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2
overneathe posted a message on CE WingsI'll take this further and say: Why not once enabled you can also see them on the character selection screen? Would make me happy.Posted in: Diablo III General Discussion -
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Enkeria posted a message on Enkeria's Ideas (both old and new)New Classes!? http://eu.battle.net/d3/en/forum/topic/6443424917#17Posted in: Diablo III General Discussion
Here is my Druid/Necromancer/Paladin build:
Class Name: Alchemist (a.k. Bountyhunter)
Archetype style: Melee / Tank
Intro
Vampires do exist, and their minions of walking undead is just a fragment of their power. I come from the dwelling "Wiedergeburt", only a few are left scattered around the sanctuary from our clan. We have heard of this day, when the heaven tremble and a giant glow will fall to our realm. The greatest of all the evils have what we need to end Dirgest, the everlasting vampire with one single blow with our alchemy mixture.
The rain is coming, and it will be red!
Lore
The Wiedergeburt is german and means Rebirth, a collection of human bountyhunter alchemist who fuse their whips and holy crosses with silver and exploding powder. If the zombies are walking, the demons may have wake them, but they are controlled by vampires. In later days announcement of a great battle merged in the sky and as the legacy speaks "The rain will be red", the last two of the greates warriors from the Clan Wiedergeburt will hunt down Dirgest, the leader of the Vampire cult to drive the silver deep into his soul and seal his fate forever. Many think Wiedergeburt's are vampires, this is however wrong. They have made some sacrifices before and darker magic have embraced them with bloodmagic, something they try to hide and hard to forget. It will be proven as a great gift in their struggle. The warriors in the clan live as a traveling ghosts who make mney by doing townsfolk favours. Bigger sums are sent back to their family or to other families in their realm.
Weapons of choice
A Weidergeburt is equiped with alchemist powder, silver and whip but can use a scythe, scepter or polearm due to its range. The best part is that this class love 1-hand and shield.
Resource: Darkblood
The source works almost like Demon Hunters source except with some huge twists.
First of, both Health (blood) and resource (darkblood) regenerate slowly. They can swap, if you need more darkblood you may take from health and vice versa. The resource will be filled if you find health potions which leads us to use double amount of healthglobes on the road then needed for any other class. Using signature skills like Imbue weapon, expand and panzer do take much of the resource or none of the darkblood. Some other skills take a lot or could even drain it.
Why do you want to have this class?
1. It's a shield-based half-ranged shapeshifting necromantic holy warrior that struggle between light and dark.
2. It's power are unique in a way that it feels like the old Diablo 2 classes: Necromancer + Druid + Paladin, which fills the gap.
3. Original new weapon that only this warrior can wield: The whip. And a better use of shield.. And a scythe / polearm / scepter.
4. Alchemy is based out of powders and metallic substance. Not firearms!
5. Source may be something similar of a Demon Hunter but it feels original.
6. Dirgest <<< if you do not know about this guy.. Google him!!!11 -
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Enkeria posted a message on Enkeria's Ideas (both old and new)Ideas for the expansion http://eu.battle.net/d3/en/forum/topic/5153825365?page=2#21Posted in: Diablo III General Discussion
My thoughts on Expansion. I have not read anything above (sorry for double posting but I have thought of this for a loooong time)
First Expansion out of Two
Act 5: Westmarch
Area: Jail
Event: Make things right - Save scoundrals brother.
Area: Outskirts of Westmarch
Middleboss: Adria
Area: Inside the jewel
Event: Kill Dirgest, take scroll of wisdom.
Monsters: Scarabs, Insects, Reptiles
Bonusboss: Dirgest
Event: Travel to Purgatory
Area: Purgatory
Monsters: Outcasts, fallen angels etc.
Main boss: Imperius + Malthael
Plot
We must find and put Adria to justice, a trail lead us to Westmarch. Scoundrals brother know where to find her. Upon killing her we find out more about Dirgest. Killing him gives us a missing scroll of wisdom, something that will take us to the knowledge that Dirgest had a connection with Malthael. By finding him in purgatory we find Imperius too that will take us on, knowing that he will win by a delusional Malthael it will end the era of Nephalem. After defeating him/them the story will give us a hint about a new expansion, told by Leah and Cain in spirit.
Why?
I do not want to see Adria as a main-villain. She is just a side-kick. Make Dirgest a massive thing that we fear more then her. With something from Dirgest we have the power to travel to Imperius who now are hiding in the shadows somewhere with Malthael. Leah and Cain can both be in purgatory for several different reasons. To set them free, we must kill the prime evils who have risen in the Sanctuary.
Extras
- Power potion: Crit damage boost 5 seconds 100%
- Charms: Put them in a talisman. Different arrangement adds different prefixes (nod towards the runes in D2). Need to buy upgrades for them to work and need to find all charms. Can be arranged by The Mystic.
- Empty areas should now be randomly filled with events, like the small lake in Field of Misery for example.
- That reminds me, we need a fish-monster in diablo 3!
Artisan
The Mystic: Arrange charms, identify all items in stash + inventory for gold. Boost random affixes and/or re-roll affixes on items. Goldsinks.
Act 6: Xiansai
Area: Citadel, underground, Caverns, Forest.
Middleboss: Andariel
Area: Hell.
Mainboss: Three Prime Evils.
Extras
- 1 more rune for each skill to expand.
- Halls of the Blind should return.
Plot
*deleted* I only have plot for the first expansion. But Andariel is a must in a future expansion, and making Diablo the endboss over everythinelse is the highest demand I have.
Classes
Return of Paladin, Druid and Necromancer.
Shieldbased is needed. Shapeshifter is lacking and Necromancer was a huge favourite. Jay told us that Blizz found Necromancer very good, so no huge difference will be made on him/her, but thats OK.
Paladin could use Strength. Druid could use Intelligence and Necromancer could use.. Hold on to your hats.. Vitality!
Yes, with two pools of blood, the second blood is for minions. Whenever he is healed, some % goes to the minionblood. Sacrifice would swap blood with blood to left and right. It would be awesome and an interesting gaming mechanic! -
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Enkeria posted a message on Enkeria's Ideas (both old and new)Banner - function ideas - 2012 - http://us.battle.net...ic/7005434504#1Posted in: Diablo III General Discussion
Followup on the blue respons on ideas for banners.
Link: http://us.battle.net...32270?page=4#78
Today we use banners in co-op to pinpoint where you meet champions, uniques and keywarden. If 4 players spread across a bigger area, the banner works as a faster way for everyone else to know who found a monster they need help with.
The banner is also used to show the cool design and to kill critters (for fun)
And lastly the banner is used in a frustrated way to show others that "I really wish that demon could live again so I could kicked it's !@#, this is why I have droped the banner right in his dead".
What else could the banner do? Ideas?
Here are my thoughts.
If one banner is droped in town
A - Trade with the banner it touches around the towns waypoint if accepted.
B - Banner replaces the portal area (it moves the portal) if a portal is open to wherever the banner is droped.
If one banner is droped outside town.
C - Save location as an X on the map to better find our way to the place with arrows / numbers showing us how far its to the X. Maybe if we found keywarden, and must stack up NV5 before killing. X marks the spot, X will go away once you are close.
J - Droped banner and then clicked on it would open our stash, that are a small portal for our hands to grab and leave gear. (idea from my friend)
If two or more banners meet within X radius outside town.
D - It could open a fast trade function if accepted.
E - Votekick on public server function if accepted.
F - If all banners in-game touch at one point, the area will be closed with a giant circle, making enemies within that circle stay put. The circle could last 10 seconds and are not skill-related.
If accepted = a yes/no window will open.
Other
G - Banner could be team related in PvP
H - No Sigil option should be availible for people who want a clean flag.
I - Background color option as default, except 100% dark, no stripe, no other details.
Your turn. Thank you.
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As you guys can see. Many of my ideas are probably stupid since there is almost never an answer, even though I spit out ideas all the time. -
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Enkeria posted a message on Enkeria's Ideas (both old and new)Suggestions for future patch http://eu.battle.net/d3/en/forum/topic/7258346015?page=6#111Posted in: Diablo III General Discussion
Make space in auctionhouse / trade so we do not add more zeroes on the gold we want to spend or request.
Fast swap-button for Skill-change builds! This swap button could be the "W" key, as a tribute to Diablo 2's weapon swap. Could be something you activate in town too. The deal here is that we should swap while we are in town and does only apply on skills and not gear.
Another 1-2 skillrunes, even if its targeted Expansion it would be awesome!
Better overview when we log in on Battle.net 3.0 <<< see what I did there? Ideas: http://www.diablofans.com/topic/35494-new-battlenet-mockup/
More goldsinks! Not expensive but plenty of them! Maybe give a weapon your name, add socket or even re-roll stats.
Plans that will open events (mini-quest) randomness in an act. Once you have learned third Artisan (or an other NPC) a plan for "Save the girl in the well" perhaps, it may random appear in a future gameplay, and continue to do so. It would add goldsink + a natural addition to gameplay. Read more about this idea here: "Will the Mystic open up new events?" http://eu.battle.net/d3/en/forum/topic/5847725975?page=1#0
Monsters in the holes! Some areas on each map have some spots that seems always "dead", for example, there is a small lake in Fields of Misery. Shouldn't there be anything on that spot then just an enviroment? Add some fishmen crawling out and spit acid on us!
PvP Spectator Mode + PvP Scoreboard or even apply this to Brawl (do not confuse PvP with Brawl! It's two different gameplays). Picture as an example: http://i1211.photobucket.com/albums/cc438/enkeria/spectator_mode_zps6bc10e93.jpg
More types of Gems and extra bonus in Gem-combos. All resistance? Life steal? Faster Cooldown? Thorns? This could be added to Diamond and Saphire in future gems. And if we have a 3 socket armor and add a specific gems in specific order with specific tiers of gems we would get some wicked cool bonuses. For example: "Summon a giant bird" or "Once in a while a light beam targets you from the sky", burning monsters x seconds, with cooldown etc. etc.
Gem-bag. A specific little bag, essentially an extra inventory (or stash), move around the gem bag as if it was the Horadric Cube, but with only gems.
-or- Make gems stack 1000 each.
-or- The gem-bag is like a pre-talisman. If we do not use the gems on items, they could give us some kind of bonus while being in the bag. Maybe..?
Charms that are in a tetris-system. Similar to the Gem-Combo (read above) these charms shall give different bonuses when they are attached differently on a 3x3 or 5x5 grid. Make charms availible to twist and turn so they fit.
Create groups on your battletag friendlist. "Best friends" "Pro gamers" "My family".. You get me?
Higher cap on out friendlist, from 100 to 150 or 200 even!
Notepad on the friendlist, so we can add under the name "annoying gamer" or "owe me 2 mil". << Will come!
All stats on auctionhouse should be searchable. For example ias% Lacunis. And legendary stats should be shown in "show similar". <<< Is this coming in the patch?
"Spectate" a friend in-game. Without giving our friend a harder time by changing the difficulty setting.
2 more tabs in the stash.
Instead of "Away" or "Busy" on our friendlist, make us use own words "Up for ubers!" or "hugz 4 free!" << Will come! Kinda..
Health potions. When having 2 or more different health potions in stash, let the second potion kick in if the first one is gone (0) in our UI (Q button). This should work with any potion and use highest potions first.
Lock an item, so you wont sell, salvage or loose that item. Change it by any button command.
Sort stuff in your AH tab, after sold, purchased and canceled. -
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Enkeria posted a message on Enkeria's Ideas (both old and new)Gems - "Craft All" function http://eu.battle.net/d3/en/forum/topic/7257297022Posted in: Diablo III General Discussion
Thank you for this, it's a bit faster now but not fast enough. Is it possible to have just 1 progress/crafting bar animation instead of 20 when doing 20 gems for example?
I was thinking that gems and the "craft all" or in this case "craft many" would be similar to Identify All function.
Edit: This would not apply on amulets and other future craftings. Just gems (all availible tiers).
Thank you
Shield icon over banner - Goblin glow hard to see http://eu.battle.net/d3/en/forum/topic/7257097018#1
The icon glow around the shield and axes are very hard to see in Act 2. Why not make the shield darkgold or gold-colored with some shadows to make it more "pop"..
The Elite icon could have a red shield for encounters on Rare / Champions / Uniques.
And a blue shield when doing uber-bosses? Normal bosses?
Thank you
The private chat function - Requests http://eu.battle.net/d3/en/forum/topic/7257297019#1
We on Diablo 3 PvP Sweden have tried the PTR and have some input. This thread is about the private chat function that we can create.
Our thoughts on PTR patch 1.0.8
1. We would be happy to name our temporary chat-channel. This just to let people know what kind of chat, "channel/site" or "clan" we are inviting them into.
2. And to make 1. work proper we wish to invite people by battletags, even if we do not have them as a friend. Which also include, invite friends that we are not friends with at all that other players might have in their list -or- players that we had some time ago which are not blocked.
Why?
Well, as a community we play with many people, all the time. having a chat with admins, moderators as well as those we play with, even if we do not add them would be awesome. This is our viewpoint and we like to give input in hope of Blizzard seeing this.
Thank you
Move around objects in AH ideas http://eu.battle.net/d3/en/forum/topic/5724173526#1
Version 1. Original: Right-click: Move
By right-clicking on an object (item, gear) you can search similar stats on the market. I wish for a "move" option. With this you right-click, choose move and them move around the object within your stash only. The stashtabs should be opened by hovering the object over it for 0.4 sec or something because you are holding it.
Version 2. Advance: Left-click: Move
A even better idea (for my taste personally) is more advance to program. With a "drag and drop function" were you left-click (normal click) to move around. And drag the object to the center screen to "put it on the AH".
Version 3. Advance alternative: Right-click: Take. Right-click: Drop
Right-click: Choose Move. Righ-click anywhere with free slots in stash, choose drop. Think of it as a cut + phase feature.
Thanks
Edit: Oh yeah! This feat should also apply on every character you have in AH. Not only the one you chose before entering AH in the menu. -
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KageKaze posted a message on Diablo Digest 2 - The Sequel-ing (1.0.8 PTR and Ask the Devs)Ladies and Gentlemen, I am back! Wooo! once again I am late to the table, but you can't blame me for wanting to put out a Neverwinter media blitz, can you? Of course you can't, you can't stay mad at me. Of course it didn't help that I got pretty sick between these episodes as well...Posted in: Diablo III General Discussion
Well here it is, a round up of articles and opinions from the news taken from the headlines right here at Diablofans. This project is a merger of my typical patch notes coverage as well as some thoughts on the Ask the Devs answers. In the video you will also find side by side comparisons of some areas with the new monster density from live to 1.0.8
I hope you enjoy and please feel free to leave feedback here, on YouTube, or on the Email account listed. If you do find it at all interesting or entertaining, please don't forget to give it a thumbs up to help it get noticed, that's always appreciated.
EDIT/Update: I'm hoping this is well recieved and really want to stress I'll be looking at feedback. This one took a very long time to produce due to the large amounts of video streams and editing that took place. It even took my video software 4 hours to encode it. It was a massive piece of work, but I think it paid off.
Here's the video description which indexes the entire video with time stamps:
Diablo Digest - Patch 1.0.8 PTR and Ask the Devs Answers (Parts 1+2)
Trying something a little different this time, merging my typical patch note discussion with the new Diablo Digest format. Please let me know what you think of this format, any feedback is appreciated for as this is still a very new segment.
All news articles obtained from http://www.diablofans.com
Topics:
*Item Drop changes not occurring in 1.0.8 (1:38)
*Jay Wilson admits the Auction House "really hurt" the game (2:40)
*http://www.diablofans.com/news/1646-jay-wilson-auction-houses-really-hurt-game/
*Making Shields viable again (10:11)
*http://us.battle.net/d3/en/forum/topic/8569146881?page=14#264
*Wrath of the Berserker and Archon changes (14:04)
*Ask the Devs Part 1 (16:55)
*http://us.battle.net/d3/en/forum/topic/8198733409#1
*Legendaries getting Level 63 stats (17:24)
*All Legendaries can drop in inferno (yes, with 63 stats) (18:12)
*Controlling item stats by allowing users to change them (19:37)
*Creating items with fixed affixes, items having a guaranteed stat (21:33)
*Adding sockets to items (29:41)
*New craftable items in the future? (30:24)
*Reduced drops affecting crafting (30:43)
*Ask the Devs part 2 (31:05)
*http://us.battle.net/d3/en/forum/topic/8569308133#1
*Class specific items being guaranteed stats (31:05)
*Best in Slot items (32:42)
*Should white items be more useful? (35:28)
*Plans for Magic Find, removing it from gear? (36:10)
*Weapon types having a unique stat or bonus (38:03)
*Black weapons more powerful than other weapons (41:16)
*Possibility of crit damage being reduced? (41:47)
*One time quest rewards (42:20)
*Monster Density, a better feel for earlier acts (43:10)
*Identify all through Deckard Cain or the Book of Cain (44:58)
*PTR 1.0.8 Patch notes and updates to the PTR as of April 23rd (45:34)
*The new Magic Find cap due to multiplicative bonuses: 680% (47:30)
*Pings on the map when fighting elites and Treasure Goblins (49:00)
*The new public game system: Tags (50:12)
*Public conversations, a guild chat substitute (51:23)
*Party Guide!! Why oh why? (52:30)
*Crafting updates! Multiple items and stashed items used in crafting (55:00)
*Experience for quests turned back on in Inferno (55:58)
*Number of Buffs and Debuffs shown at once increased (56:20)
*Buffs to channeled skills (57:14)
*Keywarden changes: Inferno only, Nekarat drops random keys (1:04:18)
*Buffs to healing skills (1:06:06)
===================================
Social Media:
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Twitch: http://Twitch.TV/RurouniKage
===================================
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MrMonstrosity posted a message on Patch 1.0.9 Dungeons, a dream... [[ FANMADE ]]Disclaimer: This is a fanmade idea. Its format as if a Blizzard representative is stating these things is just to add flavour.Posted in: Diablo III General Discussion
Dungeons
We've received quite a lot of attention over the past couple days in regards to the Patch 1.0.9 Preview, especially the new random dungeon feature. We'd like to talk a little more about how we plan to implement this feature and what type of things players can expect from it in the future.
Gamers love competition, wether it be between other gamers or even on a personal level by challenging themselves. It’s always been this way, it’shumanNephalem nature. With this in mind, we’ll be introducing a new Dungeon Score rating system which directly relates to the new random dungeons in the new patch. The Dungeon Score will be a weekly score given to all level 60 characters based on how well they do at not only finding these new dungeons but also completing them. Broken up into classes for obvious balance reasons, players can compete on a week by week basis for top honours of being the best of the best in PvE. Scores are tracked and saved every week on our website and the top Dungeon Scores will be visible in an all time leader board for bragging rights.
We think this will prove to be a better system then the type of character levelling ladder everyone is familiar with. Instead of taking the same route every single time to compete for the top position people will get to experience new dungeons every single week thanks to randomization providing endless amounts of content. We'll also be looking at adding some miscellaneous items such as a special banner, unique dyes, and other cosmetic items (providing players no advantages, besides looking good!) to the top weekly players of each class. Don't worry we aren't forgetting about everyone else. Other players can also earn special rewards by reaching certain Dungeon Score break points, rewards which will given out on a class by class basis. In order to earn rewards for a specific class you must reach the required Dungeon Score that week by playing that class.
With our effort to promote in game exploration we’ll also be adding a similar feature to the Nephalem Valor bonus players are awarded for killing elite and champion packs. These new Dungeon Valor bonuses will give 5% extra Dungeon Score rating per stack and are earned only by completing dungeons. These buffs last the entire duration of the current game, persists through death, don't reset on skill tree changes, and stack with other Dungeon Valor buffs up to three times for maximum bonus of 15%. We think this will provide enough incentive to explore an entire Act.
As we mentioned in our Patch 1.0.9 Preview we'll also be introducing a new type of chest found only within these random dungeons. These chests have an increased chance to drop legendary items and new Blacksmith, Jeweller, and Mystic plans. Chances are increased based on both the current Monster Power level and the amount of Dungeon Valor buffs present at the time of opening them. In order for a chest to spawn players must defeat every elite and champion pack in the current dungeon, as well as the special dungeon boss present at the end of each dungeon.
In order to combat players from abusing invites to other players in order to open the final chests there will also be a requirement we haven't yet decided on. Things being considered are requirements such as being present at the time of entering of the dungeon similar to a boss fight, requiring three Dungeon Valor stacks, or being present for all elite kills inside said dungeon. We'd love to hear your feed back on this issue as we feel it's important to get right and not let it become exploited later on down the road.
Other things we're in the process of deciding on now is just how Dungeon Score rating will be calculated, right now in our current build it's being calculated by:
- End chests opened (completion bonus)
- Elites/Champions slain
- Number of deaths inside each dungeon (score is docked every death)
- and Dungeon Valor stack bonuses
In Closing
We think this is a feature that will provide our player base with endless amounts of content. As players upgrade gear, explore new builds, and group with other players they'll find new ways of competing for the top Dungeon Score rating. Be sure you provide your feedback on this new feature as we work closer to the release of patch 1.0.9.
I woke up a moment later, of course it was only a dream... -
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Edriel posted a message on [Suggestions]: The Talisman and The Burning Hells PortalsEdit:Posted in: Diablo III General Discussion
Link to U.S. Forums Thread: http://us.battle.net...opic/8156055717 highly rated
Link to EU English Forums Thread: http://eu.battle.net...opic/6787929710 highly rated
Link to EU Poland Forums Thread: http://eu.battle.net...opic/6891639245 highly rated
Link to Reddit discussion: http://www.reddit.co...nd_the_burning/ highly rated
And “like”... if you like (on the official forum threads and reddit too if you'd like of course)
Thanks everyone for the very positive feedback. It's much appreciated!
I'm glad that so many people liked the suggestions!
--------------------------------------------------------------------------------------
Hi everyone,
I wanted to send an e-mail directly to the developpers but it seems that they don't have a direct way to give them feedback (the only one I could find was this: wowcmfeedback@blizzard.com but it seems it refers only to the feedback on CMs, MPVs etc. - and anyway the files in .pdf are too big to be sent to them ).
So the only way to do it it's by using the forums so I will write my ideas here.
I'm sorry about the very long read BUT this is my feedback and it was intented to be read by the developpers, so if you don't want to read it, just stop here.
(remember that these are just simple ideas that the developpers can take as base to create something new and improve the game)
Here's the e-mail:
Hi,
I'm Edriel, an italian Diablo 3 player.
Firstly I want to apologise if my English is not very good, I'm really trying to write in the most clearer way I can but I don't know if I will succeed.
Since the launch of the game I felt that this chapter of the Diablo series could be very successful.
However I don't think that in its current state it can become a masterpiece.
With that in mind I started to make many suggestions on the Italian Forum and after a while quite a few people who were excited about my ideas suggested me to personally send you my feedback.
So that's why I'm writing you this e-mail.
I hope you will enjoy the two ideas I translated for you, because it took quite a while to do it
P.S. I posted the Talisman idea in September so it might feel a bit “old”.
P.P.S. I hope you can answer me, even just a “we received your feedback and we appreciate it would be nice”
Sincerely
Edriel
an italian fan of the Diablo series
FIRST SUGGESTION - REINTRODUCTION OF THE TALISMAN
➢ BASE CONCEPT
This idea is ment to improve 2 important aspects of the game that currently, in my opinion, are lackluster:
1. Longevity
2. Paragon Level design
I imagined something that is not far from the philosophy of the Diablo series and something that I really loved in other games: the souls.
The Talisman will be a special container that will allow the player to capture the souls of defeated enemies.
As you can see from the image the Talisman will feature 5 minor globes and a supreme globe of souls.
In the 5 minor globes the player will trap the souls of lesser demons (normal monsters or Elite monsters – the quantity of souls needed to full the globes depends on balance of course and on the talisman type. So the player can have “situations” where he/she needs just one Elite monster to fill completly the globe, “situations” where the quantity depends on how many times the player used the Talisman or “situations” where he/she needs a mix of normal and Elite monsters' souls and in this last case Elite souls would fill more the globe) while in the Supreme Globe the player can capture the soul of a Boss.
Every minor globe of souls will activate its own effect based on the type of Talisman that I will show you time to time.
When all the minor globes are full, the player is allowed to capture the soul of a boss that will increase or add other effects.
In addition everytime the players starts a new game session all globes are empty.
➢ TALISMAN OF THE NEPHALEM
This idea could replace the current mechanic of the Nephalem Valor by inherently including it into the Talisman.
The idea can also be “expanded”. But how? In this way:
This is the Talisman of the Nephalem.
As you can see there are various effects: +1 Artisan Item, +1 Follower Item etc.
These effects will unlock everytime the relative minor globe is full, but the effects (or bonus items in the case of this type of Talisman) are not cumulative so, for example, if the player has both the first and the second globes full, only the second effect will be applied.
With this Talisman the player needs just one Elite monster to fill completly a single minor globe and the effects will be applied only on Elite monsters kills and Boss kills.
Once all 5 minor globes are full, as I wrote above, the player can capture the soul of a Boss.
This soul will grant him/her the chance to have all the effects active, but when he/she kills another boss or when he/she kills an Elite monster and the “Talisman procs”, all souls will be lost.
Why did I wrote “Talisman procs”? Because if you did see there is a “chance to find 1%”.
What does that mean? It means that the chance to find bonus items is only of 1%.
Don't worry about that percentage because it refers to a Paragon Level 1 character: the percentage is equal to the Paragon Level of the character.
If the player kills another boss, instead, the chance is always set to 100%.
In this next image you can see the tutorial that might clear any doubt you could still have:
In this other image you can see that the player has a 1% chance to find an extra gem on the next kill of an Elite monster (or Boss):
This last image shows you how the Talisman will look like when all the globes are full:
➢ TALISMAN OF ENCHANTMENT
I feel that the lack of a quest that makes you enchant an item is very sad, so I thought a way to allow the Talisman to enchant items.
My initial thought was that this system should have had a mechanic based completly on the “harvest” of souls so without the need to add new droppable items and with a completly random enchantment.
However I feel that the introduction of new droppable items would fit much more the philosophy that the
developpers wanted for Diablo3.
These new items are the Soulstones and they will have one magic property each (except one particular soulstone of which I will write later)
This image represent the Talisman of Enchantment.
To explain how it works here's another image:
As you can see even in this case there is a sinergy between the Talisman and the Paragon Levels: the higher is the player's character Paragon Level the more powerful are the magic properties.
Let's have a look now at how a Soulstone looks like:
This is the particular Soulstone I wrote about earlier.
It will have always a primary statistic and a relative magic property of the class that uses that statistic.
For example the “Soulstone of Virtue” grants Dexterity and:
– Spirit Regeneration
or
– Life points per Spirit points spent
All other Soulstones will have their magic properties and their relative values completly random.
Let's have a look on how this Talisman works (make sure you check the Paragon Levels everytime):
Last but not least, the image that shows you how a full-globe-talisman looks like:
The soul of the Boss, as you have seen from the images, will give you a random number of sockets.
Anyway, this idea can be replaced with, maybe, a better one that allows the soul of the Boss to add a random magic property instead of the sockets.
Note: This Talisman idea can be used to craft new and powerful rings and amulets as well!
➢ TALISMAN OF SKILLS
This type of Talisman will allow the player to improve his/her abilities.
Let's see how it looks:
With this Talisman, whenever the player starts a new game session, the globes won't become empty.
The quantity of souls the player captured will be saved so the player's efforts won't be wasted, because every talent point the player gains makes the next Talisman “refill” longer.
To prevent that a player becomes too powerful, there can be a maximum number of talent points a player can gain.
To learn how this Talisman works I will show you an image:
Like every other Talisman I showed you, even this one has a sinergy with Paragon Levels.
The last image represent the Talisman when it has all its globes full:
➢ TALISMAN OF ABILITIES
This Talisman allows the player to benefit from various temporary buffs chosen by the player himself/herself.
Every 10 Paragon Levels a globe will unlock (in this Talisman there is another type of globe – the globles of temporary buffs - where the player can “put” the chosen buff) and it will allow the player to benefit both a longer duration of the buff and a “major quantity” of buffs at once.
Every globe has a duration of 5 minutes (hypothetical duration).
However, the 10th Paragon Level is an exception because the player will unlock not one, but two globes.
Anyway here's a first image to understand better what I've just written:
Now another image that shows you how the Talisman works:
In this case the temporary buff has already been chosen. To choose a temporary buff the player has just to click on the globe of temporary buffs. Once he/she clicked on it a window will open: this window is much like the window that allows the player to choose his/her passive abilities (just to let you know how it looks like).
From the image you can also understand that the temporary buff is already active because the minor globe linked to it is full.
Let's skip to level 20:
At level 20 a second minor globe of souls will unlock. This will allow the player to benefit from temporary buffs for another 5 minutes, but he/she must pay attention because the minor globes are not cumulative.
This means that the duration is just refreshed and it won't stack so the maximum duration is always 5 minutes.
At Paragon Level 30:
In this last image the player has just filled the second minor globe of souls.
This will grant him/her another temporary buff for another 5 minutes since the duration has just been refreshed by the second minor globe.
Just to make it clear: temporary buffs stacks with each other so in this case the player benefits of both temporary buffs.
What happens at Paragon Level 100?
This image explains that when the player captures the soul of a Boss, he/she can benefit of all the temporary buffs for a maximum duration of 30 minutes (or until he/she kills another Boss) with doubled effects!
Isn't there a negative aspect?
Yes and no: it's true that the supreme globe of souls makes the player very powerful, but the downside is that he/she must kill a boss within 5 minutes from when he/she filled the last minor globe.
This is the Talisman at full power:
Note - Temporary buffs can be various: e.g. +10% armor, when you drink a healing potion you gain 50 points of Fury etc, +5% movement speed etc.
➢ TALISMAN OF PORTALS
This Talisman has the simple function to capture souls. Once enough souls are captured the player can decide to release them to open a portal that leads to the Burning Hells.
The monsters that the player will find inside the portal will be stronger the higher the Paragon Level is.
Here's an image to explain how it works:
Here's an image of the new UI:
➢ THE TALISMAN
All these Talismans are separated ideas, but I thought that it would be awesome if all of them could be implemented into the game:
By clicking on the icons, the player can choose which Talisman he/she wants to use, so the Talisman itself will change its functionalities based on the player's choice.
The function of the Talisman can be changed any number of times within a game session but everytime the player changes a type of Talisman for another all souls will be released.
The Talisman of skills is no exception, but the bonuses the player receives from the skill points (the ones that are already allocated) will continue to be granted to him/her even if the Talisman is set to another type.
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P.S. You can check the animated gifs of the talismans of portals and abilities at these links (but the words are in
italian sorry):
Portals: http://imageshack.us...minatoevoc.gif/
Abilities: http://imageshack.us...itaanimato.gif/
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SECOND SUGGESTION – THE BURNING HELLS PORTALS
➢ BASE CONCEPT
This idea might be similar to the Talisman of Portals one, but I can assure that its philosophy is completly different.
After you defeat Diablo in Inferno difficulty the player will find out that there are still many Burning Hells Portals active throughout all Sanctury! The player's mission is to seal all of them.
To start the “sealing operation” the player has to talk with the Caravan Leader in any act.
The NPC will show the player the map of Sanctuary where he/she can see where the portals are.
After the player has chosen which portal to seal, he/she will start a quest that will be different everytime: mission rewards, objectives, treasures, bonuses etc. will be different from mission to mission (except a particular one,called “Enigma” where the objective is always the same – more on this later).
The tooltip of a mission looks like this:
● Mission Type
▪ Objectives
● Enemies in the area
▪ Resistances, abilities, damage, etc of the enemies
● Rewards based on the Mission Type
▪ Quantity or type of reward
● Description of the mission
The Description of the mission will be the only thing that has a fixed “pre-set” since the number of mission types is limited to three (the number is just the number of mission types I could thought about, but the number can increases depending on the feedback received).
It might sound a bit complicated now, but I can assure you that it's a very simple idea and with the help of some images everything is going to be much clearer.
Once the player has accepted the mission, he/she will get teleported to the area where the portal is and we can start the “sealing operations”. When the quest is completed the player can get his/her rewards.
➢ MISSIONS
Let's have a look at the map:
In this map the player can see where the portals are.
In every game session the position of the portals changes but the total number of them is always 10 (hypothetical number).
Let's have a look:
Note the different positions of the portals between the two images.
At this point the player has just to choose what portal he/she wants to seal so he/she will mouse-over over one and:
Let's analize the tooltip:
Mission: Assault
The mission type Assault is one of the three different mission types.
Assault indicates a mission where the player has more than one objective (objectives are random – I wrote about this earlier) and he/she must do them in a precise order. For every objective the player completes he/she will get a reward (more on this later).
Monsters
This point indicates which monsters the player has to fight against when he reaches that area.
In addition the player will know what the resistances, the abilities, the weakness etc. of the monsters are going to be.
Note: I thought that the resistances and the weaknesses of the monsters could be a fixed number (like 50%) and that only their damage increase could be random.
Another nice idea would be that the resistances of the monsters scale with Monster Power (MP0 = 5% resistance, MP1 =10% resistance... MP10 = immunity and no weaknesses ---> of couse the immunities cannot be to all elements...)
I thought it would be nice to reintroduce the resistances (even if it goes against developpers' will) mostly to give a sense to the elemental damage types.
In addition the player knows before the battle what type of resistances/weaknesses the mosters will have, so he/she can prepare better himself/herself with another type of weapon and/or another build etc.
Objective Rewards
Everytime the player completes an objective he/she will receive the rewards that are listed in this point.
Mission Rewards
When the players completes the mission he/she will get the rewards listed here.
Note: Just to be clear, even if I wrote this earlier, the rewards are random, and so are enemies etc.
E.g. If the player gets another Mission: Assault he/she might get the objective to kill X number of monsters and then save Y villagers, the monsters might be Moloks and Cultists with cold resistance and fire weakness, the objective reward might be Z quantity of gold and the Mission reward might be a rare amulet.
Let's have a look on the second mission type:
Mission: Race against time
In this mission the player has only one random objective but he must do it within a certain amount of time.
The thought a player should have is: will I go for the mission rewards or for the hidden treasures?
As you could understand, if the player wants the hidden treasures he/she must explore very well the entire area to look for them at the probable expense of a mission accomplishment (you lose time while looking for hidden treasures) or if the player wants the mission rewards he/she has to leave behind a lot of hidden treasures.
Note: This would be an ideal situation which might change due to the player's progress (more gear, lower MPs with end-game gear etc).
Hidden Treasures
This is a list of what items the player can find if he/she explores very well the area.
By doing so he/she loses time and he/she might fail to complete the mission.
Hidden treasures can be found inside corpses, chests, ashes etc.
Enemies and Mission rewards
The same as in Assault
Let's have a look on the last mission type:
Mission: Enigma
This mission type will have always a fixed objective: “disable traps”.
By looking at the image you can easily understand that there are no enemies, but this doesn't mean that when the player activates/disables a trap they won't appear.
To disable a trap, a player has to solve little enigmas (in Soul Reaver 1 style – just to be clear on how I ment these enigmas to be – but much much easier to solve) or he/she must activate and then destroy them (much like the one in the Cathedral where when you click on the chest a lot of skeletons appear).
Rewards
Everytime a trap is disabled/destroyed it will drop something. “That something” is what it is listed in this point.
Enemies and Mission rewards
The same as in Assault and in Race against time.
Now that the player knows what type of missions and rewards he/she can get, he/she has only to decide where to go:
Once the player has completed that mission (note how the portal is now grey-colored):
he/she has only to choose another one:
and so on.
➢ Q&A AND ACHIEVEMENTS
Q. What does the player have to do once he/she has the map of the burning hells portals open?
A. As I wrote above, the player has just to mouse-over over a portal to choose which mission he/she wants to do and once he/she decided he/she has just to click on that portal and the click “accept”.
Q. What would happen if a player relogs into the game after he/she got a disconnection while he/she was doing a mission?
A. As I wrote above, the position of the portals changes on every game session.
However if the player gets a disconnection or has to log-out, the mission will remain active and when the player steps back into the game he/she will see a town portal that leads to area of that mission.
Of course, if the player was doing a Race against time mission type that mission would get cancelled if too much time has passed between the disconnection and the relog.
Another thing: the Burning Hells portal of that mission will remain active, visible and will stay on the same position as it was before the relog. When the mission is completed that portal will grey-out and be disabled like all others. This is to clarify in case you had some doubts if there could be a case where a player could get more than 10 portals open at once in a single game session.
Q. Aren't there going to be any monsters in the Enigma missions?
A. Enigma mission type is like the other two, so the player might have to fight against monsters. That image was just an example to let you see that you could get an empty map and a “relative safe” area (however, monsters can spawn from traps!)
Q. In the Race against time mission type the player could just skip the mission rewards and just look for hidden treasures! Didn't you think about it?
A. In this mission type the rewards must be balanced in a way so the player MUST choose what he/she really wants to do: fail the mission and look for treasures or complete the mission and leave the treasures?
Q. Is there any achievement for the Burning Hells Portals?
A. Yes, here's a couple:
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P.S. Enigma missions might not be very “Diablo” like, but I think that something different might help this game to become a real success. Also you can have a mission that is a mix of all three... well.. the combinations can be many... it's just a matter of immagination I guess.
P.P.S. “Missions” can be renamed to “Quests” of course
If you would like to check my other ideas you can click on the link below:
http://eu.battle.net...opic/6533923479
That is an index of all my ideas for Diablo3, but unfortunately they are all in Italian.
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Reintroduction of the Talisman
and
The Burning Hells Portals
by Edriel - an italian fan of the Diablo series
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Daemaro posted a message on Blizzard is Unaware of Diablo 3's Downfall...I'm just going to link my post from the last metacritic thread we had.Posted in: Diablo III General Discussion
http://www.diablofans.com/topic/61458-anyone-with-200-hrs-still-enjoying-this-game/page__st__60#entry986682
Rating systems are garbage because often the media ratings are bloated a little and the "user ratings" are filled with sock puppets and just generally displeased people placing completely uneducated ratings on something because they're angry.
Is the game the greatest game ever made? No. Is it Diablo 1? No. Is it Diablo 2? No. Were those games even really that similar? Not really but that's a little debatable. For better or worse the franchise was picked up many many years after the last and the series sort of rebooted.
It sort of reminds me of the newest Devil May Cry game, DmC. Older fans screamed and through a fit about it because it was so drastically different from the previous games. I personally liked it but that's beside the point. The fact is Capcom was NOT going to make a Devil May Cry 5 using the same developers. So we're left with the choice would we rather have Devil May cry just die at number 4 or would we at least like a chance for the series through the Ninja Theory reboot DmC? Personally I hate to see any popular series die off completely so for better or worse we ended up with DmC.
Now if we draw some parallels here, this wasn't even a matter of Blizzard not allowing the old development team to make D3, the old development team is disperesed and scattered about different companies. So again we face the decision would you rather never have had Diablo 3, or would you have rather gave a chance to the new development team? I'd rather give the chance. Some of you may not be happy with the outcome and you say it's not like Diablo 2, that's fine. That's perfectly valid, it's not like Diablo 2. It was made by a different team that tried to breathe life into the series, and despite some of the flaws I personally feel that they did a pretty good job. Not all die hard fans of the previous games are going to like Diablo 3, and that's natural because it does differ a good bit, it's also been a pretty large gap of time since the previous titles.
To everyone who is still sticking around for the game, whether you like it or you hope it will improve, we're all here for the same reason. We WANT to see it succeed, we enjoy at least some aspect of it.
If you hate Diablo 3 and no longer have any hope or interest for it anymore, why are you in the Diablo 3 section? Please do not come into threads just to nay say and cause controversy.
At any rate, we're all reasonable folks and I imagine we can keep this thread civil and not tear at eachother's throats. Right? Don't make me get the hose.
<3 - To post a comment, please login or register a new account.
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Diablo 3 had a few songs I thought fit the dark theme of Diablo well, one of them ironically was 'Whimseyshire', Leah is my favorite though, because it goes back to the simple eeriness present in the strings. From what I've heard so far with RoS most of the tracks sound similar to D2 and LoD. Which in my opinion is great because they're giving me a very dark brooding vibe again. Which let's be quite honest what Diablo is all about. The impending doom, never knowing what's coming next. That's what needs to be there in a Diablo soundtrack and I didn't find much of it if any at all in the original soundtrack.
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Now to your actually points which I can no longer see, If you think Diablo 3 isn't a "Diablo" game then please get your head out of your ass and stop clouding your judgement with so much nostalgia. Diablo 2 really wasn't that balanced of a game, and D3 is strides ahead of it in terms of style, and playability. It's also closer to the original Diablo game you know the one that came before Diablo 2.
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Trolls really have stooped to new lows.
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They can but you see people are jerkoffs. In general people like to use things to their advantage, and as such some douchebag people will come along and say "Wow, I can make money off of a game LOLOLOLOL" Then they'll proceed to look for ways to cheat the game and get a lot of good items quick. Then they'll sell said items without ever actually working for them... Thus flooding the market with the really good items. Since the market will be flooded people will buy these items and then in order to maintain rarity among the items Blizzard would have to decrease drop rates of said items. Because of this it will make it very hard to find said items on your own and therefore people will play and never see said items drop. This will then in turn ruin the game for a lot of people who don't see said drops. And thus concludes our story of why this is a horrible idea and blizzard has neve- ... oh ehrm wait ... Where have I heard this before? Hmmm ... i know this story from somewhere, but it's just not ringing any bells ... could you help me out with this one?
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Quick question.... So if you think none of them knew this info, and you didn't either. How did you think Single-player works? It just appears. Viola GAME!? Like ... really? You thought that a single player game just magically generated code to make a game work? It just "poofed" into existence because it was a client-side game. This is just a very naive way of thinking if so.
Games always have to connect to some sort of "server" where certain files are executed and responded to and obtained and checked. IT's a very simple concept most "gamers" should understand. Basically any game has a backbone code a main code that is used, and in an online game that code is mostly stored on a server so it's harder for hackers to access and obtain. In a single player mode its there but it still has to be connected to. There has to be a link made and when you boot up a single player game it initiates the connection between your clients data (Think D2 Characters) and the servers data (Think all the bigger things like the background code actually running the instance of the game and allowing your client side code run through) By making the game have an offline mode that servers data would still have to be stored somewhere on your client, which makes it easy for hackers to get a hold of thus allowing them to fully understand how to hack the online version too. Clearly an inherent problem so they shut off some of the code and make it server side I.E its on Blizzard servers only and then you connect and use that code to run your game!
To some earlier points you made. I'm almost 100% positive all duped items weren't from hacks but exploits in the AH. I recall it had something to do with reporting an item didn't go through or something on the AH and they gave you a copy of said item and you had yours to keep thus creating 2 items. Not 100% sure of this but i remember reading this somewhere. There really are no "hacks" in D3 currently and that's mostly thanks to the online requirement which is fuckin awesome! And really if this upsets people this much I don't understand why it's so hard to say "okay... I'm not going to purchase this game" They don't make the game YOU want, they make the game THEY want.
As an aspiring Game developer/Programmer I think to myself why do I change my artistic vision for you. I MADE the damn thing! This isn't to say I can't change things that would result in a better experience, Patch 1.04, Loot 2.0 stuff like that has to be made so their vision of a great game to come true, but If I or any developer decides to say okay D3 will be online-only that is their choice that is the game they are making and that won't change. So if you don't like the game they are making buy a different game, show them with your wallet what you want, because there are currently plenty of alternatives to D3 and many other games.
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"Earn your loot" is just a bullshit excuse because if they really wanted you to earn your loot they wouldn't be fucking morons and say "On an average Act 3 run with P40 you get 6 [...6 ] Legendaries." WHO ON THEIR RIGHT MIND THOUGHT 6 LEGENDARIES PER RUN WAS A SMART MOVE AT ALL?!?! EARN YOUR GEAR? MORE LIKE HERE'S A FREE FUCKING HANDOUT! At first I thought this would be great, but now the more I think of it the worse this is becoming. Loot 2.0 is nothing more than a freebie to anyone who's going to play. The funny thing is that's according to a P40 what about when we get to P200 and above are we going to get a Leg per monster pack? 100 Legs a run? Come on It seems like they aren't even trying to balance the game, which is also another thing, looking at all these pics of new Legs and Sets, the range for primary stat was 750-900... ? why so damn high. I mean soon I'm going to have 7k main stat and just ROFLSTOMP MP10? 3k Damages? And in response to a question about big numbers and the over inflation of stats is there a problem with balance... and they laughed the question off and didn't give a fuck in the world.
I imagine their meeting went like this:
Josh: Hey guys I feel like there's not enough good drops what if we up their rate?
Travis: Sure sounds sweet we can put boss stats like 900 int on em too!
Josh: YEAH that's what I'm talking about DIABLO MAN!!!
A few hours later...
Josh: Travis, just played the game in a 4 man co-op for 3 hours ran through all acts, and i found the perfect set, all my gear is maxed. We need a solution to this, got any ideas?
Travis: Hmmmm....
Josh: hmmmm....
Travis: Disable trading?
Josh: PERFECT IDEA THIS WAY THEY CAN'T EASILY MAX UNLESS THEY DO IT THEMSELVES!
Travis: We can tell them it's cause we want them to earn their loot too so it doesn't seem like we're just covering up a bigger problem with our game!
I mean seriously the LOLZ i feel right now is immeasurable. The stupidity in this whole design is absolutely ridiculous. Can someone who actually understands a thing or two about how to balance an economy help them out. Please? before this game turns into everyone has 100% awesome perfecto gear
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This is honestly the worst thing that could happen. Blizzard is taking a very dumb stance on this. Because of no trading drops have to be increased, or you'll never get your item... but then what's the point in hunting if I find my items daily? It kills the Loot hunt. So far Loot 2.0 is looking good but I'm hesitant to the supposed drop rates. Loot 2.0 is bringing with it better stat rolls useful secondary affixes, a major overhaul to stat ranges and better range of Legendaries throughout all LVL's of the game. This is all Perfect, but If we are spoonfed Legendaries then they become whites, they're all just flooding us and eventually we'll all be perfect rolled characters... Not entirely fun anymore. They need to look at drop rates keep em low maybe a slight bump not 6 Legendaries on an act 3 run with P40 maybe 1 or 2, and allow trading so you can overall get the same effect but everyone has to actually work for that effect. The way it is now I would just be seeing a golden beam every unique and that's just no fun either.