Today i wanted to cast aside all the trolling, flaming, and generally un-needed negativity to express a few ideas that i feel may improve the game. I'm sure none will agree with me and that i may not even get the responces i wish for (if any at all) but i would still like to talk about them nonetheless.
So where to begin? Well firstly the "general mechanics", now I have leveled 2 barbarians to 60 and played the game and got HF rings and whatnot but theres something not quite right here and it wasn't until the other day when i figured it out (i might be a little late). I realised that diablo 3 wasn't WOW!
you may be confused but let me explain, now in WOW you have "agro" and "pull" and stuff which a Tank usually takes care of so damage dealers can sit back and blast stuff. This is a good concept for an MMORPG where a lot of the gaming aspect comes from being in a group, i guess who would sign up to WOW and attempt to play the whole game alone right? and the instances alone... as a tank right? so you need to be in a group. However even with patch buffs, you can either be a DD or a tank (as a barb in D3) but why would i ever want to be a tank when concepts such as agro and pulling mobs don't exist? Tanks are useful in dungeons and instances, which do not appear to be implemented into D3.
I have a solution to this, even though i know it cannot be implemented. When a character reaches level 60 (or whatever lvl cap arises in later expansions) Paragon levels should include something like a specialisation concept which can be mixed and matched (without losing NV i might add
Imagine the Job system in Final Fantasy v f you will, a character gets to level 60 and then has a choice of (in the case of a barb) being a "hulk" a "mono'war" a "demigod" or (i dont know) "mountain shaman" and these could give you different skills or facets for example:
Hulk
Increases character size by like 20% (like WOTB)
increases base strength by 10%
slows movement speed by 5%
increases crit chance by 8%
Hulk abilities
Gain the ability to wield two "two-handed" weapons
attack multiple adjacent enemies with a 25% increase in attack speed (similar to the paladin skill Zeal from diablo2)
Health regen over time (regain 100% health over like 10 minutes of something)
Mano'war
Increases potency of health potions by 50%
Increases movement speed by 20%
removes cool downs for "Earthquake, Call of the ancients and Wrath of the berzerker"
Attack speed increased by 20%
Mano'war abilities
When using ground stomp enemies drop gold (100%)
Increased magic find at the cost of fury (only have 75 fury in globe for say 50% MF)
Swords Proc stun novas (5%) Axes Proc tremours (5% covers screen in random places, tremours hit mobs for 50% weapon dmg) Daggars Proc chain lightning (hits random mobs 10% of the time and dmg dealt is a random % of weapon dmg, could be 400% or 2%)
Demi-God
Removes potion cooldowns
Gives the barb an "ethereal" aura
increases crit damage by 100%
increases all AOE skills by 50 yards
Demi-God abilities
Able to craft unique weapons using potions, dyes, and other equipable items, stats would roll in acordance with level, but they would be fixed (and fun, like a barbarian able to summon the demon from the maximus sword)
use a healing spell on you and your party for 30% maximum health
grant immunity to missiles for 7 seconds
Mountain Shaman
increase all resistances by 70%
create a wall of energy to stop attackers for 4 seconds
call of the ancients is now a constant skill always on, the three barbarians attack with 100% weapon dmg, but you are only limited to buff/debuff spells (no attacking) and take the form of stone, defence increases by 150%
option to change the ancients attacks to either elemental or physical
Mountain Shaman abilities
gems have changed attributes that now aide summoning (for example, rubies increase summoned strength, emeralds increase their speed, topaz increase their crit chance and amythysts increase their magic dmg)
allow yourself to become one with the land to move invisibly through enemies for 4 seconds
reduce enemy resistances by 40%
The abilities would be added as extra 3 passive slots and you would gain their powers over time. you then pick and chose from the ones you have learnt.
i KNOW this won't happen but these extra skills would aide you in the new Uber dungeons i'm thinking of. After playing median xl, once you get to the end of hell, the actual game begins with uber dungeons, which take bits from the diablo lore and add them into the game (for example duncraig, tran athuala, fighting inarius etc etc) this would be AN AMAZING load of added content for diablo 3, instead of the random dungeons (like the ice caverns act3) there could be uber dungeons, where instead of just going in and fighting two bosses... the same every single time, there could be a real process and a real radomised map with different bosses (not just the same ones in a darker pallette).
I'm really sorry about the wall of text and i know some of this cannot be implemented, but we need more ideas, thoughts, and enthusiasm as a community rather than hate, appathy, or quite frankly praise. Of course we should kind of praise blizzard, but if people dont document their CONSTRUCTIVE ideas then blind praise can be just as bad as hatred and trolling.
TL:DR? I'm a dreamer









