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    posted a message on My idea for a Diablo 3 expansion class
    My idea for a Diablo 3 expansion class.
    I think that's all of it. I did post it on the official blizzard forums. And I wanted to copy/paste this here. But Blizzard deleted the topic. I have no idea why.

    And yes this is just a prototype class idea. But maybe elements of this could be added to the game.

    ***********************

    Role: Ranged magical

    Lore:
    After the worldstone's destruction, the balance of the good and evil energies in the world was disrupted. And those trained in the ways of magic has to find new ways to harness their elemental might.

    This new world though ushered in a new type of magic user. because not everyone had the skill to manipulate the force known as mana they looked to other sources for power. And after much training they realised they had enough power within themselves to use their own life force to create magic. This resulted in a class of magic user of wizard who sacrifices (or uses) a little part of his own life energy to cast every spell.

    Class Mechanics:
    This class has no secondary energy like mana or fury or arcane power etc.
    Every spell that has a cost, costs a percentage of your life to use.

    Class preferred weapons:
    A 2 handed staff (and using the current DIablo 3 weapon mechanics) a high dps to give hard hitting spells.


    Spells:
    This class has 3 types of spells, Life Giving, Life Draining and special

    Life Giving (gives you life with each spell hit and costs no life to cast)

    Blood Leash

    Cast magical leash that hits for 50% weapon damage as Lightning and heals 1% of your maximum life.
    Runes:
    Alabaster: Healing increased to 2% of your maximum life.
    Crimson: Damage increased to 75% weapon damage
    Golden: Now also stuns for 1 second
    Indigo: No longer heals any life but 2 leashes now attack the 2 closest enemies for 100% weapon damage each
    Obsidian: Enemies killed with this ability explode (ie corpses stay dead and can't be used for anything, including other monsters resurrected them)

    Flash

    Cast very short range (melee range) area of affect nova for 100% weapon damage as arcane damage and heals 2% of your maximum life for every enemy killed with this ability.
    Runes:
    Alabaster: Knocks back every enemy hit by this spell by 5 yards and stuns them for 2 seconds.
    Crimson: Increases damage to 125% weapon damage
    Golden: Spell mechanic changed to Heals 0.5% of you maximum life for every enemy hit by this spell.
    Indigo: Changes the spell damage to 105% weapon damage as fire damage
    Obsidian: Changes the spell to 115% weapon damage over 3 seconds as poison

    Suicide bolt
    Fires a fire bolt that does more damage when the caster has less health. Does damage based on the formula 100% + (1 - current life as a percentage). So if you had 40% health you'd do 160% weapon damage as fire. 100% + (1-40%) = 160%
    Spell does not regain you any life.
    Runes:
    Alabaster: The critical strike effect of this spell is now based on the following formula. 1-your life as a percent. So if you had 40% life the spell would have a 60% critical chance. This replaces the caster's critical strike chance for this spell.
    Crimson: The formula for the damage of this spell changes to 150% + ( 1 - current life as a percentage)
    Golden: When below 50% life this spell has a 50% chance to stun the enemy for 3 seconds.
    Indigo: Enemies killed with this ability are permanently dead. Nothing can use the corpses, not even enemy resurrections.
    Obsidian: The bolts now jump to a second and third target within 30 yards after hitting the first one. The 2nd hit does 50% + (1 - current life as a percentage) and the 3rd hit does 25% + (1 - current life as a percentage).

    Life Draining

    Blood Star
    Casts a blood infused ball at enemy for 200% weapon damage as arcane.
    Cost: 5% of maximum life.
    Runes:
    Alabaster: Spell will pierce through any target for 150% weapon damage as arcane
    Crimson: Increase damage to 300% weapon damage as arcane.
    Golden: Reduces life cost to 4% of maximum life
    Indigo: Spell changed. To deal no damage to primary target. But when primary target is hit a shock wave is emitted that hits all surrounding enemies within 15 yards for 200% weapon as arcane.
    Obsidian: Spell now targets random target within 40 yards and hit is. ie. the spell is not homing in of a random target.

    Monster Drain
    One monster becomes "The Target". 10 lightning bolts will come out of the target and hit random enemies within radius of 30 yards and at up to 1 lightning shot every 0.5 seconds. Every shot from the target that hits the enemy hits for 75% of the caster's weapon damage. And heals the target for 100% of the damage done. Monsters killed with this spell do credit the player and his party with experience. The spell ends when 10 lightning bolts have been fired or the spell duration of 20 seconds passes.
    ie. This spell in other words is "make one enemy shoot random life stealing lightning bolts that hit, hurt and maybe kill other enemies". And the life stealing here heals the target and not the caster.
    Cost: 10% of maximum life.
    Cooldown: 30 seconds
    Runes:
    Alabaster: Damage of the spell is reduced to 50% of caster's weapon damage. But also adds in a 4 second stun.
    Crimson: Damage increased to 100% of caster's weapon damage per lightning bolt.
    Golden: The spell no longer does any damage. But any enemies hit by the lightning bolts are charmed for 20 seconds. (Charmed enemies are during the charm duration part of the casters party and attack enemies of the caster and receive the caster's buffs.
    Indigo: Changes the spell to a fire both that does 90% caster's weapon damage per fire bolt.
    Obsidian: Spell mechanic changed. Now spell shoots 5 lightning bolts from the target all at the same tine (instant cast). At up to 5 random targets within 30 yards. And the spell cost is reduced to 5% maximum life.

    Special

    Blood and Bone
    Explodes a corpse creating a pool of blood around corpse 30 yards radius for 500% weapon damage as bleed over 10 seconds.
    Cost 10% of Maximum life
    Runes:
    Alabaster: The DoT bleed ticks have a 50% higher chance to be critical.
    Crimson: Spell is now 500% weapon damage as bleed over 7.5 seconds.
    Golden: Maximum life cost reduced to 8%
    Indigo: Changes the spell to 300% weapon damage as poison over 5 seconds
    Obsidian: All enemies caught in the AoE are have their movement speed slowed by 25%.

    Blood Golem
    Summon a large blood golem that shares life with the casters life. Attacks for 25% of your weapon damage. Each time the golem hits a monster 50% of the golem's damage is transferred to the caster as increased life. But each time the golem is hit the caster feels this damage too and is hurt for 0.1% of his maximum life.
    Cost: 5% of maximum life
    Cool Down 120 seconds
    Runes:
    Alabaster: Gains an ability to periodically stun the an enemy for 3 seconds.
    Crimson: When the golem is less than 15% health it goes into a rage gaining: 100% weapon damage, 50% movement speed and 75% of the golem's damage is transferred to the caster as increased life. THis effect can not occur more often then every 60 seconds.
    Golden: The Blood Golem only lasts 20 seconds but for the duration damage to the golem is not transferred to the caster. ie. 0% of all hits taken by the golem are transferred to the casters health.
    Indigo: You can now target the Blood Golem with blood leash. This heals the blood golem for 15% of the Blood Bolem's health but is stunned for 2 seconds also.
    Obsidian: Any Enemy the Blood Golem kills explodes and is permanently dead. Ie. The corpse can not be used for anything, not even other monsters trying to resurrect it.

    Life Saver
    All spells cost no life to cast for 10 seconds. During this time your movement speed is reduced by 50%
    Cost: 10% life
    Cooldown: 120 seconds
    Runes:
    Alabaster: Movement speed is 100% or normal during the duration of the spell.
    Crimson: Spell duration is now 15 seconds
    Golden: Spell now has no life cost
    Indigo: All spells cast during the spell duration have their critical chance increased by 25%
    Obsidian: No longer removes life cost from other spells. Instead increases you maximum health by 25% for the duration.

    Passives:

    Just A Little Flesh Wound
    Lore: No pain, no gain
    Details: Increases all of the maximum life gain of your Life Giving spells by 1%. But also the Blood Witch takes an additional 2% damage from all sources.

    Battle Scar
    Lore: Even monsters fear your ugly scarred face
    Details: Gives all attacks a 3% chance to fear any enemy for 5 seconds.

    Blood is a Friend
    Lore: Get the monsters to bleed more then myself? That sounds like a plan.
    Details: Increases effectiveness of all life leach affixes on weapons/armour by 25%

    Black Blood
    Lore: Darker then your average blood
    Details: Have a 5% chance when struck in melee to deal 50% weapon damage as poison over 2 seconds
    Posted in: Diablo III General Discussion
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    posted a message on RMAH Region Query
    As far as I have read the game version sold in Korea will have the RMAH disabled. Well at the moment the move is still pending the Korean ratings board. If this is the case, your version of Diablo 3 bought in Japan will have the RMAH activated and the Korean version of the game will not.

    There has been no talk of the game's AH being all enabled on every version of the game and just disabled for Korean IPs. Blizzard could do this. But because Blizzard sent multiple versions of the game to the Korean rating board (one version without a RMAH) to makes me think the multiple versions of the game is the option they will go if Korea does finally give the RMAH a no.

    If this is the sase then your Japan bought Diablo 3 should be able to access the RMAH in Korea.

    Here is a news article on the subject.
    http://www.cinemablend.com/games/Korea-Says-Diablo-III-Real-Money-Auction-House-38309.html
    Posted in: Diablo III General Discussion
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    posted a message on i don't like the new skill/rune system idea
    I have read your entire post. And you make some very good points. What you say is that everyone will want the lest level runes for the difficulty they are in. But the RNG will create player build diversity because not everyone will have the runes they want. Also it means people can't just swap a rune whenever you want. All good points.

    But coming from many years of Playing Diablo 1 I have reservations about your idea.

    Firstly your idea equates Diablo 3 runestomes to Diablo 1 spell books. Both are items you have to spend ages farming to improve your skills. Sure some people like the idea of farming to have the best skills out there. That's cool. But personally I am not the greatest fan of this because you already have to farm for gear to get better dps. And then you have to farm again for runes. That seems a but much.

    Next in your system people were saying it made levels 31-60 a little flat. Because there was no bonus (apart from more stats) for levelling up. With the new system you unlock a rune all the way to level 60. So each level will feel special. And you get that Diablo 2 feel of having a levelling up bonus for every level.

    Also if runes were physical items as they were you would have high level runes being sold for silly amounts of money on the AH and RMAH. Sure this would be nice for Blizzard's bottom line (AH fees) but people would feel burnt because the bidding on the high level runes would be fierce and the ones who miss out on drop RNG and the AH auctions would feel bad.

    Yes the old system locked you into a build for 5 mins or so. I like this idea a lot. But even I have to accept the fact that the Diablo 3 players deserve choice. If they want to be locked into a build fine they just don't change it. But if they want to swap builds every 15 seconds, they can too. Whatever makes the player happy. And a happy player is more likely to play the game more.

    So the old way did work quite well. it is not bad. But personally I like the new way better.

    And your idea of only one rune which can be any colour you choose is a unique idea. It still feels the mob drop issues I mentioned above. But if they dropped a lot, ten it just could be ok. The drops would be static. By that I mean a certain difficulty/act would only frop one level of a rune randomly. But with a good rng.

    *****************

    @ Crysto37
    6 active skills and 3 passives (all of which should be end game viable) is a lot more then you had for Diablo 2. Most Hell viable Diablo 2 specs had 2-3 useful skills at most. Offtopic yes but I just wanted to point that out to you. I do understand your frustration. But I think once we all have the opportunity to try this out in game we will see how it feels.
    Posted in: Diablo III General Discussion
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    posted a message on If you have never played a Diablo game, will the learning curve be too great?
    If you read the latest Diablo 3 beta info update it says this: I'll quote the revelant part.

    http://us.battle.net/d3/en/blog/4475014/Skill_and_Rune_Changes-2_18_2012#blog
    Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of “easy to learn, difficult to master.” What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success

    So it seems that Blizzard is trying to cater to the people new to the Diablo 3 universe with Diablo 3. Which is a good thing. Because we were all novices at Diablo at some point in time. And it's we can hope the Diablo novices of today can become tomorrow's masters. And this will lead to a much more diverse and numerous playerbase for the game.
    Posted in: Diablo III General Discussion
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    posted a message on No Build Commitment with Skill Cooldowns of 15 seconds...
    I believe this is giving the choice to the player. You are not locked into having to use the build you used all week for the upcoming boss. If you want to, sure by all means go ahead. Then you will gain more experience using that build. And will learn something.

    But if you want to swap to a different build for each boss, you have that option too. But in this case if you switch a build every time it gets a little tough, you will work out which builds are good for what, but your individual skill with each build will not be the best. ie Jack of all trades and master of none.

    The whole idea here I think is Blizzard are giving the players to use either option. Because if they locked it into one way or the other fans of either side would rage at why they can not do things the way they want to. And because more options are cool. Which I also do like.
    Posted in: Diablo III General Discussion
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    posted a message on Magic Find Vs. Gold Find
    Magic Find and Gold Find on it's own is very nice. But to understand it fully you need to know how it is linked to killing speed. Killing speed being whatever ways/stats your character spec uses to get more kills per minute.

    Magic Find and Gold find on their own give you a better chance or find more magic items and gold when you kill a monster. But because these 2 item affixes do not add any offensive stats your killing speed is slower. This is important because each kill is a chance at nice loot. So this creates a dilemma.

    This dilemma is if I get better loot and gold per kill but less killing speed with Magic Find and Gold Find, then what is the solution. It all boils down to a simple formula.

    Your MF or GF X your killing speed = the amount of good loot you can get.

    The formula is not meant to be an exact numerical science. The reason for it is it show players that killing speed and your % MF and GF both are important when determining your total loot quality and amount. So the best players will work out the right balance of MF or GF gear on their toon and killing speed to they get lots of drop chances at high loot.

    Diablo 3 is different to Diablo 2. Bosses are no longer the king of loot drops. Rares are. But 5 minutes (number taken hypothetically) killing a rare mob would roughly equal 5 minutes of trash mob killing. As in sure this is one kill vs many kills. But the quality of loot you get over and actively killing period will be roughly the same.

    So in conclusion the main points are:
    To get better loot you need to have MF/GF and kill fast. So you need to balance MF/GF as well as your dps (or kill speed). Finding just the right balance for your toon will maximise the quality of loot dropped for you and ensure you have a fun time playing Diablo 3.
    Posted in: Diablo III General Discussion
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    posted a message on Greetings from Australia
    I am the8thark. But most people just call me thee.
    I am a part time chef. Live on my own. Write songs and music for a hobby. And have played Blizzard games since the old Silicon and Synapse days. (Lost Vikings and Rock N Roll Racing on the SNES). This makes me look old. But I'm not as old as some would think. I was pretty young when I played those games back in the mid 90's. Yes yes I know Diablo 1 is a mature rated game. And I was not up to that age when Diablo 1 was released. (In Australia, where I am from the Mature rating is generally accepted to be 15 years old, and I was not that old yet in 1996.)

    So apart from all of the above I do like to play Blizzard games from time to time. Back in the day I was heavily into Diablo 1 and Starcraft 1. When Diablo 2 came out I played it for a bit. But then for I can not remember what reason I stopped playing it. And a few years later I discovered the Diablo 2 mod scene. And found an amazing Diablo 2 mod (Median XL version Omega003. The 2012 later versions are terrible). And I've been playing that ever since in Single player of cause as mods are not allowed on Battle.net as you all know.

    I did get into WoW a little While waiting for SC2 to be released. It was pretty fun but when Cataclysm dropped I started playing less and less and eventually cancelled my WoW subscription. Not cause I hate WoW. Just I preferred the Diablo 2 mob a lot more, and I thought you really need to play a sub-MMO a lot to make it worthwhile. I was not, so the sub had to go.

    I've been keeping up on the Diablo 3 info too. As we all have.

    And lastly, though this is a new site, and still in it's infancy, the admins here seem rather nice and are willing to make the necessary changes to make this a thriving little community. Which is much more then can be said for some webforums/sites.

    Anyways that's me. If you want to contact me PM me. And of you want my facebook page to contact me there, PM me here and I'll tell you my facebook page.
    Posted in: Introduction
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