- Registered User
Member for 11 years and 23 days
Last active Fri, Jun, 24 2022 10:03:35
- 0 Followers
- 97 Total Posts
- 6 Thanks
Jun 4, 2012BerserkPT posted a message on Ranged are at an extreme disadvantage in Inferno mode...Well im sure that barb also spend ALOT of gold to be able to survive there, and i'm sure he wont one shot every mob...Posted in: Diablo III General Discussion
May 12, 2012Posted in: Diablo III General DiscussionQuote from Hpnot1Q
So let me get this str8, if i download this and pre install it, but i dont have the digital edition, all i have to do is register my CE to my battlenet account and im done ? (no need to install the cd INSIDE the CE anymore?)
May 12, 2012Posted in: Diablo III General Discussion
We became aware of an issue affecting the previously available German and EU English versions of the digital install downloader for Diablo III, which would not download all the necessary files. If you've pre-downloaded the digital version of the game in these languages before 10:00 AM CEST (9:00 AM GMT) on Saturday May 12, you must obtain the new downloaders to be able to install properly once the game is released on May 15. We apologize for the inconvenience, and ask that you please let friends and acquaintances know so they can begin downloading the working installer that's now available.
1. Obtain the new Diablo III digital downloader using the links below
2. Point the download save at the same directory as before
3. If you chose the correct directory only 50MB will need to be downloaded to fix your install, otherwise you'll re-download the entire ~7.6GB
- To post a comment, please login or register a new account.
May 27, 2013Battle.net US Forum Thread: http://us.battle.net...opic/8891689930 highly ratedPosted in: Diablo III General Discussion
Battle.net EU Forum Thread: http://eu.battle.net...opic/7527573396 highly rated
before I start I want to apologize for my English. I hope you can understand it!
You might remember me for this thread.
This time I want to show you two ways I thought to make the mystic an artisan with original (I hope) mechanics.
This is the first part while the second one will come in the future (aka soon™).
It's a VERY VERY long read so I will put a TLDR version at the end of the whole post, but if you have some free time, please take a while and lis... read my idea
Like if you like!
PART 1: SEALS - BASE CONCEPT
What are the seals?
Seals are new droppable items that will allow the player to enchant any white item.
What is it that makes them different from the blacksmith's crafts and from a "similar-Diablo2-enchantment" implementation?
The difference is that with this system the player can choose which magic properties can be enchanted on the item.
Of course the choice remains random in some way (more on this later).
It doesn't seem a great idea... is there something that makes it cool?
Of course! It's been quite a while since I thought that Diablo 3 has a lot of potential in terms of character customization but mechanics like the ability to place statistics or the skill tree (that I really loved) that were a fundamental part of Diablo2 both for customization and replayability were cut from Diablo 3.
But it is also true that there are people who didn't like those mechanics so:
how to create another way to customize your character?
This is where my idea kicks in: seals can level up by capturing the souls (gain experience) of slayed monsters.
On every level they can be infused with different magic properties chosen by the player (these properties are the ones that will be enchanted on the item).
However, this wouldn't have been enough to make this idea looking great... maybe it would've just made it more frustrating.
So why not create a similar mechanic that players miss a lot, like Diablo 2 runes?
That's why I thought that if the player chooses the right combinations of skills (magic properties) to infuse into the seal he can unlock the secret properties of the seal itself.
But still, this was not enough for this feature because probably it would've been too easy to create the perfect seal so I had to think of two ways to make everything more hard:
1 - adding "breakibility" to the seal: on every level up and on every skill infusion ("skill infusion" is refered to the action of the player when he chooses a magic property to infuse into the seal) there is a 5% chance that the seal will break.
2 - adding another mechanic: the purification of the seal
What is the purification of the seal?
If the player reaches a point where the percentage of "breakability" is high he can decide to use the seal for an enchant so he can avoid to break it prematurely.
To be able to use the seal the player has to purify it by freeing and destroying the evil souls trapped into it.
Basically when the evil souls are free, the seal will disappear from the altar (more on this later) and some elite monsters will appear.
These monsters will be as powerful as the seal was.
Once the player has killed every monster of that elite pack, the last one killed will drop the seal in its purified form.
The purified seal allows the player to enchant a white item (more on this on the fourth part).
Elite monsters can also appear when the seal breaks prematurely, so it is important to handle these new items with care!
Another very important thing: if the player is not able to kill the spawned elite monsters the seal is lost forever!
So the player has to be careful to not make the evil souls too powerful!
Note: Purified seals cannot be traded
Are there different types of seal?
- Seal of valor: can enchant one-handed weapons
- Seal of power: can enchant two-handed weapons
- Seal of will: can enchant armor items
- Seal of honor: can enchant jewels (white jewels? why not? maybe crafted by the jeweler)
- Seal of the Nephalem: can enchant class items
Seals are also divided based on the maximum level they can reach (e.g. the "Austere seal of valor" can reach only level 2 while the "Pure seal of valor" can reach level 3 and so on - note: the maximum level limit is 10) and based on their quality (magic, rare or legendary).
PART 2: SEALS - SKILL CHOICE AND INFUSION
In this part I will show you the first images of the new seal interface.
Here's the first one:
and here's the tutorial:
Let's see what happens if the player puts a seal into the altar:
As you can see the player chose a seal of valor and you can also notice that the quantity of souls needed for the seal to level up is 50.
The next image will show you the tutorial that appears when the seal reaches level 1:
See how the "breakability" percentage has increased to 5%.
This means that on the next level up or on the next skill infusion, the seal has a 5% chance to break.
At this point the player has just to click on the button "1 unused seal skill point" to open the window where he can choose which skill he would like to infuse into the seal:
This image shows you how the choice of a skill is made.
The player can choose one of two skills randomly chosen from a pool of many others.
Skills are divided between Primary and Secondary skills which can have other "secondary skills" called Traits.
Primary skills are infused into the first globe of every row of globes and they will determine what type of properties the seal will have.
Secondary abilities instead will improve or add effects that will "ensue" the characterization of Primary skills (I hope "ensue" makes sense).
Let's make an example based on the image above.
Cold Power will add cold damage to the item while:
- Freeze will add a chance to freeze the enemies
- Frozen Hell will additionally increase the cold damage done by Cold Power
- Blizzard will allow the player to use the Blizzard spell of the wizard (this affix doesn't exist at the moment but I think that the implementation of this idea would need a game with a larger pool of affixes and where an item can have more than just six affixes).
As you can see from the example above you can notice that the Primary skill determine the main "element" (in this case it's the cold damage) while Secondary skills just "ensue" it (I hope "ensue" makes sense here as well).
Anyway here's the tutorial that clears out any doubt you might still have:
This tutorial gives you another important information: the right combinations of skills allows you to unlock other primary or secondary skills so in the "list" of Secondary skills and Traits it won't appear any "Hidden" skill (which can be either Primary, Secondary or a Trait) because it is up to the player to discover "what skill unlocks skill X or Y or Z".
The player will have to choose from Fire Power or Cold Power and in our case he will choose Cold Power:
You can see how the Monster Power has increased and how it is based on the Primary skill (Primary skills will also determine the monster power).
Keep in mind that the seal breakability increases with a skill infusion as well infact it is now at 10% while previously was only 5%.
Let's see what happens at level 2:
This level activated two globes: one for another Primary skill and one for a Secondary skill so the player's choice for the next skill infusion can be made on two Secondary skills, two Primary skills or one Primary skill and one Secondary skill.
Have a look again on the seal breakability percentage.
On this next image you can see that the player has chosen another Primary skill:
and on the next level the altar will appear like this:
But let's take a step back: what would have happened if the player's choice was a Secondary ability instead of another Primary ability?
Here's the answer:
and the tutorial:
and level 3:
But let's take another step back and let's see which were the skill choices when the player decided to infuse "Freeze":
In the image above you can see that the Freeze skill has no Traits while Blizzard has. In this case the Traits of Blizzard would influence Blizzard of course, making it stronger by adding or improving its effects (e.g. a trait could add the effect of a Blizzard rune).
This time let's take a step forward instead and let's pretend that the seal has just reached level 4 and that the player has laready infused both Freeze and Blood Bath.
The player decides to infuse the next skill and:
But didn't Freeze have no traits? So how is it that possible?
Frozen Explosion is a Trait of Freeze and the infusion of both Freeze and Blood Bath unlocked it.
Frozen Explosion is infact a Hidden skill!
Hidden skills are a fundamental part of this idea and they will lead us to the next part but before we procced I want to try to be even more clearer on how this whole system works.
Basically this idea was inspired by one of my favorite games series: Heroes of Might and Magic.
If you never played any of them you might not be able to understand what I mean, but the ones familiar with the series will understand for sure.
I took the mechanic of the hero's level up (mostly from heroes 5) and just modified it a bit to be "Diablo-like".
Before we get to the next part I will show you one last image that might clears everything out (those of you familiar with Heroes of Might and Magic 5 might recognize it even if it is modified):
Don't look at the icons (they're just examples) but at the "sense" of the image.
I hope this helps to make everything clear on how my idea works.
PART 3: SEALS - HEROIC SKILL
This part explains how to unlock the "secret skill" of a seal with the right combinations of skills.
As I wrote above, the player doesn't know in advance how to unlock a secret skill.
However, it is possible to know what skills can unlock the Heroic Skill (this can be changed if it's too easy to unlock it).
What is the Heroic Skill?
I'm sure many of you noticed the big globe that is "alone". That globe is where the Heroic Skill will be infused.
Every Heroic Skill will give different magic properties depending on the type of seal and on the combinations of skills.
How do you unlock the Heroic Skill?
You just have to make the right decisions when you will infuse a skill.
But let's have a look on a first image:
You can notice that there is a "light" around the first globe: it means that the player is on the right way to unlock the Heroic Skill.
Let's skip to a higher level and let's pretend that the player infused the right skills to unlock the Heroic Skill:
and the tutorial:
and now with the Heroic Skill already infused:
Notice the green colored bonuses. Those are the Heroic skill magic properties!
The image above represents a case where everything went well (perfect skill choices and very lucky randomness), but in most cases the player will have to "wait" before having the chance to infuse the Heroic Skill because as I wrote earlier skills are randomly chosen from a pool of many of them.
In the image below you can see that the player had to wait until the max level to be able to infuse the Heroic Skill:
The player is also allowed to keep infusing skills even after the infusion of the Heroic Skill to make the seal more powerful but if he decides to do so he knows that the seal might break.
You can notice this with two images I showed you: a level 6 seal breakability is much lower than a level 10 but also their "power" is much different.
I already explained this earlier but to make it clear I will explain this again:
in the images the level 10 seal breakability is 100% because the last skill has already been infused.
A level 10 seal with one seal skill point still remaining has a 95% breakability: this means that with the last skill infusion the player has a 95% chance to break the seal and if the infusion is successful the breakability percentage reaches 100% (the max level limit is 10 so with this last successful infusion the player does no longer have the risk to break the seal)
Let's have a look on the last two images before proceeding to the next part:
PART 4: MYSTIC - ENCHANTMENT
Once the player has purified the seal he cannot enchant a white item alone: he needs the help of the mystic.
To enchant an item you just need materials and gold.
Let's see a first image of the user interface:
As you can see there are two "slots": in one the player has to put the white item and in the other he has to put the right purified seal (seal of valor for one-handed weapons, seal of the nephalem for class-items etc).
There is also an "Item Statistics" panel where the player can see what magic properties the item will gain.
Here's an image of how the enchantment works:
The player just needs the required materials and gold and the enchantment will happen.
PART 5: MYSTIC - UPGRADE OF A SEAL
Seals can be upgraded and this allows the player to increase the maximum level limit a seal can reach.
This means that if the player wants a level 10 seal (which is the maximum level limit cap) he needs the help of the mystic (droppable seals reaches a maximum level of 6 in Inferno difficulty).
Here's two images on how the user interface will look like:
As you can see you can upgrade magic and rare seals (legendary too).
Higher level and legendary upgrades are droppable recipes of course.
On the image below you can see what the player needs to upgrade a "Seal of Will" (max level 1) into an "Austere Seal of Will" (max level 2).
You can now understand how important is the role of the mystic.
We will now have a look on the tooltip of a seal:
Let's explain its characteristics in detail:
you can notice that this is a rare seal and that it has a "Sacred power".
"Sacred Power" is just an indication to know what it is its maximum level.
However, you don't need to remember every single "power" to know what it is its maximum level because just below that there is this writing: "Level 5".
So this seal can reach level 5 at maximum.
If the player wants to increase its level cap he needs the mystic and the "upgrade operation" won't modify its magic properties in any way (except the level cap of course).
Speaking of magic properties you can see that this seal have two of them:
- Chance to break the seal recuded by 20%
- Monster power is reduced by 25%
This means that the seal has less chances to be broken and that the power of the monsters is reduced by 20% when they are released.
There are many more magic properties of course:
- Seal can be reused (only on a legendary seal)
- Indestructible (only on a legendary seal)
- Infused Skills power is increased by 5% per seal level
- Maximum level is 15 (on a legendary seal with reduced seal breakability and with the magic property above)
- Elemental skills power is increased by 10%
- Monster power is increased by 10% (yes, there are also negative magic properties!)
I also thought to give the Mystic the ability to also craft seals other than just upgrade them.
PART 6: CONCLUSION
I think that this idea will add a great amount of longevity to the game and a different "style" of enchantment.
I believe that if a player wants to create the perfect seal he needs to farm a lot but I hope that this doesn't lead to more frustration:
if the creation of Heroic Seals was almost impossible to do this idea would just need some adjustments like increasing the skill infusion choice from only two skills to three.
I know that to implement all of this the game would need a major overhaul but maybe the devs can take this idea to create a much more enjoyable and deeper-depth game.
Edit - Note
I'm not a fan myself of "break things" mostly if you have worked so hard to obtain those things.
As I wrote in a post on reddit I couldn't come up with anything else other than this "breakability" and I think that some features needs some downsides to make the game less linear.
Of course the "breakability" can be removed and changed to something else so that's why I'm writing here a couple of alternatives
Diablo (EU - EN):
instead of adding more seal breakability, with every seal lvl, it should add the chance of decreasing the seal of 1 seal lvl, so it would not get destroyed, but just lose one lvl. bcs it would be really annoying and propably really hard otherwise to get a lvl 10 seal.
CrniVuk (US - EN):
instead of "breaking" it in a way that it dissapears let the Seal simply be dissabled unless you can repair it again with some other specific item/seal/what ever.
That way the progress you worked for months doesnt just dissapear, and you encourage players to get out there and do something against it.
This could also work as a gold sink, as the Mystic has to repair it for you of course.
There can be other alternatives of course, just remember that this is a base idea that can be used by the devs.. so anything can be changed to be less complex / frustrating etc. It needs hard testing.
This is all and I will leave you with two last images of the new UI (TLDR version after the images):
Added a new droppable item: seals.
Seals are livellable items that must be purified (you have to kill the evil souls inside it) to make them able to enchant a white item (the enchantment requires the help of the mystic).
The magic properties infused into the seal can be choosen by the player in a random way (much like Heroes of Might and Magic 3/4/5) with the seal skill points that are earned through the levels of the seal.
The mystic will also increase the maximum level limit that a seal can reach.
Mar 6, 2013Edriel posted a message on [Suggestions]: The Talisman and The Burning Hells PortalsEdit:Posted in: Diablo III General Discussion
Link to U.S. Forums Thread: http://us.battle.net...opic/8156055717 highly rated
Link to EU English Forums Thread: http://eu.battle.net...opic/6787929710 highly rated
Link to EU Poland Forums Thread: http://eu.battle.net...opic/6891639245 highly rated
Link to Reddit discussion: http://www.reddit.co...nd_the_burning/ highly rated
And “like”... if you like (on the official forum threads and reddit too if you'd like of course)
Thanks everyone for the very positive feedback. It's much appreciated!
I'm glad that so many people liked the suggestions!
I wanted to send an e-mail directly to the developpers but it seems that they don't have a direct way to give them feedback (the only one I could find was this: firstname.lastname@example.org but it seems it refers only to the feedback on CMs, MPVs etc. - and anyway the files in .pdf are too big to be sent to them ).
So the only way to do it it's by using the forums so I will write my ideas here.
I'm sorry about the very long read BUT this is my feedback and it was intented to be read by the developpers, so if you don't want to read it, just stop here.
(remember that these are just simple ideas that the developpers can take as base to create something new and improve the game)
Here's the e-mail:
I'm Edriel, an italian Diablo 3 player.
Firstly I want to apologise if my English is not very good, I'm really trying to write in the most clearer way I can but I don't know if I will succeed.
Since the launch of the game I felt that this chapter of the Diablo series could be very successful.
However I don't think that in its current state it can become a masterpiece.
With that in mind I started to make many suggestions on the Italian Forum and after a while quite a few people who were excited about my ideas suggested me to personally send you my feedback.
So that's why I'm writing you this e-mail.
I hope you will enjoy the two ideas I translated for you, because it took quite a while to do it
P.S. I posted the Talisman idea in September so it might feel a bit “old”.
P.P.S. I hope you can answer me, even just a “we received your feedback and we appreciate it would be nice”
an italian fan of the Diablo series
FIRST SUGGESTION - REINTRODUCTION OF THE TALISMAN
➢ BASE CONCEPT
This idea is ment to improve 2 important aspects of the game that currently, in my opinion, are lackluster:
2. Paragon Level design
I imagined something that is not far from the philosophy of the Diablo series and something that I really loved in other games: the souls.
The Talisman will be a special container that will allow the player to capture the souls of defeated enemies.
As you can see from the image the Talisman will feature 5 minor globes and a supreme globe of souls.
In the 5 minor globes the player will trap the souls of lesser demons (normal monsters or Elite monsters – the quantity of souls needed to full the globes depends on balance of course and on the talisman type. So the player can have “situations” where he/she needs just one Elite monster to fill completly the globe, “situations” where the quantity depends on how many times the player used the Talisman or “situations” where he/she needs a mix of normal and Elite monsters' souls and in this last case Elite souls would fill more the globe) while in the Supreme Globe the player can capture the soul of a Boss.
Every minor globe of souls will activate its own effect based on the type of Talisman that I will show you time to time.
When all the minor globes are full, the player is allowed to capture the soul of a boss that will increase or add other effects.
In addition everytime the players starts a new game session all globes are empty.
➢ TALISMAN OF THE NEPHALEM
This idea could replace the current mechanic of the Nephalem Valor by inherently including it into the Talisman.
The idea can also be “expanded”. But how? In this way:
This is the Talisman of the Nephalem.
As you can see there are various effects: +1 Artisan Item, +1 Follower Item etc.
These effects will unlock everytime the relative minor globe is full, but the effects (or bonus items in the case of this type of Talisman) are not cumulative so, for example, if the player has both the first and the second globes full, only the second effect will be applied.
With this Talisman the player needs just one Elite monster to fill completly a single minor globe and the effects will be applied only on Elite monsters kills and Boss kills.
Once all 5 minor globes are full, as I wrote above, the player can capture the soul of a Boss.
This soul will grant him/her the chance to have all the effects active, but when he/she kills another boss or when he/she kills an Elite monster and the “Talisman procs”, all souls will be lost.
Why did I wrote “Talisman procs”? Because if you did see there is a “chance to find 1%”.
What does that mean? It means that the chance to find bonus items is only of 1%.
Don't worry about that percentage because it refers to a Paragon Level 1 character: the percentage is equal to the Paragon Level of the character.
If the player kills another boss, instead, the chance is always set to 100%.
In this next image you can see the tutorial that might clear any doubt you could still have:
In this other image you can see that the player has a 1% chance to find an extra gem on the next kill of an Elite monster (or Boss):
This last image shows you how the Talisman will look like when all the globes are full:
➢ TALISMAN OF ENCHANTMENT
I feel that the lack of a quest that makes you enchant an item is very sad, so I thought a way to allow the Talisman to enchant items.
My initial thought was that this system should have had a mechanic based completly on the “harvest” of souls so without the need to add new droppable items and with a completly random enchantment.
However I feel that the introduction of new droppable items would fit much more the philosophy that the
developpers wanted for Diablo3.
These new items are the Soulstones and they will have one magic property each (except one particular soulstone of which I will write later)
This image represent the Talisman of Enchantment.
To explain how it works here's another image:
As you can see even in this case there is a sinergy between the Talisman and the Paragon Levels: the higher is the player's character Paragon Level the more powerful are the magic properties.
Let's have a look now at how a Soulstone looks like:
This is the particular Soulstone I wrote about earlier.
It will have always a primary statistic and a relative magic property of the class that uses that statistic.
For example the “Soulstone of Virtue” grants Dexterity and:
– Spirit Regeneration
– Life points per Spirit points spent
All other Soulstones will have their magic properties and their relative values completly random.
Let's have a look on how this Talisman works (make sure you check the Paragon Levels everytime):
Last but not least, the image that shows you how a full-globe-talisman looks like:
The soul of the Boss, as you have seen from the images, will give you a random number of sockets.
Anyway, this idea can be replaced with, maybe, a better one that allows the soul of the Boss to add a random magic property instead of the sockets.
Note: This Talisman idea can be used to craft new and powerful rings and amulets as well!
➢ TALISMAN OF SKILLS
This type of Talisman will allow the player to improve his/her abilities.
Let's see how it looks:
With this Talisman, whenever the player starts a new game session, the globes won't become empty.
The quantity of souls the player captured will be saved so the player's efforts won't be wasted, because every talent point the player gains makes the next Talisman “refill” longer.
To prevent that a player becomes too powerful, there can be a maximum number of talent points a player can gain.
To learn how this Talisman works I will show you an image:
Like every other Talisman I showed you, even this one has a sinergy with Paragon Levels.
The last image represent the Talisman when it has all its globes full:
➢ TALISMAN OF ABILITIES
This Talisman allows the player to benefit from various temporary buffs chosen by the player himself/herself.
Every 10 Paragon Levels a globe will unlock (in this Talisman there is another type of globe – the globles of temporary buffs - where the player can “put” the chosen buff) and it will allow the player to benefit both a longer duration of the buff and a “major quantity” of buffs at once.
Every globe has a duration of 5 minutes (hypothetical duration).
However, the 10th Paragon Level is an exception because the player will unlock not one, but two globes.
Anyway here's a first image to understand better what I've just written:
Now another image that shows you how the Talisman works:
In this case the temporary buff has already been chosen. To choose a temporary buff the player has just to click on the globe of temporary buffs. Once he/she clicked on it a window will open: this window is much like the window that allows the player to choose his/her passive abilities (just to let you know how it looks like).
From the image you can also understand that the temporary buff is already active because the minor globe linked to it is full.
Let's skip to level 20:
At level 20 a second minor globe of souls will unlock. This will allow the player to benefit from temporary buffs for another 5 minutes, but he/she must pay attention because the minor globes are not cumulative.
This means that the duration is just refreshed and it won't stack so the maximum duration is always 5 minutes.
At Paragon Level 30:
In this last image the player has just filled the second minor globe of souls.
This will grant him/her another temporary buff for another 5 minutes since the duration has just been refreshed by the second minor globe.
Just to make it clear: temporary buffs stacks with each other so in this case the player benefits of both temporary buffs.
What happens at Paragon Level 100?
This image explains that when the player captures the soul of a Boss, he/she can benefit of all the temporary buffs for a maximum duration of 30 minutes (or until he/she kills another Boss) with doubled effects!
Isn't there a negative aspect?
Yes and no: it's true that the supreme globe of souls makes the player very powerful, but the downside is that he/she must kill a boss within 5 minutes from when he/she filled the last minor globe.
This is the Talisman at full power:
Note - Temporary buffs can be various: e.g. +10% armor, when you drink a healing potion you gain 50 points of Fury etc, +5% movement speed etc.
➢ TALISMAN OF PORTALS
This Talisman has the simple function to capture souls. Once enough souls are captured the player can decide to release them to open a portal that leads to the Burning Hells.
The monsters that the player will find inside the portal will be stronger the higher the Paragon Level is.
Here's an image to explain how it works:
Here's an image of the new UI:
➢ THE TALISMAN
All these Talismans are separated ideas, but I thought that it would be awesome if all of them could be implemented into the game:
By clicking on the icons, the player can choose which Talisman he/she wants to use, so the Talisman itself will change its functionalities based on the player's choice.
The function of the Talisman can be changed any number of times within a game session but everytime the player changes a type of Talisman for another all souls will be released.
The Talisman of skills is no exception, but the bonuses the player receives from the skill points (the ones that are already allocated) will continue to be granted to him/her even if the Talisman is set to another type.
P.S. You can check the animated gifs of the talismans of portals and abilities at these links (but the words are in
SECOND SUGGESTION – THE BURNING HELLS PORTALS
➢ BASE CONCEPT
This idea might be similar to the Talisman of Portals one, but I can assure that its philosophy is completly different.
After you defeat Diablo in Inferno difficulty the player will find out that there are still many Burning Hells Portals active throughout all Sanctury! The player's mission is to seal all of them.
To start the “sealing operation” the player has to talk with the Caravan Leader in any act.
The NPC will show the player the map of Sanctuary where he/she can see where the portals are.
After the player has chosen which portal to seal, he/she will start a quest that will be different everytime: mission rewards, objectives, treasures, bonuses etc. will be different from mission to mission (except a particular one,called “Enigma” where the objective is always the same – more on this later).
The tooltip of a mission looks like this:
● Mission Type
● Enemies in the area
▪ Resistances, abilities, damage, etc of the enemies
● Rewards based on the Mission Type
▪ Quantity or type of reward
● Description of the mission
The Description of the mission will be the only thing that has a fixed “pre-set” since the number of mission types is limited to three (the number is just the number of mission types I could thought about, but the number can increases depending on the feedback received).
It might sound a bit complicated now, but I can assure you that it's a very simple idea and with the help of some images everything is going to be much clearer.
Once the player has accepted the mission, he/she will get teleported to the area where the portal is and we can start the “sealing operations”. When the quest is completed the player can get his/her rewards.
Let's have a look at the map:
In this map the player can see where the portals are.
In every game session the position of the portals changes but the total number of them is always 10 (hypothetical number).
Let's have a look:
Note the different positions of the portals between the two images.
At this point the player has just to choose what portal he/she wants to seal so he/she will mouse-over over one and:
Let's analize the tooltip:
The mission type Assault is one of the three different mission types.
Assault indicates a mission where the player has more than one objective (objectives are random – I wrote about this earlier) and he/she must do them in a precise order. For every objective the player completes he/she will get a reward (more on this later).
This point indicates which monsters the player has to fight against when he reaches that area.
In addition the player will know what the resistances, the abilities, the weakness etc. of the monsters are going to be.
Note: I thought that the resistances and the weaknesses of the monsters could be a fixed number (like 50%) and that only their damage increase could be random.
Another nice idea would be that the resistances of the monsters scale with Monster Power (MP0 = 5% resistance, MP1 =10% resistance... MP10 = immunity and no weaknesses ---> of couse the immunities cannot be to all elements...)
I thought it would be nice to reintroduce the resistances (even if it goes against developpers' will) mostly to give a sense to the elemental damage types.
In addition the player knows before the battle what type of resistances/weaknesses the mosters will have, so he/she can prepare better himself/herself with another type of weapon and/or another build etc.
Everytime the player completes an objective he/she will receive the rewards that are listed in this point.
When the players completes the mission he/she will get the rewards listed here.
Note: Just to be clear, even if I wrote this earlier, the rewards are random, and so are enemies etc.
E.g. If the player gets another Mission: Assault he/she might get the objective to kill X number of monsters and then save Y villagers, the monsters might be Moloks and Cultists with cold resistance and fire weakness, the objective reward might be Z quantity of gold and the Mission reward might be a rare amulet.
Let's have a look on the second mission type:
Mission: Race against time
In this mission the player has only one random objective but he must do it within a certain amount of time.
The thought a player should have is: will I go for the mission rewards or for the hidden treasures?
As you could understand, if the player wants the hidden treasures he/she must explore very well the entire area to look for them at the probable expense of a mission accomplishment (you lose time while looking for hidden treasures) or if the player wants the mission rewards he/she has to leave behind a lot of hidden treasures.
Note: This would be an ideal situation which might change due to the player's progress (more gear, lower MPs with end-game gear etc).
This is a list of what items the player can find if he/she explores very well the area.
By doing so he/she loses time and he/she might fail to complete the mission.
Hidden treasures can be found inside corpses, chests, ashes etc.
Enemies and Mission rewards
The same as in Assault
Let's have a look on the last mission type:
This mission type will have always a fixed objective: “disable traps”.
By looking at the image you can easily understand that there are no enemies, but this doesn't mean that when the player activates/disables a trap they won't appear.
To disable a trap, a player has to solve little enigmas (in Soul Reaver 1 style – just to be clear on how I ment these enigmas to be – but much much easier to solve) or he/she must activate and then destroy them (much like the one in the Cathedral where when you click on the chest a lot of skeletons appear).
Everytime a trap is disabled/destroyed it will drop something. “That something” is what it is listed in this point.
Enemies and Mission rewards
The same as in Assault and in Race against time.
Now that the player knows what type of missions and rewards he/she can get, he/she has only to decide where to go:
Once the player has completed that mission (note how the portal is now grey-colored):
he/she has only to choose another one:
and so on.
➢ Q&A AND ACHIEVEMENTS
Q. What does the player have to do once he/she has the map of the burning hells portals open?
A. As I wrote above, the player has just to mouse-over over a portal to choose which mission he/she wants to do and once he/she decided he/she has just to click on that portal and the click “accept”.
Q. What would happen if a player relogs into the game after he/she got a disconnection while he/she was doing a mission?
A. As I wrote above, the position of the portals changes on every game session.
However if the player gets a disconnection or has to log-out, the mission will remain active and when the player steps back into the game he/she will see a town portal that leads to area of that mission.
Of course, if the player was doing a Race against time mission type that mission would get cancelled if too much time has passed between the disconnection and the relog.
Another thing: the Burning Hells portal of that mission will remain active, visible and will stay on the same position as it was before the relog. When the mission is completed that portal will grey-out and be disabled like all others. This is to clarify in case you had some doubts if there could be a case where a player could get more than 10 portals open at once in a single game session.
Q. Aren't there going to be any monsters in the Enigma missions?
A. Enigma mission type is like the other two, so the player might have to fight against monsters. That image was just an example to let you see that you could get an empty map and a “relative safe” area (however, monsters can spawn from traps!)
Q. In the Race against time mission type the player could just skip the mission rewards and just look for hidden treasures! Didn't you think about it?
A. In this mission type the rewards must be balanced in a way so the player MUST choose what he/she really wants to do: fail the mission and look for treasures or complete the mission and leave the treasures?
Q. Is there any achievement for the Burning Hells Portals?
A. Yes, here's a couple:
P.S. Enigma missions might not be very “Diablo” like, but I think that something different might help this game to become a real success. Also you can have a mission that is a mix of all three... well.. the combinations can be many... it's just a matter of immagination I guess.
P.P.S. “Missions” can be renamed to “Quests” of course
If you would like to check my other ideas you can click on the link below:
That is an index of all my ideas for Diablo3, but unfortunately they are all in Italian.
Reintroduction of the Talisman
The Burning Hells Portals
by Edriel - an italian fan of the Diablo series
Aug 18, 2012Posted in: Diablo III General Discussion
Oh? i sure haven't read the full notes that describes all all the changes, mind linking them?Quote from coldone22
Well you all have read the notes so I wont go into details.
However most of these fixes are easy and small ones that could have been done within the first week or two,
Balancing all the classes within 1-2 weeks after release? are you new to gaming?
Jul 11, 2012Incidentally all these "D2 lasted 11 years" arguments are kind of ridiculous. I remember playing D2 for 3 years plus? Wasn't really counting. And in that time absolutely everyone I knew who played it stopped, I made new friends then they stopped, then I made new friends... VERY few people actually played it for anything remotely like 11 years. And logging in every now and then to refresh your toons or go on a couple of Baal runs before getting bored and leaving again doesn't count.Posted in: Diablo III General Discussion
D2 didn't "last" 11 years for the vast majority of players. People came and went in that time, the only thing you can accurately say is that Blizzard kept the servers running for 11 years. And remember this isn't an MMO, it's free to play - hell I still boot up TIE Fighter when the mood strikes me, so did that game "last" 18 years?
May 30, 2012I know this has been posted 100x, but this is my first thread and I wanted to create something special, and I've just recently found this really obvious farming spot in act 2, but its just so convenient, and easy, for me at least, that I needed to post it. I make youtube videos for diablo 3 to try any help people out, more specifically people in inferno, I hope this will help some people get that edge they need to make some real progress, thanks everyone that checks this out, if you like it spread the word, and please, enjoy it ! If this helps you out, please bump for more exposure.Posted in: Diablo III General Discussion
May 22, 2012Ok, so me and my group got to ac4 inferno now and been struggling with the tanking issue alot. Most grps in act3-4 are just suicide running bosses and not killing champs/elites.Posted in: Diablo III General Discussion
We are, kinda... slowly....
The problem is that the only way of proprely tanking is to focusing EVERY single stats in tanking stats,
For a Barb,
Vit + All resists + Str
for a Monk
Vit + All resists + Specific Resist + Dex
Rare items can have up to 6 random stats (best ones and rare) and having all the random stats be high is almost impossible to find.
For tanking you also need both the monk AND the barb in a group because they synergize. Barb bring 50% armor/resist boost to all, Which helps high stacking ALL+Specific Resist Monks alot
Monks bring Mantra of Healing boon of protection which helps High HP barb and themselves live. They also have some utility skills like group ignore pain and group serenity to help get back up from bursts.
The barb will have an extremly easy time tanking as long as the monk is up and spamming Mantra, if he avoids lazers and desecrations. The Monk will still have a hard time living and can get bursted down fast and get unlucky, if he does, the barb is likely to follow in his death.
That leaves 2 DPS in your game. I have no experience with WD at all so I cannot comment on them. Demon Hunters can get some high single target DPS with OK AOE dmg and can live pretty good. Wizards have the BEST aoe dmg AND the best single target damage WITH Archon up which means they are perfect for bringing down the champs/elites.
A perfect group setup for act3-4 inferno is Barb+Monk+Wiz+Wiz. The group utility is very high but even with the best tanking gear currently available the tanks are not unkillable. The normal mobs won't be a problem, Elites/Champs will most likely be chain killing you alot but a decent amount of combos will be possible and for the others you need to seperate them and take them down 1 at a time while one of your tanks is running around kiting the rest of the pack to keep em busy.
My thoughts on the game design :
Barbs and Monks being forced to go pure survival and killing normal mobs slower than a wizard killing a boss is just a bad idea of a game. Leveling up on normal mode barb and monks have a good feeling of killing and doing great damage and loving the game, this changes slowly as progression goes on and when you enter inferno act2+ the idea of dpsing is just completly out of the picture...
The game itself (Quest/Bosses) on inferno are a joke compared to the champs/elites. From what I understand, this is blizz game design and they are fine with that. However the only way to make the game hard in their design is to make champs/elites extremely hard hitting and anti-melee so that they cannot be tanked in place for long period of times. But this system only leads to extreme kiting/seperation of packs in order to kill one and then reseting the fight to kill another until they are all dead. That is not what I call hard, it is plain annoying and a chore to do, and not only that but extremely boring to play tanks as there is no damage output coming from them.
I beleive that blizz should redesign the entire inferno mode.
Anyway for those interested in my group's stats, here is an approximate:
Barb - 80khp, ~700resists
Monk - 60khp, ~1k resists
Wiz - 70kdps
DH - 35kdps
May 20, 2012Our group of 3 people killed diablo in hell on hardcore tonigth.Posted in: Diablo III General Discussion
We did it on europe server.
Dev - monk
Arne - barb
Chris - demon hunter
We frapsed it, and here is link:
May 11, 2012Ok, since i was not able to find any topic so far I decided to start one.Posted in: Diablo III General Discussion
I will color code the name of traits by difficult based on my opinion.
Blue - Cool, nothing special here.
Yellow - Ok, watch out. We got a Badass round here!
Red - Run, run for your life...
Green - Depends on other traits, your build etc...
This is the list of traits i was able to read from the pictures of strategy guide i found over at the http://diablo.incgam.../cat/662/page/3.
Here it goes...
I grouped traits based on what type of monster can have it (Champion/Elite/Elites Minions)
Avenger - Group with this traits gains a stacking damage output buff when ever you kill one of its member's, so if you kill them one by one you will end up with one bad ass mother fucker.
Fire Chains - Group with this trait will spawn chains of fire connecting its member, and thous chains will deal periodic fire damage if your standing too close or running trough them.
Health Link - Group with this trait will pretty much have a shared health total. When ever you damage one of them, the damage will get evenly distributed among all group members.
?Thorns - Cant really reed this page so I'l go and make an assumption it will work like some form of a damage return for melee attacks against the monster (not shure its Champion specific ether, but it looks like it and fits in to the balance of number of traits between monster types)
Waller - This trait is going to make sections of impassable walls that will cut of sections of the map for you preventing escape/kiting/charging. Nasty for ranged, not so much for melee or if you have mobility spells.
Vortex - This one will let the monster pull you from distance to melee, possibly spelling doom for ranged characters.
*Desecration - Shared trait for Champions and Elites (not minions), they will spawn desecrated areas on the ground that will do periodic damage to you if you stand on it.
Horde (hidden trait) - Elite spawns with three additional minions
Invulnerable Minions - Minions of this elite will be immune to all forms of damage. Only way to kill them is to kill their elite (witch in turn gets 50% extra health)
So many opportunity's to get you fucked up, lots of other traits will work horrificley (for you) in combination with this one.
Missile Dampening - Elite with this trait exerts an area around it that has a visual effect of wizards slow time spell and slows all ranged attacks inside the area by 50%
Shielding - Elite with this trait will periodicley make itself and all of its minions immune to all forms of damage for a short period of time
?Nightmareish - Elite with this trait will fear you with basic attacks. (I'm pretty shure i saw champion packs with this trait in beta, can any one confirm this?) Depending on how the ability triggers I'm guessing melees are going to dread certain combinations of traits inclouding this one.
*Desecration - check Champion section above.
Fast - Monsters with this trait will run 50%, attack 20% and cast 10% faster.
Extra Health - This trait gives the monster 150% extra health.
Illusionist - In my opinion, the most dangerous trait in the game. When ever you damage the monster with this trait it has a chance to create two clones of itself, clones have full damage/health/traits of the original monster except they cant create clones. Clones award no XP or loot.
Knock-back - Just what you thought... :-P
On another note, works only with melee attacks.
Jailer - Each attack from monster with this trait has a 25% to immobilise you for a short period of time.
Mortar - Monster with this trait tosses a volley of 3 fiery bombs at you every 4-5 sec's. Meh if you are a built will lots of mobility, a bit trickey for turret casters.
Teleporter - This trait allows the monster to teleport around the map when you chase them or run away from them.
?Vampiric - Another trait im unable to read right, but im guessing it will work as some sort of health leeching.
-"Enchanted Traits" - All monster with one of thees traits will deal and be resistant to corresponding for of energy.
Arcane Enchanted - Spawns an orb of arcane energy that will project a beam in a random direction that will rotate for a few second's. Crossing the beam or the orb will damage you.
Frozen - Every basic attack hit from monster with this trait will impose a cumulative 50% penalty to movement speed. When killed monster will explode dealing cold damage divided among all enemy's in the radius.
Molten - Molten monsters will spawn pool's of lava on the ground when they move, standing in thous pools will damage you. Elite and champion monsters with this trait explode dealing fire damage when they are killed.
Electrified - Monsters with this trait gain an ability to retaliate with arcs of electricity when ever you hit them.
?Plagued - Again low quality page, from what i was able to see they have damage aura doing poison damage when you are too close as well as bursting for poison damage when you kill them. There is one more ability i was not able to discern, so help is welcome.
Edit: Thanks to Kagekaze for filling in the blanks, and providing constructive thoughts!
- To post a comment, please login or register a new account.