I'd start with a better OH, preferably one with 200-250+int and 50+vit. I'd also drop the hellfire ring for something with more dps, or a SoJ. I happen to really like SoJ because of the huge dps boost against elites, which tend to be the limiting factor in making higher MP efficient.
I'd look to getting some AR or physical resist boots, similar to the ones I have. The extra EHP is very useful at higher MP.
A Mempo helm with CC might be worthwhile, but will likely cost a large portion of your budget.
Note that I have no idea what the EU AH prices are like, thus I just tried to list a couple recommendations. You're welcome to utilize or ignore any or all of them. The boots and ring shouldn't cost too much though, depending on availability and EU prices of course. I only paid 1 mil for my ring and like 10 mil for my boots, but I'm US AH.
- CptSomething
- Registered User
-
Member for 11 years and 17 days
Last active Sat, May, 17 2014 06:54:11
- 0 Followers
- 5 Total Posts
- 0 Thanks
- To post a comment, please login or register a new account.
-
May 10, 2013Loroese posted a message on Another help me improve my Archon WizardPosted in: Wizard: The Ancient Repositories
-
50
MrMonstrosity posted a message on Patch 1.0.9 Preview, a dream...Patch 1.0.9 PreviewPosted in: Diablo III General Discussion
Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.
Introducing the Trading Post
When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.
We want to get back to the roots of what made Diablo II trading so popular over the years, but at the same time also improve it by taking what works rather well with Diablo III's Auction House to enhance it. In patch 1.0.9 we'll be removing the Auction House and introducing the Trading Post. The Trading Post works in a similar fashion to the Auction House in terms of its search functions and interface but with some key differences. Gold will no longer be used as the currency when it comes to buying items, instead you'll be trading the items you collect through your adventures with other players. You'll be able to use an interface to select which items you have for trade and also search for items other players across your region have for trade.
The Trading Post will offer an easy to use interface to make the trade process simple:- Choose the items you wish to trade.
- Search what others have to offer or the offers you receive.
- Accept offers through the interface without needing to be in game.
- Ability to barter back and forth with other players.
Here's an example of how a trade might work:
Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.
Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.
Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.
The items are traded to each players account.
The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead of being the sole currency will be used in combination with other in game items.
We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.
Crafting
To salvage, or not to salvage…
We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.
Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.
Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.
Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.
Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.
Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.
Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.
Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.
These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?
These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.
A New Ally
Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.
The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.
The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character. We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.
We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.
We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.
The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.
Truly Legendary Items 1.0.9 and Beyond
We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9 we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.
Class specific items
We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work. While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.
Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will truly allow new builds to be built around items.
Legendary status
We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.
Itemization
In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.
For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.
We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.
Promoting Exploration and Adding Excitement
You call that a dungeon? This is a dungeon!
Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.
In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:- Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
- The difficulty, dungeons can be found with additional monster power levels above the current game.
- Dungeon size, number of levels, the layout, and tile sets.
- The type of monsters
- The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably
Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.
We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.
Beam me up...
One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.
We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.
In Conclusion
We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.
Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream/
And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...
-
33
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.
------------------------------------------------------------------------------------------------------------------------
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/
------------------------------------------------------------------------------------------------------------------------
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:
------------------------------------------------------------------------------------------------------------------------
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.
------------------------------------------------------------------------------------------------------------------------
Reintroduction of the Talisman
and
The Burning Hells Portals
by Edriel - an italian fan of the Diablo series
- To post a comment, please login or register a new account.
1