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    posted a message on Diablo IV theories and not accurare lore, of which I feel strong about.

    Hey. Theories and lore I do not fully understand.

    Inarius

    What we know
    During cutscene we see Inarius chained in hell, where we last heard about him.

    What?
    Him being chained and jailed is fine, but wasn't his wings stripped?

    Fix
    To fix this not accurate lore, we need to know if Inarius can have new wings grown out of him whenever.

    Lilith

    What we know
    A gate is opened to set her free.

    What?
    They clearly say its a gate, but have the gate some impact on who sacrifice themselves? These 3 victims are not nephalems. Does this matter? If they summon something based on "ingredients" that are weak, the end product (Lilith) must be weak as well.

    Fix
    Its just a gateway, not a summon.

    Lilith's servent

    What we know
    A guy who seems to know a great deal about the gate and the sacrifice needed to welcome home his mother.

    What?
    The rumor that people think its Rathma must be false or else its not accurate lore. It can't be Rathma since that guy hates Lilith and Inarius and stands on the humans side completely. Not even in the darkest hour of mankind he would take Lilith's part, nor Inarius.

    Fix
    It's Malic reborn out of the 3s blood to open the stonegate. (Check lore!)

    Diablo III: Tathamet

    What we know
    Diablo used the black soulstone to use the souls to create "Tathamet".

    What?
    That is not Tathamet. The black soulstone didn't contain any souls that are trapped in the Void, a place even Diablo himself fear according to lore. And as you might have noticed, there are evil monsters surrounding Sanctuary and the heavens. This means those monsters are NOT part of Diablo either which concludes that Tathamet (the ultimate evil) was false.

    Fix
    Nothing evil can be seen, all souls are within reach, then it is possible to create Tathamet if there is right means to it. A true Tathamet wouldn't fit the screen. Easy way to fix that people understand it is a false Tathamet is to openly talk about it in the lore. Stories that tell that a human with powers (Nephalem) defeated a demon who thought it had the great evil within him.

    End-boss in Diablo IV: Nephalem

    What we know
    In the end of Diablo III we, the Nephalem won, including the expansion.

    What?
    This would mean that the end boss of Expansion 2 for Diablo III, which never came, would've been another Nephalem. This to make up the balance of threat, and raise the stakes. Now we have Lilith entering the stage, and we will visit Hell. The souls are free and we are yet to understand whats going on. Who is the end boss of Diablo IV?

    Fix
    Diablo is the end boss of cause. Not because of the title, or that Diablo have always been the vanilla state of end boss (more or less), it must be Diablo because of the lore. We visit hell (and yes, Hell can have all kinds of threats, Mephisto, Inarius, Baal, Inarius jailor, a tiny bat called Jeff.. But Diablo is the lord of hell, and he is free, well.. Then we must come by and say hello! It can't be Lilith as end boss, we are her children (the Nephalem) I can only see her as someone being on our side actually, killing off angels and demons as she pleases. Unless, she is controled by Mephisto or her brother, but .. thats just weak and stupid.

    Diablo IV Expansions

    What we know
    The developers talk about how much they want to resurrect monsters and bosses, but it must make sense. They do not want to design and put in a demon who makes less sense in areas that can't be confirmed by lore, and fantasy laws.

    What?
    We will be getting expansions, and we should expect more coverage of the map, as well as more monsters etc. This is of course if they can get enough sales of base-game and earlier expansions (including microtransactions, which to me is BS, but thats Activision for you). So people are talking about the real Tathamet might to show up and we, the Nephalem, swallows whole sanctuary and all good (all humans, animals, music, pinecones and stuff) and becomes Anu. But I have a hard time seeing that since the Heaven is part of Anu in lore as well, and Hell is part of Tathamet. So.. No. Does not compute.

    Fix
    The vanilla game needs Diablo as end boss for this path to work flawless. Inarius could be a mini-boss, we don't know much about that guy except he actually DID kill a bunch of first born Nephalems. I think Mephisto could be the main boss in Expansion 2, Baal in Expansion 3 and that could be enough (?) What would your take be? Meeting a Nephalem would be great too in an expansion.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Diablo IV embracing Error 37?

    I've seen some footage, but am not sure about the demo. Did people run around with the name 37 at the end of their nickname?


    I've noticed it in a no commentary video. Like DeckardCain37 and so on. Maybe it was just a team effort?


    Wanna hear if those who played the demo actually had 37 in their names as well?

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Vampire Guy in Cinematic is Zolton Kulle

    Rsthma is one of many sons. It can't be Rathma due to the fact the guy seems happy to see Lilith.


    Not all Nephalems were killed by Inarius.


    It's someone else, necromancer, priest, and a dark soul inside of an vessle.


    And I have a hard time thinking Lilith is the main villain. She wanted the nepahlem to thrive. Inarius on the other hand...


    Diablo must make a come back as well.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Ooops...microtransactions in D4 on top of expansions.

    Base game, and Expansions.

    MTX will make me go broke. Don't like!

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Ooops...microtransactions in D4 on top of expansions.
    Quote from FoxBatD2»
    To be fair, the amount I got in Diablo III vanilla + expansion have been good enough for me. I do not hoard as much. So if they can balance it like that I am good.
    Posted in: Diablo IV: Return to Darkness
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    posted a message on The Talisman and the Charms of old (2013 idea)

    Diablo III old information about the Talisman, the ideas and the design. Also a Puzzle Grid with Tetris pieces of bone charms you could use. The ideas were scrapped.
    "Charms" at 1:13 here, followed by the talisman.

    https://www.youtube.com/watch?v=UIbg-dpuYNE

    More of the talisman, new style around 0:31 here and continued with the tetris shapes and the talisman as a puzzle grid at around 1:24 https://www.youtube.com/watch?v=ZBVyvPIFL7Y

    Edit: Some have ideas of having a belt with slots, and those slots work for utilities and charms. Thats cool. And the belt kinda is part of how many charms you can carry, shared space with other things, either with potions or other things.. ?

    Edit 2: I love the idea some of you have mentioned about having a Belt that actually can carry potions and charms.

    I would like to add throwable potions as well, and perhaps additional 2 runes if we so choose that can be combined. The belt could have many different slots with a cap of what, 6? 8? Allowing you to combine. If there would be a potion I would not have a cool-down on it, but rather ways to manage it, and refill the flask as I kill my enemies, visit shops and find health outside. Anti-venom things etc could be something for the belt as well, and other interesting things.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Executive producer First exspansion Diablo IV

    Cool. Yeah, lets see what happens with the base game first.

    Expansions would obviously get more areas on the map unlocked, and additional characters we can play as.

    What would they introduce more than features and enemies along with items attached to the new areas?

    Would there come something "new" to Diablo IV other than what we already expect? Thoughts?

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Ooops...microtransactions in D4 on top of expansions.
    Quote from Pimpadin»


    I would definitely buy additional stash space or character slots, being that I am a virtual hoarder.

    I would rather see enough stash space and character slots from base game.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Talent-"Tree" Re-Design

    Keep as is, but when you pick a talent, it opens up a branch to it, sub-branch. :)
    Make it whole screen or add a scroll. Add more stuff.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Will we finally get, in Diablo 4, the grittier, darker, baroque experience we’ve been waiting for?

    Quote from undefined

    I’m confused. You think D3 was WoWified because of the graphics? And somehow D4 is also WoWified even though the graphics are much darker and more gothic? I would think the gameplay itself mattered more towards a game feeling like WoW or not.

    D3 graphics looked too much a kin to WOW, cartoony.
    D4 looks like Diablo 1 and Diablo 2, how it should be, Gothic.

    Game Style: Gothic Demonic Adventure.
    Some say ARPG. I can call it ARPG too.

    D3 I couldn't call Gothic Demonic Adventure, just ARPG or a WOW cartoony ARPG.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on The Talisman and the Charms of old (2013 idea)

    Using Charms in Diablo IV. [[ Idea ]]


    Above: Original image, how the demo looks like in Diablo IV currently.

    Above: Charms Version A. With scrollbar just like the other two sections "items" and "utilities".

    Idea: You find charms out about. Each row represent active charms. You can only use 1 row at a time, and I the scroll should not be infinite, there needs to be a cap somewhere, which leads to Charms Version B.



    Above: Charms Version B. No scroll, you can only use two rows of charms, one being active, one being idle. Each charm represent additional affect and effect of gameplay.

    Idea: Now you are limited to actually carry around charms. They do take space in a different way from Diablo II, and one row is always active, you need to swap around and make your own row of charms to be active and fast-swap between 2 rows, either with hotkeys or by going to the inventory.


    Attributes


    Attack Additional attack stats.
    Attack Rating Additional chance of succesful attack stats.
    Defense Additional defense stats.
    Attack / Defense Combination, less powerful, but more all-round
    Minimum Damage When succesful attack, this adds minimal damage.
    Maximum Damage When succesful attack, this adds maximum damage.
    Critical Chance Adds % chance to make an critical attack.
    Critical Damage Adds damage when succesful critical attack.


    Mana (Sorcerer / Sorceress) Adds % or solid numbers to this class resource pool.
    Spirit (Druid) Adds % or solid numbers to this class resource pool.
    Fury (Barbarian) Adds % or solid numbers to this class resource pool.
    Judgement (Paladin?) Adds % or solid numbers to this class resource pool.
    Rigor (Amazon?) Adds % or solid numbers to this class resource pool.
    Dark Blood (Necromancer?) Adds % or solid numbers to this class resource pool.
    Focus (Assassin?) Adds % or solid numbers to this class resource pool.
    Life Adds % or solid numbers to your pool of health, how much you can contain.


    Magicfind Chance in finding magical items.
    Goldfind Chance in finding more gold.
    Materialfind Chance in finding more material loot.
    Experience Chance in getting % more experience when you actually gain a level.


    Thorn Chance of adding thorned damage on attacker.
    Bleed Chance of adding bleeding affect on attacker.
    Horror When succesful crital attack, chance to horrify surrounding.
    Guidance Incresed map-coverage / Decresed ???. (Any ideas guys?)
    Gloom Decreased map-coverage / Incresed ???. (Any ideas guys?)


    Cold Damage Chance of adding elemental damage over time.
    Fire Damage Chance of adding elemental damage over time.
    Lightning Damage Chance of adding elemental damage over time.
    Poison Damage Chance of adding elemental damage over time.

    All Resistence Adds % or solid number to all resistance (attacked vs defense attribute, low but all-round)
    Cold Resist Adds % or solid number to cold resistance (attacked vs defense attribute)
    Fire Resist Adds % or solid number to fire resistance (attacked vs defense attribute)
    Lightning Resist Adds % or solid number to lightning resistance (attacked vs defense attribute)
    Poison Resist Adds % or solid number to poison resistance (attacked vs defense attribute)
    Enigma Transmute some numbers from one random resistance to another. -10 Fire to +10 Cold for example.


    Petrified Resist Adds % chance to petrified resistance (become stone or rooted in some way)
    Stagger Resist Adds % chance to staggered resistance (shake shake shake)
    Force Resist Adds % chance to force resistance (shield-damage / vaccum attributes etc)
    Dark Resist Adds % chance to dark resistance (confused, seduced, blinded, unholy magic etc)
    Blunt Resist Adds % chance to blunt resistance (blunt weapons and knock-backs)
    Bleed Resist Adds % chance to bleed resistance (sharp weapons and bleed over time)


    Medicin Natural defense against cold, ice, fire, smoke, lightning, poison & gas (environmental attribute, or add into all resistance which it fit above)
    Bandaid Natural defense against traps that contain blunt, sharp, thorn or magical damage (environmental attribute, or add into all resistance which it fit above)
    Shrine Buff Adds more seconds to specific shrine if you ever find one while wearing this charm.


    Skill Buff Adds 1 random skill for random class. Decided on drop. Ethreal charm, will break.
    Trait Buff Adds 1 random trait for random class. Decided on drop. Ethreal charm, will break.
    ???? One charm of each trait and skill for each class in game, to pinpoint your build.


    Ear PVP % additional speed for x seconds once player hit you, cool-down.
    Tooth PVP % additional defense for x seconds during pvp
    Tongue PVP % additional poison resistance for x seconds during pvp
    Jaw PVP % additional fire resistance for x seconds during pvp
    Skull PVP % additional all resistance for x seconds during pvp
    Eye PVP % additional ice resistance for x seconds during pvp
    Bone PVP % additional speed for x seconds during pvp
    Finger PVP % attackrating for x seconds during pvp



    Above: Going with the scroll layout of the charm options above, we have two filled slots. What charm does what is up for the developers, but here are basic idea behind what this player in this experiment have picked; Life charm (which added 33 life), Force Resist, Minimum Damage (added some to attack), Poison Resist



    Above: Now the player just swapped down to the 2nd row, and got maybe these attributes: Minimum Damage (higher tier, added a bit more attack), Medicin, Dark resist, Cold damage and Fire damage.

    And so on..

    Pretty Basic, but limited if no scroll, and even with scroll a way to maintain and swap charms.

    Thoughts?


    Additional information

    Charms in Diablo II: https://diablo.gamepedia.com/Charms_(Diablo_II)
    Imgur gallery for usage or link: https://imgur.com/gallery/eo0xkLw
    Mock-Ups by Enkeria (me).

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Ooops...microtransactions in D4 on top of expansions.

    Dont know much about MTX, I just know that my reason is old: You get a game, it should be full game. Thats about it.

    I will go broke if they have microtransactions. I spent too much on (edit: trying to get) Overwatch skins, a game I had to uninstall because I missed out on the skins and felt underwhelmed not getting everything.

    I fear if Diablo do the same, I will feel bad.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on The Talisman and the Charms of old (2013 idea)

    Going to update the Talisman idea.. Coming soon.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on D4 Release Date Game; Wisdom of the Crowd Experiment

    March 15 2022

    Posted in: Diablo IV: Return to Darkness
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    posted a message on #notmyrunewords?


    5-7 years total or 5-7 MORE years? Lol. The game won’t take that long dude. It’ll be in alpha probably mid to late 2021 is my guess.

    Another 5-7 years. Why?
    Normal soon: Approx 1 week or less.
    Blizzard soon Diablo 3: 4 years

    Blizzard not even soon my Blizzards standard: obviously 4 years +
    Rhykker at Blizzcon: 10 years? Answer by dev; Hope not!

    But rumors has it early 2021 will give us beta. Not alpha.

    Posted in: Diablo IV: Return to Darkness
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