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    posted a message on Grabbing All That Loot
    Getting rid of some "vendor trash" type items would be useful as well. (since after a certain point, there's no reason to pick up a lot of items, and it would reduce a lot of clutter.)
    Posted in: News & Announcements
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    posted a message on What Do YOU Want To Know About Diablo 3?
    Since single players won't be able to use some of the trading that multiplayers will, are there any plans for anything extra in the drop system to allow single players easier access to items?


    I also second the questions about what quality of items merchants will offer. (Which effects single players as well)

    How complex is the combat system planned to be? (Will we have something like current D2 or WoW with lots of stats interacting in a bunch of ways, or will it be a more simple type.)
    Posted in: News & Announcements
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    posted a message on Official Ranged Class Idea Contest
    Night Hunter (Take 2)

    After putting my original night hunter in this thread, and reading some other ideas, an animal summoning tree made more sense. Some skills are also rearranged. (this is sort of a half actual guess, half "This is what I'd like to see" post.)

    Backstory

    A simple trip, I thought, a walk through the forest of Shiverchill. Though like most travelers, I had heard rumors of enormous, hungry beasts, confusing networks of vines, and more supernatural dangers. Such rumors are a copper piece a dozen, however, and I was not inclined ot take them any more seriously than any other stories I have heard in my travels.

    During the day, the journey went well enough. As the sun dipped below the horizon, I thought I heard some moans and screeching. Perhaps it was the wind, perhaps it was an animal, and my walk continued apace. As Night fell, however, the moans continued, and I soon distinctly heard the sounds of strange rituals filtering through the trees.

    My heart beating, I increased my pace, and soon broke out in a full run, attempting to reach my destination as soon as possible, and get out of the now clearly cursed forest. Some distance away, however, I saw a truly fearsome site, some cultists engaged in a complex ritual. Fortunately, they did not hear or see me, and I was able to hide behind some brush, but my path was now blocked, and I did not want to chance a hourney through the trees.

    As I was pondering what to do, I suddenly saw in front of me a shadowed face. The face was covered in shadow, so I could not see any features distinctly, but I could tell that it was a long face. Before I could think of something to say, the face asked, "What are you doing here? You should not be in the forest at this time." I could not respond at first, but soon croaked out "I am travelling to Shropfall."

    As I spoke, I felt hot breaths coming from both shoulders. As I attempted to look sideways, the figure responded. "Those are Shira and Garn. Do not make any sudden moves, or they may attack you."

    "I can take you to Shropfall, but you must follow me very closely, and stay hidden for the moment. I must break up this gathering."

    I knew at this point that I was talking to a Night Hunter, a nocturnal forest hunter who had learned to survive in the most dangerous of wild environments. Night hunters were said to be master assasins and animal tamers, able to kill silently and stealthily, while assisted by an array of dangerous creatures no one else would dare to tame. they were said to be scary and unpredictable, not ones ot be crossed with.

    As I watched with a misture of fear and fascination, the Night hunter, assisted by two wolves, approached the cultist camp. I could not tell completely in the dark, but his eyes appeared to change to those of cats. He made no sound that I could detect, and I could only see the barest outline of a figure, and only because I knew where to look.

    Suddenly, two cultists were felled by arrows, They were not killed immediately, but appeared paralyzed on the ground, slowly dying. The colonists stopped their ritual, and threw magic and spears at where the arrows appeared ot come from. I lost track of the hunter at this point, but soon several more of his arrows flew at remaining colonists. At this point, his two wolves entered the compound. Far larger than any wolves I have ever seen, they tore into the cultists with a bloodthirsty fervor. Within a few moments, the cultists were dead.

    I watched for a few seconds, attempting ot glimpse the location of the night hunter, when a voice came from behind me. "Let's go, move quickly", he said, while leading me for the rest of the night towards Shropfall.


    Description

    A ranged character, uses animal summons, poisons, traps, arrow skills, and a bit of shapeshifting. The class would focus more on avoiding damage and using wel targetted abilities.

    Night Hunters have two main special types of skills: stance skills, that passively add an effect to the night hunter, but consume concentration when used, and poisons, that when used will effect the next attack, consuming time and concentration but adding a useful effect.


    Resource system: Concentration

    Regeneratesoutside of conpat, and concentration is gained when enemies die. Decreases if the shadow hunter takes damage, and is used for skills. "Concentration" represents the night hunter's ability to plan and think about what he/she is doing.

    Assasination


    More of a focus on small numbers of powerful shots. Stealth applies to summoned creatures as well.

    Marksmanship: Increases the effectiveness of bow attack skills.

    Quiet: Stance. Reduces the distance at which the Night Hunter can be detected by enemies. Shots taken while undetected deal extra damage/have extra attack rating.

    Snipe: Has a cooldown, and takes longer ot perform, but deals a large amount of extra damage at a much higher attack rating.

    Stealth: Stance. Enemies loose the night hunter more quickly while in combat.

    Deadly Poison: Poison. Deals damage over time to the target.

    Paralysis: Poison. Prevents the target unit from doing anything for some time.

    Vanish: Stance. The Night hunter moves more quickly and is hard to detect, but the skills uses a lot of concentration to perform.

    Poison Bomb: Deals Area effect Poison damage.


    Archery

    Archery skills deal more with straightforward combat.

    Bowmanship: Increases firing speed.

    Multishot: Shoots many arrows at a time. Consumes extra concentration of poisoned, based on the cost of the poison (To represent the difficulty of poisoning multiple arrows)

    Fleet Foot: Stance. Increases speed and dodge chance.

    Fast Poison: Poison. Activates quickl,y and lasts a short time, for medium damage.

    Quick Shot: Has a shorter activation time than usual.

    Decoys: Creates a few mounds near the Night hunter that will absorb ranged attacks and slow enemies walking oer them. (the mounds material might resemble the terrain, or be made of sticks.)

    Muscular Poison: Poison. Slows the target(s).

    Piercer: Fires a shot that can go through several enemies, dealing less damage each penetration.


    Predator

    This is the animal summoning tree. It also has some "shapeshifting" skills, though unlike the full transformation off druids, these are meant ot be more of taking on aspects of an animal while still staying mostly human (See the "backstory" above for an example of how I am thinking)
    Cat's Spirit: Stance. Increases attack rating and damage of ranged attack skills, and provides a stealth effect, but increases the concentration loss when taking damage.

    Summon Wolf: Summons a wolf. Up to 2-3 wolves may be summoned at a time. Wolves deal and medium damage, but have a life stealing attack, and can eat corpses for health.

    Summon Cat: Summons a cat. Up to 2-3 may be summoned. Cats have low health, but are walk stealthily, and deal high damage.

    Venom: Deals damage over time, and reduces enemy defense and resistances.

    Snake's spirit: Stance. Reduces the concentration cost of poisons, and causes a small amount of free poison damage on each attack.

    Spider's spirit: Stance. Attacks slow enemies.

    Summon Spider: Summons up to 2-3 spiders. they spiders deal and take medium damage and slow enemies they hit.

    Wolf spirit: Stance. Increases the attack rating and damage of attacks.
    Posted in: Unannounced Class
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    posted a message on Official Ranged Class Idea Contest
    Night hunter:

    (Possibly a jungle oriented fighter, possibly from a temperate forest region.)

    This is a combination of archery skill, poisons, stealth, and other assorted trap/survival skills.

    Skill Trees:

    Archery:

    marksman (passive): Increases arrow damage and attack rating.
    Snap shot: fires an arrow with a faster attack rate than normal, but with lower range than usual.
    Multishot: Shoots several arrows at an enemy. These arrows have lower range than usual, but several can hit an enemy. Might have a cooldown.
    Piercer: Fires an arrow that travels through several enemies, with some bonus damage.
    Snipe: An attack with a much lower attack speed than usual, but a far higher damage and attack rating.
    Fast Hands: Increases attack speed with all arrows.


    Poisons:

    "Preparation" skills would act like Paladin auras, in that they would instantly activate and cost nothing to use, though they would only effect the night hunter. (not really realistic, but better fitting with the fast paced gameplay) Poison effects would be stackable to an extent (assuming game mechanics allowed it.)

    Concentration (passive): Damage dealing poisons would deal their damage faster (a.k.a. the duration is reduced, but the total damage dealt is the same)
    Killing Toxin: Preparation. Deals damage over time.
    Poison Bomb: Throws a vial containing poison, that deals damage over time to an enemy (sort of like a throwing potion.)
    Neural Toxin: Preparation. Enemies are more likely to miss with attacks and may cast spells in random directions.
    Lethal mixtures (passive): Increase the amount of stacking allowed for night hunter poisons.
    Lethargy: preparation. Slows enemies hit by this poison.
    Poison stakes: A pit type trap that deals physical damage and poisons enemies. Placed at the night hunter's location when used.


    Survival

    Camouflage (passive): Decreases the range at which enemies can detect the night hunter.
    Cloak: when used, heavily reduces the distance at which the night hunter can be detected, but the hunter cannot attack while the skill is in effect.
    Surprise attack: If the night hunter has not been detected by the target, this skill will deal a large amount of extra damage.
    Assasin's attack: The Night hunter attacks while cloaked, and has a low chance of being detected (provided he does not use another type of attack.)
    Bear Trap: A physical damage trap that effects and area when enemies walk over it. Placed at the night hunter's position when used.
    Posted in: Unannounced Class
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