
It's also magnificantally ironic that someone who admits he/she was only playing the game to make money had NOT ONE FUCKING CLUE as to what gold was actually worth. It'd seem to me, if you wanted to make money on D3, that would be one of the most basic things you'd need to know. - To post a comment, please login or register a new account.
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I mean we can rant all we want about this but obviously Blizzard isn't budging anytime soon. they see BoA as the perfect solution to the atrocity that was the AH. Give it a rest, this is becoming the new "Diablo III is too colorful" type of thread.
Damned Horse Beaters... things already dead, leave it alone to rot.
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Trading wouldn't even be widespread. They already have a stop to that. It's called 4 player games. If you need a SoJ and have a Thunderfury, what are the chance you get into a game with 3 other people? Then to have one of those 3 people need a thunderfury and have a soj, WITH GOOD STATS? Very unlikely. Actually it's probably so unlikely that enabling trading wouldn't really even help the matter all that much, but at least it would provide the option if it arises.
To your point on ladders, I don't like ladders don't plan on playing ladders, never have. I'm willing to allow BoA in a COMPETITION setting, but not in a casual RPG setting, at this scale. Some items should be BoA. Those absolutely badass ones that are amazingly good just because, but really in a game like D3 where almost every build is viable, and almost every build can have multiple item builds BoA really sin't a useful mechanic.
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I'm not advocating for such increases that we have to use 2 handers, but a slight damage buff over 1Handers + offhand is reasonable to ask, and I'd ask they directly use the +Damage weapon affix when calculating damage range and DPS, and make damage ranges visible.
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Twoflower : The new loot is light years ahead of Vanilla, the only real problem is the BOA and the extremely frequent Smart Drop. I haven't found a Legendary that is useful to any other class besides my wizard when on my wizard. I'd sometimes like to find some gear for my Barb too, but with the way Smart drop is working it just isn't possible which sucks. When you get ROS and start leveling through 60 you'll see that your gear becomes very useless quickly. Your damage will see a bump,yourtoughness your healing all will see a bump. Maybe you have some pretty good gear, and are just getting someshitty RNG rolls. IknowI've found a lot of useless items, but I have been able to find a few upgrades here and there. They'll come. At least it wont be500 legendaries till you see a .1 damage increase like vanilla.
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As to "the game is shitty" Uh most people don't think that. Most people think this games pretty decent even with all its faults and problems. It will only get better so to say that ROS is shitty and that the next expac will be shitty too is a gross exaggeration that is far from the truth. And to think that your opinion is the majority opinion is also pretty stupid considering the people whining LIKE the game and WANT the game to do BETTER. What you're doing is just condemning it and saying this game sucks fuck it, That's much different from people saying "Put in PVP. Give us Necro, Fix Itemization." They at least provide constructive feedback that the team can use to better their game... you just give them shit for attempting to make you happy. IF you hate the game that much don't come back to the forums simple don't play the game and don't support the company.
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If they up the power on the newer items to be even more powerful than the current legacy items, then the game has to now accommodate for those new items (i.e Health, resistance, damage on monsters has to increase in proportion with the new stats) This in turn makes the current gear EVEN MORE USELESS. which won't be much of a problem in the long run but it does diminish the ability to farm for newer more powerful items at launch and throughout your playthrough because now those legacy items won't be able to even do T1. I'm in preference of this "band-aid" they've made by not allowing legacy items to be enchanted because it removes them from potentially being much better than the newer items and it allows the game to still be farm-able in its current state. You're not jumping into the game and going from mp10 to master, you're finding a middle ground where it works but barely and there's definitely room to improve. This isn't to say I don't feel like some certain end game items are currently useless/ very underpowered and need to be reworked, I'm talking about making items obsolete vs a massive boost in the general power of all items post-2.0.1 My 2¢ anyway.