not sure if these have been mentioned but some I would like to see are:
- Battlemage
- Ranger
- Shadow Knight (anti Paladin but still effective against undead)
- Shaman
- Vampire or other undead character - non zombie-ish. Hard to do in both game machanics and fitting it into lore, but I still think they'd be fun.
I guess it is, kinda. I was thinking more along the lines of a shaman in wow. They were one of my favorite classes in that game and I think it would be neat to see the Diablo spin of that.
I think I have mentioned this before, but I'd like to see a Crossbowman: slower, but heavier damage than a regular archer, with aura's and melee/passive skills.
Also, and I mention this just because the tag for this thread is 'no pirates in diablo iii', the Pirate!
haha, but really, you could have a cool pirate-esque character like Meshif in D2. I really see potential in such an idea, and not in an OMG-y'all,-they's-gots-blunderbuss's-and-parrots-and-they-breath-fire-after-drinkin-rum (although that would be awesome too ) kind of way.
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And we can tie these caterpillars together to make bow strings for bows and arrows.
--Philip Fry
There was even talk of french toast, but there was none to be had
Bows and crossbows will probably go hand in hand like in D2
i hope not, they're kind of... not the same.
I always thought it was wierd being able to use both in D2... I understand the reasoning behind it, but, logically,
???
:confused:
...it would be cool if the ranged class could use both/either, but in different skill trees.
actually, no it wouldn't. I'm hoping for one or the other.
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And we can tie these caterpillars together to make bow strings for bows and arrows.
--Philip Fry
There was even talk of french toast, but there was none to be had
I like the idea of the Swashbuckler (pirate), but what about the so-called demon class. Maybe it could be like a Satyr (the half-goat half-man in legend). He'll have nature born attacks, maybe even make the trees attack you or something. He could specialize in archery, or polearm.
I like the idea of the Swashbuckler (pirate), but what about the so-called demon class. Maybe it could be like a Satyr (the half-goat half-man in legend). He'll have nature born attacks, maybe even make the trees attack you or something. He could specialize in archery, or polearm.
It would creat a confusion because we already have a goatman monster enemy.
mentioned this in another thread, but I would like to see a 'Death Knight' or 'Fallen Knight' character. Basically a combo of a necro and a paladin take the abilities of raising dead (but no golems) and curses from the necro and the melee ability / shield ability of a paladin. I wouldn't give them any offensive spells, just offensive auras (curses). I would also make it impossible for them to use ranged weapons . . . This would be a fair character that would be fun to play . . .
A non-human class could be interesting, but so far Diablo has had no non-human heroes (no elves, dwarves, or anything else) so while I like the idea of a 'born-again' demon as a possilbe character, I don't see it happening.
I totally agree, whos to say that blizzard is going along with the same "routine" The character classes of d2 and LoD were so unlike the 3 classes of the origional so whos to say they arent going to think outside the box... like the rest of the game obviously has been.
Anyways I like the idea of a pirate/swashbuckler kind of person... maybe some sort of assasin/ninja kind of person or a gunslinger or explosives artist who uses "technology" to his advantage. Not like automatic guns or anything but like shotguns and maybe have a higher up skill where he could summon a cannon or something.
Bashiok said they have non plans in put fireweapons in D3.
And every single weapon type should have it's own unic characteristics. So bows and cross bows should really be different. Crossbows could be slower but stronger in a very significant way.
But i don't agree with weapon-ralated skills ( the only limitation should be "melee weapon skill" and "ranged wapon skill", not "bow skill" or "axe skill").
I'd like to see a Ranger/Bard class with a ranged combat tree, a duel wield melee tree and a companion/trap tree and if they call it a bard, maybe a few passive aura like abilities mixed into each tree (perhaps one at the top (bottom?) of each skill tree so you can't stack them all).
Ranged tree:
and just a quick example of skills:
Ranged:
Have a number of skills based off of range weapons like bows, crossbows, and perhaps javelins/throwing axes.
-Volley, Shoots multiple opponents at once.
-Posion Shot, shoots a poisonous arrow
-Arcane Arrow, Shoots a arrow not requiring ammunition that also silences, or perhaps a slowing ice variant.
Melee:
Skills that improve the characters melee combat skills and defenses
-Blade Rush, charge towards a single monster striking with both weapons
-Whirling Blades, instantly attack all creatures in striking distance with main-hand
-Great parry(passive), your offhand weapon adds to a block or defense rating
Wilderness tree:
Skills that set traps or similar effects or that allow you to summon a single animal companion that deals reasonable damage (similar to a Golem, rather then a skeleton)
- Thorn Trap, Triggers an area of thorns that slow and do damage to enemies inside
- Wolf Companion, Allows a single, powerful wolf companion. I just listed wolf as an idea, any animal would work.
- Dominate Animal, Mind-control over a limited range of monsters, might be underpowered in areas like hell where animals might be rare/nonexistant
I'd like to see a Ranger/Bard class with a ranged combat tree, a duel wield melee tree and a companion/trap tree and if they call it a bard, maybe a few passive aura like abilities mixed into each tree (perhaps one at the top (bottom?) of each skill tree so you can't stack them all).
Ranged tree:
and just a quick example of skills:
Ranged:
Have a number of skills based off of range weapons like bows, crossbows, and perhaps javelins/throwing axes.
-Volley, Shoots multiple opponents at once.
-Posion Shot, shoots a poisonous arrow
-Arcane Arrow, Shoots a arrow not requiring ammunition that also silences, or perhaps a slowing ice variant.
Melee:
Skills that improve the characters melee combat skills and defenses
-Blade Rush, charge towards a single monster striking with both weapons
-Whirling Blades, instantly attack all creatures in striking distance with main-hand
-Great parry(passive), your offhand weapon adds to a block or defense rating
Wilderness tree:
Skills that set traps or similar effects or that allow you to summon a single animal companion that deals reasonable damage (similar to a Golem, rather then a skeleton)
- Thorn Trap, Triggers an area of thorns that slow and do damage to enemies inside
- Wolf Companion, Allows a single, powerful wolf companion. I just listed wolf as an idea, any animal would work.
- Dominate Animal, Mind-control over a limited range of monsters, might be underpowered in areas like hell where animals might be rare/nonexistant
just some quick concepts but you get the idea
lol i liked it. And i bet one of the class will follow this path. The auras could be his songs (his a bard after all right?). The ranged could increase movement and attack speed, the melee could increase attack power and the wilderness could increase mana regen and resistances.
Those would be some awesome buffs, movement would be perfect for the ranged, always nice being able to kite. Also would make having a ranger/bard a big bonus for the party.
What about having a dual-ranged class. I remember reading some fantasy novels about 15 years ago about a cleric who used a small crossbow attached to his arm. The tips of the bolts were filled with explosives and naturally exploded on impact.
I wouldnt mind having a character with the ability to use similar items in both hands. There can be small crossbows, throwing knives, shurikens, or anything else. I am sure possibilities for cool skills are there.
I guess this exotic stuff will have to wait until the expancions.
Well we've already got two casters and melee character, with two characters left.
There probably won't be any more pure caster classes until an expansion. We're still missing the staple physical ranged class. Amazon may make a return.
I'd like to see some kind of battle mage. One that can seamlessly blend physical melee combat with damage spells, like in the same follow-through. How cool would that look, slashing up some enemy and finishing with a fireball to the face without any pause. He should use a 1 handed damaging melee weapon in the one hand, and a magical tome in the other.
I'm not going to go into specific skills/spells, but instead give a general idea of what each tree would be like.
Skill/spell trees would be something like...
Physical Combat
- putting points only in this tree will gimp your character, as it's intended as more of a synergy tree with the magic trees - however there are still some nice physical combat passives found here, as well as powerful melee skills.
Shadowflame
- a mix of black magic spells and fire elemental magic spells, even in the same skill
Rune Magic
- hoo hoo hoo! The arm that holds the tome is inscribed in glowing runes (you should be able to see this visually on the character; what rune you have active determines the look of the runes on the characters arm)
- Runes, or Runewords, whatever term you like, contain a mix of both active and passive skills. Passive runes add slight variations to the look of runes on the characters arm, while active runes determine the overall look. The runes glow brighter as you place more skill points (and they become stronger as a result) in them.
Combat:
The combat plays out something similar to an Assassin. Instead of building combo orbs though, you're just trying to chain together attacks. Each successful attack could perhaps give off some visual effect on your character. But the ambigious floating orbs have got to go. Once you've chained together enough attacks, you can finish with a spell, seamlessly. The number of physical attacks you need to chain depends on the spell. Generally more powerful spells require a bigger chain.
To keep low level spells useful, you can extend chaining. What I mean is, you chain together physical attacks/skills, and then blast with a low level spell, and then attack again with physical skills to increase the chain multiplier, allowing you to fire off a second spell at the end of the second chain. You can chain three times in this manner with low level spells. Each successive chain increases the damage of the next chain.
Poweful spells allow only one chain, but generally have additional desired effects that make up for it, such as AOE finishers, or damage over time finishers.
Usable Items:
Armor - I would say leather. Not as physically oriented as melee-only classes, but more so than pure casters wearing cloth.
Weapons - 1 handed swords, axes, maces, daggers
Offhand Weapon - Magical Tomes
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- Battlemage
- Ranger
- Shadow Knight (anti Paladin but still effective against undead)
- Shaman
- Vampire or other undead character - non zombie-ish. Hard to do in both game machanics and fitting it into lore, but I still think they'd be fun.
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I guess it is, kinda. I was thinking more along the lines of a shaman in wow. They were one of my favorite classes in that game and I think it would be neat to see the Diablo spin of that.
But you're right, it sort of is.
Edit: Just looked one up. I like the outfitsl although, they're a little too cartoonish for my taste.
Hehe, yeah that's wow for ya. Cartoony look aside though, they had some great spells and abilities and were a ton of fun to play.
That and the fact that I don't care too much for MMOs in general.
Give me something more Dynamic and then we'll see if I have a change of mind.
Also, and I mention this just because the tag for this thread is 'no pirates in diablo iii', the Pirate!
haha, but really, you could have a cool pirate-esque character like Meshif in D2. I really see potential in such an idea, and not in an OMG-y'all,-they's-gots-blunderbuss's-and-parrots-and-they-breath-fire-after-drinkin-rum (although that would be awesome too ) kind of way.
-- Hank Venture
i hope not, they're kind of... not the same.
I always thought it was wierd being able to use both in D2... I understand the reasoning behind it, but, logically,
:confused:
actually, no it wouldn't. I'm hoping for one or the other.
-- Hank Venture
It would creat a confusion because we already have a goatman monster enemy.
A non-human class could be interesting, but so far Diablo has had no non-human heroes (no elves, dwarves, or anything else) so while I like the idea of a 'born-again' demon as a possilbe character, I don't see it happening.
Absolutely no pirates, no guns, and no cannons.
And every single weapon type should have it's own unic characteristics. So bows and cross bows should really be different. Crossbows could be slower but stronger in a very significant way.
But i don't agree with weapon-ralated skills ( the only limitation should be "melee weapon skill" and "ranged wapon skill", not "bow skill" or "axe skill").
Ranged tree:
and just a quick example of skills:
Ranged:
Have a number of skills based off of range weapons like bows, crossbows, and perhaps javelins/throwing axes.
-Volley, Shoots multiple opponents at once.
-Posion Shot, shoots a poisonous arrow
-Arcane Arrow, Shoots a arrow not requiring ammunition that also silences, or perhaps a slowing ice variant.
Melee:
Skills that improve the characters melee combat skills and defenses
-Blade Rush, charge towards a single monster striking with both weapons
-Whirling Blades, instantly attack all creatures in striking distance with main-hand
-Great parry(passive), your offhand weapon adds to a block or defense rating
Wilderness tree:
Skills that set traps or similar effects or that allow you to summon a single animal companion that deals reasonable damage (similar to a Golem, rather then a skeleton)
- Thorn Trap, Triggers an area of thorns that slow and do damage to enemies inside
- Wolf Companion, Allows a single, powerful wolf companion. I just listed wolf as an idea, any animal would work.
- Dominate Animal, Mind-control over a limited range of monsters, might be underpowered in areas like hell where animals might be rare/nonexistant
just some quick concepts but you get the idea
lol i liked it. And i bet one of the class will follow this path. The auras could be his songs (his a bard after all right?). The ranged could increase movement and attack speed, the melee could increase attack power and the wilderness could increase mana regen and resistances.
I guess this exotic stuff will have to wait until the expancions.
There probably won't be any more pure caster classes until an expansion. We're still missing the staple physical ranged class. Amazon may make a return.
I'd like to see some kind of battle mage. One that can seamlessly blend physical melee combat with damage spells, like in the same follow-through. How cool would that look, slashing up some enemy and finishing with a fireball to the face without any pause. He should use a 1 handed damaging melee weapon in the one hand, and a magical tome in the other.
I'm not going to go into specific skills/spells, but instead give a general idea of what each tree would be like.
Skill/spell trees would be something like...
Physical Combat
- putting points only in this tree will gimp your character, as it's intended as more of a synergy tree with the magic trees - however there are still some nice physical combat passives found here, as well as powerful melee skills.
Shadowflame
- a mix of black magic spells and fire elemental magic spells, even in the same skill
Rune Magic
- hoo hoo hoo! The arm that holds the tome is inscribed in glowing runes (you should be able to see this visually on the character; what rune you have active determines the look of the runes on the characters arm)
- Runes, or Runewords, whatever term you like, contain a mix of both active and passive skills. Passive runes add slight variations to the look of runes on the characters arm, while active runes determine the overall look. The runes glow brighter as you place more skill points (and they become stronger as a result) in them.
Combat:
The combat plays out something similar to an Assassin. Instead of building combo orbs though, you're just trying to chain together attacks. Each successful attack could perhaps give off some visual effect on your character. But the ambigious floating orbs have got to go. Once you've chained together enough attacks, you can finish with a spell, seamlessly. The number of physical attacks you need to chain depends on the spell. Generally more powerful spells require a bigger chain.
To keep low level spells useful, you can extend chaining. What I mean is, you chain together physical attacks/skills, and then blast with a low level spell, and then attack again with physical skills to increase the chain multiplier, allowing you to fire off a second spell at the end of the second chain. You can chain three times in this manner with low level spells. Each successive chain increases the damage of the next chain.
Poweful spells allow only one chain, but generally have additional desired effects that make up for it, such as AOE finishers, or damage over time finishers.
Usable Items:
Armor - I would say leather. Not as physically oriented as melee-only classes, but more so than pure casters wearing cloth.
Weapons - 1 handed swords, axes, maces, daggers
Offhand Weapon - Magical Tomes