Weapons in Diablo II were different, there were different types of weapons and with different damages with different attack speeds.
With Diablo III, I would like to see more unique attributes with advantages and disadvantages with using a particular type of weapon.
This is not just for unique items or rare items, I would like to see this on ALL weapons.
For example all weapons of these categories have:
Swords: +%Parry
Daggers: +%Armor penetration
Flamberg: +% Chance to bleed
Maces: +%Stun
Flails: +%Disarm
Axes: +%Reduce Max health
2H Mauls: +% Knock back
Hammers: +%Reduce Armor
Short Bows: +% Attack Rating
Long Bows: +% Armor Penetration
Cross Bows: +% Critical Chance
I think you guys get the idea.
I think this would be a good system because it enables more game play and more value in the game. So instead of an end all be all item, it would only be an end all be all item for a specifically build or type of game play. For example a defensive spec barbarian would probably want to use swords, where as a dual wield spec barbarian would want to use maces or flails.
This would create a definitive and noticable difference in game play when a player switches weapon types.
I would like to see all items to have some special attributes based on item type, even the lower quality ones. The modifiers would be very low for low tier items, but increase as the player finds loot in nightmare and hell. Uniques and rares should have noticeabley higher modifiers than lower quality ones possibly with additional modifiers only for that item.
Not a bad idea, they had all blunt weapons do more damage to undead in d2 (I think d1 as well) so I don't see why other weapons shouldn't have a special little attribute. I hated knockback though. XD
I've always liked the concept of weapons with their own unique attributes, for example in D2 dual claw class weapons had a chance to block. Having these attribute as standard could help weapons feel more realistic and valuable early in the game. However, after you get weapons with 10+ magic attributes you might not care anymore - even though these small differences could change your fate in single mode. I agree this would be good as a standard, and assuming you could add to the percentages it could be very useful.
there are a lot of ideas being thrown around lately (actually for a while) on all these new game mechanics. They are all really cool. getting them ALL into a game would be pretty tough. I know bliz has a lot of time and all, but i dont think everything will make it in first round. maybe patch 1/2 or exp 1/2. i really like this one. adds a new aspect to the game that was hinted on in d2. beign that it was already hinted on, i dont see how hard it woudl be to incorperate this one in also.
i wouldnt want EVERY sword i pick up, though, to have parry on it. Maybe 50% of them for basic swords, 75% for magic, and 100% for unique/sets.
this is where u bang on the outside of our little box and hope bliz hears.... BLIZZ! good idears here!
Good idea but the person who posted above me I agree. I like to use swords but a parry modifier I would not want over some of those other ones.
Yea, but if you found one without the modifier it would be pretty much worthless. Be sides, having those attributes on only rare and uniques, means that pretty much every one will have them anyway, because who uses white items for the majority of the game anyway?
Might as well put it on every thing with ranging modifiers, lower ones for whites, higher ones for magic, and highest for rares and unique. Whites are bad enough already as they are, no need to make them "worse" in comparison to the better loot.
I already think about that I find it great !!
I make a post about "weapon effect" my mistake because we talk about graphical effect lol... but check my idea :
Idea :
staff = fastest block and return projectiles (skill already do that so I'm not sure)
sword = open wound
2 handed = open wound + knockback
spear/bow = bleeding + critical hit
hammer/mace = stun
Big maul = stun + knockback
dagger = fast attack + more chance to critical hit
.....
Many possibilities... what's yours ?
it can bring a new kind of customization !! you will not check only the stats but the type of weapon...
Yea, but if you found one without the modifier it would be pretty much worthless. Be sides, having those attributes on only rare and uniques, means that pretty much every one will have them anyway, because who uses white items for the majority of the game anyway?
Might as well put it on every thing with ranging modifiers, lower ones for whites, higher ones for magic, and highest for rares and unique. Whites are bad enough already as they are, no need to make them "worse" in comparison to the better loot.
wrong wrong wrong.
the whole point is that some things are worthless and some arnt. The diversity is what makes the mf game what it is and the playing through the game what it is. If every single thing had it, it would be nothing. If 75% had it, then there u go.
And, i for one do use white weapons at the start. and also runewords?? runewords wont be in d3, though.
i feel that having the modifier on everything would be shooting yourself in the foot. not everything in real life is the exact same, it would hurt the reality in a way.
DO NOT GET ME WRONG, I LOVE YOUR IDEAS! HOPE TO SEE EM
the whole point is that some things are worthless and some arnt. The diversity is what makes the mf game what it is and the playing through the game what it is. If every single thing had it, it would be nothing. If 75% had it, then there u go.
And, i for one do use white weapons at the start. and also runewords?? runewords wont be in d3, though.
i feel that having the modifier on everything would be shooting yourself in the foot. not everything in real life is the exact same, it would hurt the reality in a way.
DO NOT GET ME WRONG, I LOVE YOUR IDEAS! HOPE TO SEE EM
Although I get ur point of good and bad creates diversity, and I would agree to it anytime, but not in this specific situation.
I believe that what the author of this thread was hinting at was just a basic mod that all weapons of the same kind would have.
Such as the Mace +50% damage to undead had in D2.
Every mace has that modifier. Some just had a better %
I think every sword should have a parrying % since it is a great parrying weapon. However better quality and rarer swords would inevitably have much higher %'s.
I agree to most of his ideas on bonus effect exept the crossbow critical%. It would become way too overpowered I believe. Critical% is simply too strong a modifier to be put on every crossbow. It would do nothing but make the weapon overpowered at low, and ultra high levels.
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]Diablo 3, Hottest shit to happen to 21st Century Entertainment since Georges "Rush" St-Pierre.______________ --------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Critical% is simply too strong a modifier to be put on every crossbow. It would do nothing but make the weapon overpowered at low, and ultra high levels.
It can be adjusted to appropriate levels, not every modifier has to be numerically equivalent.
A like quality sword may have 5% parry while a cross bow of the same quality may only have a 1.5% crit.
Or perhaps the modifier an increase to your parry and crit percentages....
For instance if you have 15% parry, a increase of 5% would equal 15%(1.05)=15.75%
and a 1.5% crit chance on a 15% crit rate would be 15%(1.015)=15.225
Of course this is purely an example based on no real data from the game, so these numbers are meaningless. If actually applied I am sure the different attributes weapons will be balanced.
It can be adjusted to appropriate levels, not every modifier has to be numerically equivalent.
A like quality sword may have 5% parry while a cross bow of the same quality may only have a 1.5% crit.
Or perhaps the modifier an increase to your parry and crit percentages....
For instance if you have 15% parry, a increase of 5% would equal 15%(1.05)=15.75%
and a 1.5% crit chance on a 15% crit rate would be 15%(1.015)=15.225
Of course this is purely an example based on no real data from the game, so these numbers are meaningless. If actually applied I am sure the different attributes weapons will be balanced.
For sure the critical % would have to be significantly lower than any other effect. But this would have more of a negative balance than a positive one for the following reason;
If you're using a mace for stun instead of a hammer for armor breakage, mostly it's because of it's usefulness. Stun is in most people's opinions a better mod than armor break. Considering you only hit a single creature once or twice (in exeption of bosses) having it's armor break at the same time it dies isn't much of a use.
Duing a boss fight I would much rather having it stunned than reducing it's armor. This way not only do I get free hits, but I reduce his damage output.
Which brings me back to the crossbow idea. If we put a % to critical hits modifier on a weapon, and people choose to use it, it must make a visible difference in gameplay. Otherwise it's just useless. Kinda like +50% damage to undead in D2. Monsters were 1 or 2 shotted, so it just became useless as a mod, thus discarted.
If the % is too low to make a visible difference in gameplay, it's just there for nothing and in my opinion wasting a potentially usefull and original weapon. I would much rather they changed it to a slightly less powerful mod and upped it's % so that you could actually feel the difference in gameplay.
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]Diablo 3, Hottest shit to happen to 21st Century Entertainment since Georges "Rush" St-Pierre.______________ --------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
I like when producers try to make the game a little more realistic and take the advantages of every real weapon and put in the game.
For exemple, a mace weapon should ignore part of enemy defence while have a lower attack speed (shields and armor have lesser effectvness against heavy weapons).
Also, the extra range from spears and poliarms should be more effective. Something really meanfull you kno...
I hope they won't be immune... I want a high resist for, so if you have a great chance to stun you "can" or having a little chance to stun... The time of stun can be reduced too.
Unless a boss has a special attribute, such as a dragon being immune to fire, they shouldn't be immune to anything. Just highly resistant to everything in general. Also , they could give some particularly uber bosses a particular weakness. In a way that cannot be exploited, maybe by giving it a good AI.
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]Diablo 3, Hottest shit to happen to 21st Century Entertainment since Georges "Rush" St-Pierre.______________ --------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Really good ideas here. Mattheo seems like he is putting in some good thought to this idea as well, so props to you guys. One thing that keeps popping up into my head is weapons that share characteristics with other weapon types. For example, military picks. Axe class, but in reality, it would not behave like an axe, considering it is mostly a piercing type weapon. There are far fewer of these in the D world, but there are some, and it would be interesting to see if this was implemented, if you could get cross weapon-class mods depending on the actual form of the weapon. It may make some of those more viable. Although I still probably wouldn't use a military pick.
Really good ideas here. Mattheo seems like he is putting in some good thought to this idea as well, so props to you guys.
Thnx mate.
Quote from "ReKaB" »
Although I still probably wouldn't use a military pick.
Who would..haha, the damn things always sucked.
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]Diablo 3, Hottest shit to happen to 21st Century Entertainment since Georges "Rush" St-Pierre.______________ --------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
With Diablo III, I would like to see more unique attributes with advantages and disadvantages with using a particular type of weapon.
This is not just for unique items or rare items, I would like to see this on ALL weapons.
For example all weapons of these categories have:
Swords: +%Parry
Daggers: +%Armor penetration
Flamberg: +% Chance to bleed
Maces: +%Stun
Flails: +%Disarm
Axes: +%Reduce Max health
2H Mauls: +% Knock back
Hammers: +%Reduce Armor
Short Bows: +% Attack Rating
Long Bows: +% Armor Penetration
Cross Bows: +% Critical Chance
I think you guys get the idea.
I think this would be a good system because it enables more game play and more value in the game. So instead of an end all be all item, it would only be an end all be all item for a specifically build or type of game play. For example a defensive spec barbarian would probably want to use swords, where as a dual wield spec barbarian would want to use maces or flails.
This would create a definitive and noticable difference in game play when a player switches weapon types.
I would like to see all items to have some special attributes based on item type, even the lower quality ones. The modifiers would be very low for low tier items, but increase as the player finds loot in nightmare and hell. Uniques and rares should have noticeabley higher modifiers than lower quality ones possibly with additional modifiers only for that item.
What do you guys think of this idea?
I agree this would be good as a standard, and assuming you could add to the percentages it could be very useful.
Sorry.
- Bashiok
i wouldnt want EVERY sword i pick up, though, to have parry on it. Maybe 50% of them for basic swords, 75% for magic, and 100% for unique/sets.
this is where u bang on the outside of our little box and hope bliz hears.... BLIZZ! good idears here!
♣Strength and Honor♣
Might as well put it on every thing with ranging modifiers, lower ones for whites, higher ones for magic, and highest for rares and unique. Whites are bad enough already as they are, no need to make them "worse" in comparison to the better loot.
I make a post about "weapon effect" my mistake because we talk about graphical effect lol... but check my idea :
it can bring a new kind of customization !! you will not check only the stats but the type of weapon...
Signature and avatar courtesy of Indestructible.
wrong wrong wrong.
the whole point is that some things are worthless and some arnt. The diversity is what makes the mf game what it is and the playing through the game what it is. If every single thing had it, it would be nothing. If 75% had it, then there u go.
And, i for one do use white weapons at the start. and also runewords?? runewords wont be in d3, though.
i feel that having the modifier on everything would be shooting yourself in the foot. not everything in real life is the exact same, it would hurt the reality in a way.
DO NOT GET ME WRONG, I LOVE YOUR IDEAS! HOPE TO SEE EM
Although I get ur point of good and bad creates diversity, and I would agree to it anytime, but not in this specific situation.
I believe that what the author of this thread was hinting at was just a basic mod that all weapons of the same kind would have.
Such as the Mace +50% damage to undead had in D2.
Every mace has that modifier. Some just had a better %
I think every sword should have a parrying % since it is a great parrying weapon. However better quality and rarer swords would inevitably have much higher %'s.
I agree to most of his ideas on bonus effect exept the crossbow critical%. It would become way too overpowered I believe. Critical% is simply too strong a modifier to be put on every crossbow. It would do nothing but make the weapon overpowered at low, and ultra high levels.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
It can be adjusted to appropriate levels, not every modifier has to be numerically equivalent.
A like quality sword may have 5% parry while a cross bow of the same quality may only have a 1.5% crit.
Or perhaps the modifier an increase to your parry and crit percentages....
For instance if you have 15% parry, a increase of 5% would equal 15%(1.05)=15.75%
and a 1.5% crit chance on a 15% crit rate would be 15%(1.015)=15.225
Of course this is purely an example based on no real data from the game, so these numbers are meaningless. If actually applied I am sure the different attributes weapons will be balanced.
For sure the critical % would have to be significantly lower than any other effect. But this would have more of a negative balance than a positive one for the following reason;
If you're using a mace for stun instead of a hammer for armor breakage, mostly it's because of it's usefulness. Stun is in most people's opinions a better mod than armor break. Considering you only hit a single creature once or twice (in exeption of bosses) having it's armor break at the same time it dies isn't much of a use.
Duing a boss fight I would much rather having it stunned than reducing it's armor. This way not only do I get free hits, but I reduce his damage output.
Which brings me back to the crossbow idea. If we put a % to critical hits modifier on a weapon, and people choose to use it, it must make a visible difference in gameplay. Otherwise it's just useless. Kinda like +50% damage to undead in D2. Monsters were 1 or 2 shotted, so it just became useless as a mod, thus discarted.
If the % is too low to make a visible difference in gameplay, it's just there for nothing and in my opinion wasting a potentially usefull and original weapon. I would much rather they changed it to a slightly less powerful mod and upped it's % so that you could actually feel the difference in gameplay.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
For exemple, a mace weapon should ignore part of enemy defence while have a lower attack speed (shields and armor have lesser effectvness against heavy weapons).
Also, the extra range from spears and poliarms should be more effective. Something really meanfull you kno...
I hope they won't be immune... I want a high resist for, so if you have a great chance to stun you "can" or having a little chance to stun... The time of stun can be reduced too.
Unless a boss has a special attribute, such as a dragon being immune to fire, they shouldn't be immune to anything. Just highly resistant to everything in general. Also , they could give some particularly uber bosses a particular weakness. In a way that cannot be exploited, maybe by giving it a good AI.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Thnx mate.
Who would..haha, the damn things always sucked.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
AHAHA I already noticed that !! I think it's a mistake from blizzard to give the axe class to a piercing weapon... loll