Ok so I was thinking about possible ideas for some of the dungeons they are going to introduce and maybe even bring back into Diablo 3. My idea is that they will keep the dungeons like "the cave lvl1-3" randomly through the world of Sanctuary. Mostly, in the days of current Diablo 2, these places go undiscovered and forgotten. I think they will make them more rewarding and less time consuming (in the sense that there are levels you don't need to go to and take 20minutes to do and get only some crap chest with only gold). The only reason I do them now is for either fun or to MF some random items for fun or RP.
I hope they also do something new with dungeons, make them large to the point that you will need to travel back to them at a later time when your high enough level to approach the highest levels (or lowest). This would be useful in that they could reuse lowbie areas and make the entire world worth while to adventure to. In WoW (no haters please, its just a reference) there are endless amounts of places you just won't travel back to, if you even traveled there at all. In D2 there were a butt load of places in actII that you never needed to go to, especially on Bnet (rush ftl). With the higher rewards and more advanced system of different enviroments combined with the ability to go back to them at higher levels, everyone will constantly be doing those dungeons. And to think 4 people, 2 60s and say 2 15s, could be in the same dungeon getting great gear for them but at different stages.
Now, if I may, I would like to talk about the ability to TP into dungeons. I think they should make a level difference cap on them. Meaning, if a 90 opens a TP to dungeonA that a 50 can not get in it. Maybe a 5-10 level difference? One way to cut down rushing. Even making XP go WAY down when a much higher level is with you (like WoW).
I think factions should also be added. Not like WoW so much but more of a passive type of gain, like the more you do things for a town or group of people, the more you can buy from them, the more random quests they give, the more places you can go in town and ect.
I would also like to see waypoints come back of course but maybe in a different way. Since I don't think that areas are broken up into acts like D2 I hope that we can WP to certain main cities and NOT areas within a dungeon. I hated how I could just WP inside some dungeons half way (or more) into it and just tele to the boss. It makes rushes easy and makes farming way to simple.
To help my theory on WPs, I'd like to point out that with the addition of mini bosses within dungeons (Thousand Pounder) that WP inside dungeons would be even worse. TP in and out sure but WP in and rush to boss from half way is a broken idea. People would skip bosses and just go for the end. I know that repetitive play gets boring but in the case of the random dungeons, the "mini bosses" will most likely be champions like in D2 and end bosses will be like "insect queen" or something like that.
Names that look like the guardian of Tristram (i believe it was Rakanishu?) will most likely be mini bosses in the large dungeons (like the Thousand Pounder). These mini bosses will have minions through out the world outside the dungeon (but near it). Like how Rakanishu had minions all around act1. The main bosses will most likely have some sort of main role in storyline and actions in town. These will be more like Blood Raven and even as main as Andarial and Duriel. I'm not sure on how they will be intertwined together, like main boss A has three generals, mini bosses 1-3. This may be how it works idk. Though I do think the dungeon they showed in the gameplay video is a "large" dungeon in the beginning of the game, and the end boss (the one that bites off the barb's head) has a main role in the town near the dungeon, though maybe not the MAIN role.
In my idea, like the acts in D2, each area with have little towns with large dungeons (like gameplay dungeons) and each large town will have a large dungeon also, but with more of a larger role in the over all story (like the tomb of Tal Rasha as the big city dungeon and the Sewers as the town city dungeon). This is ALL speculation and assumption of course, but I do think it will be this way.
Leave some replies and some theories. If you don't agree that is 100% fine, and don't be afraid to say so, but I would hope this is a actual conversational thread and not mindless bashing of ideas.
Just wanted to add the next part of my theory. Beastiary.
In D2 in particular monsters become overly used and boring. Your in the wild killing ghouls and undead and than you enter a shadowy cave and behold! More ghouls and undead... wait... didn't I just kill these same creatures outside? Owell.. than you move on to the next zone. Look new monsters!! Wait.. no its just a ghoul with different color and now it does fire and not ice...
I know it isn't totally like this, but for the most part its the same crap throughout the entire act. Maybe a few new beasts here and there but nothing like it should be. I think that it is going to change in D3 for the best. Each dungeon will be covered with creatures unique to that specific dungeon. For example, in the gameplay video, the fat blobs that blow up are probably going to make an appearance somewhere else, but maybe a few creatures are only going to be in that specific zone. And/or may only do a certain thing (explode, creeate different entities within it, or anything of that nature) for a different zone it does make an appearance in.
I am hoping that we do NOT see mini bosses in the large instances be reused. I like the feeling of uniqueness in every boss. It also makes people have another reason to do dungeons, maybe the just love that one monster and want to do the dungeon just to encounter him. I know in D2 I made new characters all the time just to have a new experience and feel of Izual, I like that monster, and would go out of my way just to encounter him. I hope it is like this in D3 over and over. No doubt goat men and undead are going to be rampant in some areas, and that is well needed, but to have them over and over no matter where you go is tiresome and boring.
Another thing is the well argued "resists" on monsters in hell difficulty and such. For some classes (sorcs in particular and even cold droods, which is my fave class) it is near impossible to do some parts of the game. Baal runs with everything immune to disease is kinda annoying and made me never make a poison necromancer. I just think every spec should be viable and able to be accepted into groups and solo the game with just as much trouble as each other. Of course there will be cookie cutters and OP classes with certain specs, but it shouldn't hinder game play as much as it did in D2.
Next I'll be posting about items and their influence on the characters people make.
Here we go.. Commence bashing of my ideas ... now.
I've read SO much about how people want/don't want items to have skills attached to them (Enigma and tele). To make the game playable as a continuous online coop game, in my opinion, you can't have items like that. It doesn't keep the most important aspect of the game, uniqueness in the classes and their abilities. Barb's using frozen orb? Necromancer's teleporting and whirlwind assassins? No, no, no.
It kills the balance. A great example of balance in games is remarkably shown in another Blizzard game, no, not WoW, but Starcraft. The races are so balanced and amazing in their own right it is crazy. Again, cookie cutters exist in GundamHumans and Ultralings and what not. But they are all balanced and different. Diablo 3 needs to take a page from Starcraft and keep the classes seperate and completely different and unique in play and looks as well.
Another thing that should change is the balance of rares/uniques/rune words. Rares could be the best in slot items for nearly all classes, in the extremely rare case that you could find that item with the needed stats. Uniques are awesome in some cases, but are usually beaten out by rune words, which are OP. The ability to sometimes one shot most bosses is retarded. With the right RW and uniques that are easy to get now days are way way to OP. Not to mention if you get the best items of rares for neck/rings/helms and ect. It should be perfectly fine to get some rares and a few uniques or gemmed items and be able to complete the game, surely not as easy as all uniques or rune words, but in D2 its nearly impossible to complete in just regular rares (disregarding spec). Some people will of course disagree and show me toons that beat the game with crap gear but the spec will have been the deciding factor.
In any case the items need to not be such an OP factor on how a character can progress. Obviously it needs to be present and needs to make things easier and as it is a main part of progression. But lack of extremely hard to get gear should not hinder ability to beat the game. Nor should the best gear mean you will one shot hardest bosses. The gear upgrades in WoW are pretty good in terms of how your abilities increase.
70 in greens, can solo some instances with ease (lower instances)
70 in blues , does the same but easier
70 in low epics does the same but also harder instances
70 in endgame gear does hard instances such as strat solo.
I know this is rough but it shows how you can do nearly the same in any gear relative to your level but with better gear you can do more and things faster and faster. Not too extreme though.
So this is all just random talk about how items need to be balanced and not OP. Rares should be equivelant to high end blues, uniques should be epics of all range and runewords should range from low end blues to mid level epics, in reference to WoW qualities as a way to make sense of it.
1. Most dungeons will have only 1 boss and the "mini bosses" are only in a very few dungeons. (Jay was said to have pointed this out at WWI)
2. Diablo 3 is about the same size of Diablo 2. (only disappointing thing I've heard or seen so far)
3. There is suppose confirmation that there will be 4 Acts.
4. TPs ARE in the game, but are on a cool down. (ftw, but only speculation by a majority of people on bnet forums)
5. WP are in dungeons still. (...gay)
6. A supposed confirmation that rune words are indeed gone from the game. (we have all seen the video that rune words will most likely be gone but runes are still here)
I'm not sure what is real and what isn't. Most say that "the game will come out mid 2010", but "evidence shows that it will most likely be somewhere closer to 2011", yet there are those who say "its nearly certain to be end of 2009". Just so much rumor and speculation that we can't tell what is truth or not. In my opinion, the game is exactly where Blizzard says it is and should be in our hands close to March or April of 2010 (best case being December or November of 2009, but very doubtful). The game, other than combat, will be a lot like D2.
Town surrounded by areas which lead to other areas and so on. Each act will most likely have two towns. If you look at the map it shows more towns than in D2. Plus they want us to have new content, but I doubt they will not allow us to go back to Lut Gholein and Kurast. Tristram is back and with the presence of heaven and hell I feel as if there are more towns to take place of some of the more useless places in D2, keeping it similar in size. One interview stated there are about double the quests in D3 and are also random quests to be had (don't know what this means, but am very eager to learn more).
I think as of now we are in for a great game and I will continue to post what I hope will come and turn the information they give us to some pretty good guesses on what it means. They say there will be apples. It is safe to assume there will also be applesauce.
I'd like to take time to discuss the already known two classes of Diablo 3 and a little about some ideas of the other three.
1. The Barbarian. We all have played Barbs in D2 and experienced their abilities and style of gameplay. Not much needs to be said really. I don't think these guys are going to be tanks of the game per say, but in small groups they will be able to be dumped on for sure. They will most likely have skills for passive increase in weaponry again, war cries are present already, and increases in stamina (believe its called endurance now) and foot speed. Just an all around DPS machine and much like how he was in D2 but with new abilities and a much more solid character.
2. The Witch Doctor. First off, HE IS NOT A NECROMANCER. To me, he is not like the necro in the least. Wall of dead is not like bone wall, bones are nothing like zombies. He raizes pets yes, but one is raising dark, demonic creatures like golems and skeletons while one deals with vodoo to raise zombies (zombies are a totally different to skeletons, its like vampires and wearwolves). Disease and poison are not even close to being alike. AIDS is not like cobra venom. Now onto the topic. He, to me, is a lot like the amazon in that he could never be seen in the game and you'd never notice. But don't get me wrong here, he will be a devastating class and a well wanted companion but not vital. I think parties will want him for CC for lots of creatures and maybe for his pets to take some damage on boss fights. Good class and not the necro!
3. I think that there will be a class like the shaman of WoW in some ways. Look here
This seems to be a class picture to get peoples minds going, imo. I think it is also like a hunter (bow zon) and will use throwing polearms and maybe a shield but doubtful while using shamanistic abilities as well. Possibly able to use lightening and wind powers. I think its main role will buffs and debuffs. Adding some type of "thorns" ability and even defence against cold and disease effects. All while hindering the enemies speed with wind and using it to maybe have critical hits raised with electricity. Maybe wind increases speed if its thrown items? I mean we have seen thrown items before but not as a main play style. Plus, in the gameplay video one of the dropped items is a thrown weapon. This may be stupid and irrelevant but maybe not. Most people say that the pic above is nothing but concept art of an NPC or enemy character. Your guesses are as good as mine. Maybe these peeps are from Kurast or somewhere where this is lots of forest type areas?
4. All out arcane magic! Nothing like the sorc. from D2. No frozen orbs or fire walls or chain lightening here. Maybe like the arcane tree of mages in WoW. Dealing mostly nothing but arcane (since it is a brand new type of damage). We need a all new class right? Well why not base it on an all new type of damage and magic? Maybe psychic abilities and buffs. I don't think we will see much for debuffs on this class. More of a frontal attack of all out magic. Be prepared to f@$k stuff up with this beast. AOE and surround spells (arcane explosion?) are probably going to be seen. Keep in mind that I think they will be able to imbue their weapons with the arcane and may even need to be in close range for some things, maybe not entirely caster? Some more like Gandalf, he is magic but can weild the sword pretty damn well. Tal Rasha no doubt could use magic and I bet he could wield a sword too.
5. This is where we can get creative. We can only begin to guess what style of play they are going to add. I am thinking this one will have many types, like a paladin or druid has. Dps, tank, caster, support with buffs and debuffs. Personal heals maybe. Auras? I'm not too sure. I would hope to see quite a few self buffs like shield enhancement and things like that. I think this class will be knight like in that he can do dmg but still take it at the same time. Maybe a little dark too? (NO not a death knight or anything like that) Just a knight who has seem some 5hit to get straight to the point. Maybe learned some little spells to enhance himself, like shield enhances and faster swing speed and even weapon enchants? I think he will use halberds or sword and board. As far as being a caster, he will most likely be able to do some type of fire moves, whether its just coat his wep with oil and blaze it up or just have some assassins style things are use blinding powders and things to get the job done. Maybe a class kind of like Auron where he is just really cool and has seen a lot. Mix of a little Aragorn from LoTR? Maybe even so cunning he can use traps? I don't know...
Anyway, this is ALL IDEAS AND THEORY nothing is certain and nothing has been said from Blizzard at all. But I think we can at least do simple reasoning to come up with these basic ideas. It is needed to have a tank, people are in need of some type of ranged class, and we usually see a class for mostly buffs and debuffs with some support here and there.
I hope people are reading any of this, haha, wether you guys hate it or not, I just want some feedback, maybe we can come up with things that go with the lore and are way better ideas.