These last 159 hours have me thinking about not only the immediate future, but the long term one as well, which led me to an idea for an additional class.
A demon of hell is betrayed by a Prime Evil, perhaps the next expansions antagonist, and swears revenge at his very core. He knows that he himself, confined to the form he currently exists in, will never be strong enough to accomplish this vendetta. So he seeks out Tyrael, and explains his plight, and that his desire for payback runs so deep that he will fight against his adversary at every level, even at a level of morality.
Tyrael, perhaps understanding the creatures resolve, or simply accepting any ally in these very troubled times, grants the demon the body of a condemned man. After all, who better to fight against the legions of hell, then one of their very ranks.
The class specifics would be something along the following:
Dual resource class, similar to DH, however rather then both replenishing continuously at different rates, have them seesaw. Expunging one increases the other, having them naturally hover at an even level without use. One resource driving the angelic powers Tyrael granted the condemned to deliver his vengeance, the other around the demonic ones from his old life.
not a fan of the backstory, but i do like the see-saw mechanic. I suggested it for the DH back when they were tweaking it since the lore makes it sounds like you have one (hatred) at the cost of the other (disc).
It'll most likely involve a shape-shifter in some form. and No Wrath of berserker and Archon don't count. Those are cooldown spells. The wereBear and werewolf weren't on CD and they both could last an EXTREMELY long amount of time in terms of skills. WoB and Archon only last like what 15 seconds each. at base Werebear and werewolf were 40 and could increase by an amount up to 420 extra seconds due to lycanthrope. plus on the side of that, They had their own set of skills unique to them, sure the archon has something similar but they're a variant of normal wizard skills, not completely new skills. This is why I think the druid in general might make a comeback, It's melee which evens out the melee/ranged imbalance and it also is a caster that uses nature, unlike the WD or Wizard and has shapeshifting abilities. If the druid doesn't come back I can see another character at least filling in this missing role.
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Not even Death will save you from Diablo Bunny's Cuteness!
I think it's likely from a game design standpoint that the next class added is going to be strength based. Currently we only have the barb using strength items, and it would be very imbalanced to add a third class using one of the other stats without balancing out strength first. I could see this condemned as a strength class, however, personally I still like the idea of a hoplite type class that uses shields offensively.
They're not 50/50 angel/demon hybrids, they're thousands of generations down an evolutionary path, so they're not angel/demons, they're human.
Unless you're claiming we're basically fish.
The Nephalem are the Humans of Sanctuary. The only effect of evolution over time that we know of in Sanctuary is that Nephalem past the first generation grew weaker and weaker due to the Worldstone. Since all Humans were hybrids, even if they have evolved in some way, at their core they are still likely Nephalem, even if they have no power.
I don't think the OP's story would fit the lore as the Angels would have no reason to trust a Demon, no matter how desperate or whatever it is, and after the creation of the Nephalem, I doubt they'd even consider an alliance. Instead, the same resource system in the OP could be used for an "Awakened" class, born after the destruction of the Worldstone, who have access to a portion of the power the Nephalem originally had that had been lost over the generations from the Worldstone's curse. Being a hybrid would explain why they have angelic and demonic powers, and not having access to the full power of a Nephalem could be why they have to balance the two resources.
The Summons for the WD resembles a Druid's summons than a Necromancer.
The Druid had 3-5 Wolves and a Bear. WD has 3-4 Zombie Dogs and a Gargantuan.
Necromancer had a LEGION. A full Summonmancer could summon 15-20 skeletons, 15-20 mages, a golem and 12-30 revives. Which created a sh*tload of lag for other players. I don't know if the Necromancer will be back, as it was in D2.
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I want to travel to exotic places, meet interesting people. And then throw spider-filled jars of pottery at them.
another strength base character perhaps? there's already two per primary (WD and Wiz for Int, DH and Monk for Dex).
I like the shape shifting concept and the see-saw resource where you consume the other resource to replenish the other (though how that will translate to programming is already giving me nightmares).
I think the lore has expanded quite well already that the class would have a unique and better back story rather than sticking to the druid archetype (the barbarian persisted simply because there is no replacing the original hack-slash character)>
Doubt they'll consider adding an angel or a demon as a playable class. The closest you'd get is what they tried during the conception of the demon hunter, a hybrid demonic human. Diablo has always been about humanity caught in the war between the giant forces and the effect it has on Sanctuary. I think Blizzard would rather explore the return of the Nephalem in their true right in the expansions, rather than going with a fall angel or a demon.
I'm just really hoping the first expansion, at least, would bring back a sword and shield class, especially with a twist added to the old archetype to give it that something extra.
Upon reading the various 'What class should be added?' topics, some common requests seem to include 'shapeshifter' 'demon/demonic powers' 'summoner' 'bring back old class x'. Also, after playing the beta you notice an obvious gap with no 'sword'n'shield' class, a 2nd STR user, and the classic Fire spells (Fireball, Inferno, Firewall, Fire Bolt, Flame Wave), technically they might exist under different names like Firebats for Inferno, Arcane Orb? for Fireball, but still.
I don't know enough about Diablo lore to know if it's kosher or not, but when I factored in the above I came up with this basic concept:
Name: Infernal Adept
Background: (Spoilers are just Diablo/Diablo 2 events, but just in case..)
Since the Dark Exile, the Prime Evils have possessed humans to further their agenda. These possessed humans were often forced to witness the demonic 'guest' within them destroy all they knew and loved. As the demon's actions eventually summoned heroes from across Sanctuary, the fate of these poor souls was rarely, if ever, a pleasant one.
With the destruction of the worldstone, these few survivors have found themselves empowered by their half-demon heritage, able to channel the same dark and infernal powers used by their former tormentors. Sometimes referred to as 'dark wanderers' while they were possessed, they are now known as Infernal Adepts. Haunted by their tragic past, they desire but one goal: to inflict as much damage upon the Burning Hells as the Burning Hells has inflicted upon Sanctuary.
What is it?: This concept is specifically themed around the
Diablo Warrior, aka the Dark Wanderer.
It would be a melee/caster hybrid, with weaponry based skills and spells, focusing on fire, shadow, ghosts, and demons.
Another concept I had was for it to heavily involve shapeshifting, representing various stages of demonic corruption. Pure - Human form, Corrupted - 'dark wanderer', Full - demon transformation, with each form having unique and/or altered abilities.
Class gear: Robes (chest slot armor), Knight's Blade (1h sword), and Hero's Shield.
Resource: Corruption (Maybe works like TOR's Bounty Hunter's Heat (start at 0, builds up as you use abilities, decays over time and from certain skills)
Originally thought of a two-resource system like Demon Hunters, with Corruption and Purity, that would work like a moonkin's solar/lunar eclipse kind of like on WoW, or something to that effect, which tied in with the shapeshifting concept.
Primary stat: Strength
Abilities - Some are specifically based on the class being
the Diablo Warrior
Skill inspirations came from mostly from this (4:00) and other D2 cinematics, with some based off existing D3 classes'.
Primary Shadowy Strike – Imbues your weapon with shadow magic, inflicting x% weapon damage as Physical to an enemy and restoring x% of the damage dealt as Life. Inferno - Creates a continuous jet of hellfire to scorch your enemies, dealing x% Fire damage a second. Fire Bolt – Creates a magical flaming missile, dealing x% Fire damage to an enemy. Phantasmal Hew – Infuses your weapon with ghostly power, slashing in a wide arc to deal x% Arcane damage to enemies hit by the attack.
Secondary Flame Wave – Creates a moving wall of fire, dealing x% Fire damage to enemies in a x yard line. Cooldown: x seconds. Fiery Assault – Imbues your weapon with hellfire, rapidly striking at enemies in front of you for x% Fire damage. Costs x initially plus an additional x while channeling. Vermin Swarm – Summons a swarm of rats, dealing x% damage to all enemies in their path. (Runes alter the summoned swarm: bats, scorpions, serpents, plague rats, scarabs) Fireball – Creates a sphere of fiery death that explodes when it hits, dealing x% Fire damage to all enemies within x yards.
Defensives Eternal Knights – The spirit of Lachdanan, Gorash, and one of King Leoric’s knights return to aid you in your battles. The ghostly knights attack for x% of your weapon damage as Arcane. Cooldown: x seconds. Demonic Visage – Briefly reveals your demonic form, terrifying enemies within x yards, causing them to run in Fear for x seconds. Cooldown: x seconds. Demonic Speed – Move with demonic speed, increases movement speed by x% for x seconds. Cooldown: x seconds. Fire Wall – Creates a wall of flames that blocks or burns your enemies, dealing x% Fire damage to enemies who remain in the area. Lasts for x seconds. Cooldown: x seconds.
Vengeance Torment – Surrounds an enemy with furious phantoms, Stunning them for x seconds, and inflicting x% Arcane damage per second. Lasts x seconds. Spectral Fury – The spirits of the fallen empower you, you attack all enemies within x yards for x% Arcane damage. Cooldown: x seconds. Shadow Blitz – Charge forwards, attacking enemies in your path for x% weapon damage as Physical and restoring x% of damage dealt as Life. Cooldown: x seconds. Sealed Fate – Shadowy tendrils pull an enemy towards you, you swing your weapon, striking the target and any nearby enemies for x% weapon damage as Physical. Cooldown: x seconds.
Demonology Manifestation – Draws upon the lingering demonic presence to assume a Demon form for x seconds. Increases Armor by x% and resistances by x%, replaces normal abilities with unique demon form abilities. Every enemy killed adds 1 second to the duration. Cooldown: x seconds.
Replaces abilities with:
Chilling Claws – Deals x% Cold damage to enemies in an arc
Firestorm – Deals x% Fire damage to enemies in a line
Tail Swipe – Swings your tail, knocking back enemies and inflicting x% physical damage
Fire Nova - Launches a ring of fire around you, dealing x% Fire damage to enemies within x yards.
Charge – Run rapidly towards an enemy, dealing x% weapon damage to the target and any enemies in your path.
Infernal Lightning – Fires a surge of demonic energy, dealing x% Lightning Damage to enemies in its path
Summon Demon – Summons a Demon Imp to do your bidding. Demon Imps attack with Fire Bolts and Inferno, dealing x% Fire damage, and can teleport. Cooldown: x seconds. (Runes change the demon summoned, examples: Tainted, Succubus, Defiler, Blood Lord, Scarab Demon) Nether Sigil – Inscribes demonic runes on your armor, reducing damage taken by x% and increasing attack speed by x%. Deals x% Fire damage to enemies that hit you. Lasts for 120 seconds. Only one Sigil may be active at a time. Shadow Sigil – Inscribes demonic runes on your armor, increasing your Dodge chance by x% and restoring x% of damage dealt as Life. Lasts for 120 seconds. Only one Sigil may be active at a time. Ghastly Sigil – Inscribes demonic runes on your armor, enemies within x yards have a chance to be Blinded for x seconds and reduces their damage dealt by x%. Lasts for 120 seconds. Only one Sigil may be active at a time.
Dark Arts Apocalypse – Hellfire erupts underneath all targets within x yards of you, dealing x% Fire damage after x seconds. Cooldown: 120 seconds. Will-O’-the-Wisp –Flies around the battlefield inflicting x% Arcane damage to every enemy it passes through. Lasts for x seconds. Cooldown: x seconds. Army of the Dead – Calls forth x spirits of your fallen comrades to fight alongside you for x seconds. The ghostly knights attack for x% of your weapon damage as Arcane. Cooldown: 120 seconds. Unholy Onslaught – A devastating series of x weapon strikes, dealing x% damage to an enemy. Enemies slain by Unholy Onslaught restore x% of your maximum Life. Cooldown: x seconds.
Passive Examples Ashen Allies – Your fire spells have a x% chance to summon a Skeleton Warrior. Skeleton Warriors deal x% weapon damage with their attacks, and fight for you for x seconds. Fire spells include: Fire Bolt, Inferno, Flame Wave, Fireball, Fiery Assault, Fire Wall, and Apocalypse. Haunted – Your shadow spells have a x% chance to summon a ghostly knight. Ghostly knights deal x% weapon damage with their attacks, and fight for you for x seconds. Shadow spells include: Shadowy Strike, Phantasmal Hew, Spectral Fury, Shadow Blitz, Sealed Fate, Unholy Onslaught, Torment, Will-O-The-Wisp. Demon’s Blood – Whenever you are healed by a health globe, you gain x resource, and a x bonus to Strength for x seconds. Immolation – Increases the damage by x% of your Fire Bolt, Fireball, Inferno, Fiery Assault, Firewall, Flame Wave, and Apocalypse spells. Your Fire spells have a chance to ignite the target, dealing x% Fire damage over x seconds. Gone, but not Forgotten – The cooldowns on Army of the Dead, Will-O-The-Wisp, and Eternal Knights are reduced by x. Shield Mastery – When using a shield, gain a x% Block Chance, and have a chance to reflect non-Physical damage back to enemies, dealing x% damage. Runic Knowledge – Increases the duration of all Sigils by 120 seconds. When one of your Sigils is active, you regenerate x resource every second. Royal Presence – Increases the damage of your summoned minions by x%, and increases the health of your Eternal Knights and Summon Demon by x%.
As I said, I don't know if the concept would work lore-wise, and maybe I just like to play the 'bad' guys, but it could fit most of the missing archetypes. The 'missing' classic Fire spells. Sword and shield based. Strength based. Demonic but still a 'good' guy. Summoner. A returning 'old' class, from a certain point of view.
If for some reason you happen to read this Blizzard, feel free to use and abuse this class concept, we just want to unleash 'hell' on our foes.
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Non nobis, Domine, non nobis sed nomini tuo da gloriam.