I really liked this idea in d2, the fact that if you used a certain staff or shield, you could cast a skill from another character a certain number of times..
For instance, a Wizard wears a type of witchdoctor helmet that has 50 uses of (the dog looking summon that he summoned during the gameplay trailer).
Now the wizard can summon these "dogs" as protection. I would like to see more items like this, that allow you to use skills from other characters.
Imagine a barbarian using the wizard's clone attack, that would be awesome. (5 barbarians surrounding an enemy..
Rollback Post to RevisionRollBack
"Not Even Death Can Save You From Me" ~ Diablo (II)
They most likely will but I can see a "clone" skill imbue being extremely hard to find.
They will most likely do a similar scaling to D2 in terms of the abilities usefulness.
Obviously you werent to thrilled when you picked up "arcane ring of chain lightning" so I hope they leave out the crummy skills in this respect.
Rollback Post to RevisionRollBack
"Free stone of jordan, just type: /dnd SOJHACK1337(password) for free SOJS!"
I didn't like this.. every class should have enough own skills to manage in the world. All the new runewords in 1.10 went too far with this, you could actually get the core skills of another class for constant use (like BO).
Charged is still somewhat ok.. but in D2 I didn't bother to use them much, sometimes I used lower res to a boss with high resists to down him faster.
I agree with akse about items ibued with other class skills. Enigma's teleport was one of the most epic fails in the story of video games. CtA, Hoto... Those are also epic fails in lesser dagree.
About charges it can be nice.. But the problem is that the skill level of charges was to low in 99% of the times you found one, so it ended up been useless imo. And core skills, like summons should enever ever been in items.
True. I hated how paladins were warping everywhere, why the fuck did I roll a sorcy then?
They should make it selective where class defining skills are left out of the charged item drops.
Yea the level being level 1 for everything you found sucked, but thats what balanced it.
They could make a "par level" that just means whatever level you are the charged item will be so you can save it if you want and it will still be useful.
Rollback Post to RevisionRollBack
"Free stone of jordan, just type: /dnd SOJHACK1337(password) for free SOJS!"
:offtopic:Something they can remove imo is the throwing potions. Tell me one time when they actually was better than a normal ranged or melee weapon?
QFT.
And what about the throwing weapons? I always aspired to making a thrower barbarian but truthfully they would be boring and suck at killing stuff anyway.
I've only seen one good thrower barbarian and he was still beaten (as far as I could tell) by a mediocre fury barb in DPS.
Rollback Post to RevisionRollBack
"Free stone of jordan, just type: /dnd SOJHACK1337(password) for free SOJS!"
Well, let me rephrase the title, my intention was solely for "CHARGED" items, I only said imbued, as to rephrase so people understand. (I forgot about items like enigma).
I doesn't have to be skills that are necessary for your strategy, but I always got so excited when I got a charged shield, or helmet, or staff that gave me 5% to release charged bolts. Or maybe a staff that gives me (the skill where you run, and fire follows you) I always drew stuff with it lol......
I think that items with permanent skills (like enigma) should NOT be put in the game. But I always found it fun to temporarily use other character skills, no matter how crappy they were. Maybe it would be extremely expensive to repair the item (like in D2). This acts as a money sink, and it isn't necessary toward the game..
Rollback Post to RevisionRollBack
"Not Even Death Can Save You From Me" ~ Diablo (II)
There are rings that give you the ability to teleport but yes it is a money sink.
I could live with a small amount of charges so eventually the paladin (or whatever class) having a blast teleporting around will find himself out of gas and surrounded by angry monstas.
Muhahahaha.
Rollback Post to RevisionRollBack
"Free stone of jordan, just type: /dnd SOJHACK1337(password) for free SOJS!"
They could instead of add other character skills to items, creat unic skills and add to that item. This way the classes don't steal other stuff.
For exemple: How sweet it could be if they add magic items with charge and a unic that gives you the monster skill Blood Star, a Magic damage bolt that also leech HP. This could be a fair solution to immunities in classes that suffer execessively from it (monosocs and poisonmancer).
I honestly never used a weapon with a skill from another class except for enigma (paladin), which I found really uncomfortable. Skills like teleport should not be used by other chars than the class it is meant for.
:offtopic:Something they can remove imo is the throwing potions. Tell me one time when they actually was better than a normal ranged or melee weapon?
Poison potions were nice in start of the game.. in act 1 gather a huge pack of mobs.. throw some poison and monsters die.. but well thats it
Poison potions were nice in start of the game.. in act 1 gather a huge pack of mobs.. throw some poison and monsters die.. but well thats it
Poison potions were one of the most fun features of diablo in my opinion.
You just throw them around and watch those annoying little red buggers from act 1 die in scores, along with those even more annoying little shamans.
I say bring back the throwing potions, just make them viable for the entire game (I'm not saying give them insane damage but... atleast so that they can deal some AOE poison damage to monsters, even beyond the first difficulty level)
Maybe if their damage would scale with each difficulty setting, that would be nice.
I can already see the barbarian dual wielding little fragile glass bottles. Bring it on!
Rollback Post to RevisionRollBack
~ All of us live in a cage, few of us see it. (S.F.) ~
Poison potions were one of the most fun features of diablo in my opinion.
You just throw them around and watch those annoying little red buggers from act 1 die in scores, along with those even more annoying little shamans.
I say bring back the throwing potions, just make them viable for the entire game (I'm not saying give them insane damage but... atleast so that they can deal some AOE poison damage to monsters, even beyond the first difficulty level)
Maybe if their damage would scale with each difficulty setting, that would be nice.
I can already see the barbarian dual wielding little fragile glass bottles. Bring it on!
You could find different levels (of strength) for a poison potion..
For example, level 5 potion, rather than the level 1 potion that is the only one in d2..
Rollback Post to RevisionRollBack
"Not Even Death Can Save You From Me" ~ Diablo (II)
To post a comment, please login or register a new account.
For instance, a Wizard wears a type of witchdoctor helmet that has 50 uses of (the dog looking summon that he summoned during the gameplay trailer).
Now the wizard can summon these "dogs" as protection. I would like to see more items like this, that allow you to use skills from other characters.
Imagine a barbarian using the wizard's clone attack, that would be awesome. (5 barbarians surrounding an enemy..
They will most likely do a similar scaling to D2 in terms of the abilities usefulness.
Obviously you werent to thrilled when you picked up "arcane ring of chain lightning" so I hope they leave out the crummy skills in this respect.
^The real scrub filter.^
Charged is still somewhat ok.. but in D2 I didn't bother to use them much, sometimes I used lower res to a boss with high resists to down him faster.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
About charges it can be nice.. But the problem is that the skill level of charges was to low in 99% of the times you found one, so it ended up been useless imo. And core skills, like summons should enever ever been in items.
They should make it selective where class defining skills are left out of the charged item drops.
Yea the level being level 1 for everything you found sucked, but thats what balanced it.
They could make a "par level" that just means whatever level you are the charged item will be so you can save it if you want and it will still be useful.
^The real scrub filter.^
QFT.
And what about the throwing weapons? I always aspired to making a thrower barbarian but truthfully they would be boring and suck at killing stuff anyway.
I've only seen one good thrower barbarian and he was still beaten (as far as I could tell) by a mediocre fury barb in DPS.
^The real scrub filter.^
I doesn't have to be skills that are necessary for your strategy, but I always got so excited when I got a charged shield, or helmet, or staff that gave me 5% to release charged bolts. Or maybe a staff that gives me (the skill where you run, and fire follows you) I always drew stuff with it lol......
I think that items with permanent skills (like enigma) should NOT be put in the game. But I always found it fun to temporarily use other character skills, no matter how crappy they were. Maybe it would be extremely expensive to repair the item (like in D2). This acts as a money sink, and it isn't necessary toward the game..
I could live with a small amount of charges so eventually the paladin (or whatever class) having a blast teleporting around will find himself out of gas and surrounded by angry monstas.
Muhahahaha.
^The real scrub filter.^
For exemple: How sweet it could be if they add magic items with charge and a unic that gives you the monster skill Blood Star, a Magic damage bolt that also leech HP. This could be a fair solution to immunities in classes that suffer execessively from it (monosocs and poisonmancer).
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Poison potions were one of the most fun features of diablo in my opinion.
You just throw them around and watch those annoying little red buggers from act 1 die in scores, along with those even more annoying little shamans.
I say bring back the throwing potions, just make them viable for the entire game (I'm not saying give them insane damage but... atleast so that they can deal some AOE poison damage to monsters, even beyond the first difficulty level)
Maybe if their damage would scale with each difficulty setting, that would be nice.
I can already see the barbarian dual wielding little fragile glass bottles. Bring it on!
You could find different levels (of strength) for a poison potion..
For example, level 5 potion, rather than the level 1 potion that is the only one in d2..