I have a simple idea. Chances are something like it has been suggested already.
How about keep the skill system just as Bashiok has described it's current form, but add this: every point you have in a skill tree reduces the mana cost (and for those with fury, maybe increase the damage) of all the skills in the tree slightly. So you could potentially see a teleporting sorc with hydras and cold orb... but if the sorc decided to go all fire, she'd be able to do more impressive fireworks, albeit less varied. And by more fireworks I don't mean it's a better build, just higher rate of spells per minute, at the cost of lack of variety (which tend sto be useful).
So it's more efficient to go into one or two trees only... but there'd be no clumsy synergy system cutting down on variety.
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That's excessively focused on water, and I'm not sure if that's a joke.
But, I do like the idea of having a character who used to be a sailor. Problem is, I don't know what his skill trees would look like, and marksmanship wouldn't be one of them.
Samurais and other mounted warriors are known for being as well trained with bows as swords. However, I think we've got our oriental classes fairly well covered (Wizards oriental in ethnicity, Monk a hybrid of things). Then again, what's wrong with more Asian? Asia is a bloody big place.
Problem with samurais specifically is I think they'd end up too similar to the Monk in the fast but weak melee DPS theme.
So I think the rogue/thief or amazon angles are more likely.
Problem with rogue/thief: I don't think stealth works well at ALL in the Diablo style hack and slash gameplay. So really it'd have to be a ranger or assassin or something along those lines
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Horror survival rather than hack and slash? No thank you.
Heavy armor decreasing movement speed? No thank you.
Plus, I think the Barbarian will be tough enough to not need an active defense.
I will be impressed if every weapon looked different in the animation, rather than some weapons with different art having the same model.
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I don't remember the paladin crusading with anybody else either. The monk's your holy class, it's just not your typical Western Christianity class (I forget what he was based off of, I think a mix of Eastern European and something Asian).
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Boring and one dimensional. We have a fairly holy good-doer, called the monk, even if he is a "selfperfectionist." And I'm fine with that!
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"For Magic Find, we like the idea of Magic Find, it's cool, something happens and all of a sudden I have a better chance of getting gear. But what we don't like is that it changes how you play to such a degree. I dump really good items because they're not Magic Find items. I play certain classes because they're the best classes for Magic Find. So we want to keep Magic Find, but we want to pull that out of the balance. The easiest way might be to not make it item-based, or if we make it item-based, to make it something you could put on anybody. Maybe there's some way to grant your items Magic Find on top of something, but then that maybe has some kind of inherent cost to it. So we haven't decided yet, that's why we're kind of talking in riddles, but the key is, we don't want players to play that way. We don't want players' items to be dictated by Magic Find. That's not fun. So the next one will be the fact that you probably used a sorceress, is my guess, and the reason you probably did that was because items were less valuable for the sorceress."
http://pc.ign.com/articles/101/1017305p3.html
And I was thought, why not just make a Magic Find Scroll? Activate it, and you get better items for a while.
Or better yet, I think, Magic Find orbs? By orbs, I'm referring to the same type of orb as the health orbs and mana orbs already in game.
That's my 2 cents. Thoughts?
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They intro'd the monk with Act 2, so they'll probably intro the next class with Act 3, and if the Acts follow the same order as D2, it'll be a jungle.
I think an Amazon/Druid mix would be pretty likely, like an Amazon with bows, javelins, and pets as her three main skill trees.
In this case, I think they'll probably leave the mysterious hood and cloak class (like the rogue, or to some extent the necro) for an expansion.
Then again... a rogue could be pretty cool.
Too bad demonologist is out, seeing as how the final class has almost got to be physically ranged (and a demon summoner needs more than just one or two trees devoted to his evily spells)
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1) Demonic transformation - turn into one of several choices of evil beasts, each with their own separate advantage (maybe one could be ranged, one high hp, one high melee damage). You miss out on the fun of seeing your character's armor, but maybe weapons could still be visibly held.
2) Dark magic - anything that the Wizard and Warlock don't get to, mainly necromancer stuff, like bone skills and corpse explosion - monster explosion anyone?
3) Furies - furies would be unholy spirits that follow the demonologist and give party wide boosts (like the Paladin's auras), and you have a limit to how many you can have out at a time (2 or 3)
And then the fifth class could be the ranged, agile one
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How about keep the skill system just as Bashiok has described it's current form, but add this: every point you have in a skill tree reduces the mana cost (and for those with fury, maybe increase the damage) of all the skills in the tree slightly. So you could potentially see a teleporting sorc with hydras and cold orb... but if the sorc decided to go all fire, she'd be able to do more impressive fireworks, albeit less varied. And by more fireworks I don't mean it's a better build, just higher rate of spells per minute, at the cost of lack of variety (which tend sto be useful).
So it's more efficient to go into one or two trees only... but there'd be no clumsy synergy system cutting down on variety.