View Full Version : Ideas for New Classes
Obviously, for any RPG, one of the most important factors are the classes a player can choose from. Since they are so important, I thought it would be a nice idea to separate this subject from the main 'What would you like to see?'-threads.
In Diablo II classic, we enjoyed:
- Amazon, female missile/melee
- Necromancer, male summoner/caster
- Sorceress, female caster
- Paladin, male melee/caster
- Barbarian, male melee(/missile, though flying axes aren't really used)
In the expansion, we enjoyed:
- Druid, male caster/summoner/melee
- Assassin, female melee/summoner
In total
Melee: 5x
Caster: 4x
Summoner: 3x
Missile: 1.5x
Female: 3x
Male: 4x
So, which class was missing here? What would you like to see?
It looks like missile is not represented enough and we could use another female.
My own idea: The Raider
Think Indiana Jones meets Tomb Raider meets Han Solo meets Boba Fett; a bountyhunter. He's not in it to save the world or mankind, he only seeks loot he can sell for a nice profit. His weapon: A lasso or a whip or a net. Skills include ensaring enemies, rendering them powerless, powerwhip or something like that. Passive skills can be used to increase MF/GF or "guarantee" a certain number of elite items from bosses/superuniques/uniques/champions.
Dont forget these...
Diablo:
Warrior, Rogue, and Sorcerer
Hellfire:
Monk and Blood Wizard
Hopefully, there won't be any gender-specific classes this time around.
And I'm not too sure if I would want Diablo III to have a large roster of classes. My reasoning behind this is that they would most likely overlap each other's in-game roles and play-styles -- which would create class imbalance issues, as well as annoyed players within the community.
I think Blizzard should keep it simple: a melee class, a missile/bow class, a caster class and a pet class. When looking back at my list, I can see that Blizzard got it right the first time with Diablo II.
I'm getting kinda sick of the typical tank melee char, fragile overpowered mage, and dodging projectile weapon user triad that every game seems to have.
Two ideas I've never quite seen in any RPG:
A healer that heals by attacking his allies. Has a variety of weapons and attack skills to do this with, all with different pros and cons. Imagine whirlwinding through your party.
Also, a "tamer" class. A tamer could have one minion at a time, and a several to choose from, that's one skill tree. Another skill tree is buffs for the minion, further allowing you to specialize it. A third tree would be debuffs to cast on enemies. The tamer would use a whip as a weapon, allowing them to stand a good distance away from their minion.
Your tamer strikes an odd resemblance to druids and necromancers, which are D2's summoners. The whip is a nice touch though.
I've wondered quite a bit why D2 doesn't have any healing spells, healer class seems nice to me. I guess the healer also needs to be able to instanly cure curses like IM and thaw/antidote people... That would make him even more useful.
Stevinator
12-04-2008, 06:47
it has them, but no one uses them. the pally has a few healing spells.
I'd like to see a more flexible skill tree. classes that aren't gender specific (like necromancer chic, she'd be all moody, and whoop butt, like raven from teen titans). Anyway, all skills should be available to you player and they should change appearance as they get deeper into specific skill trees. get into dark magic, and you get more and more gothic, get into physical skills, get more buff, etc.
I'd also like the ability to zoom in and out, and occasionally move the camera to peek down long halls. there were times in D2 that the battlefield seemed much larger than my screen and it was mildly unrealistic that I couldn't see more than 10-20 yards in any direction.
Spiritclaw
12-04-2008, 18:26
I'd like to see more customization of abilities. Sort of like the original Diablo where players could learn any spell as long as they had the proper stats for it.
There should be some skills that are for specific classes, then others that any class can use. I'd also like to see more abilities in general.
All of this would allow more choice when it comes to making a character. Yes there is some degree of customization now, but when it comes down to it, most people have the same few builds as everyone else for their serious gaming. Then a few others for just playin around for fun.
eviscerator
12-04-2008, 18:46
I would like to see a nice mage class with healing spells, but uses some attacks like "dark" magic. I think that'd be pretty pimp but would probably end up being overpowered.
Something that would be extremely nice is a challenging PvM.
Something that would be extremely nice is a challenging PvM.
Stop using dupewords and your hammerdin/sorc and try out hell with a barb, sin, or druid.
Stop using dupewords and your hammerdin/sorc and try out hell with a barb, sin, or druid.
hell poses no thread for a good geared/skilled/statted baba, sin or dudu :wink3:
MyDireLife
13-04-2008, 00:43
How about a "Pirate" Class?
Skill trees would be something like...
Theft
Steal: Has a chance to steal an item from an enemy.
Mug: Deals damage, while having the chance to steal from an enemy.
Absorb: Takes the power that some unqiues have, like, "Extra Strong"
"Physical Imune" "Extra Fast"
Water
Her being a pirate, she should be able to munipulate water right?
Water Shield: Nice huh? Maybe something like.... A barrier of water that slows
the kentic force of an incoming spell/projectile, or even a
Melee wep, reducing the over-all damage inflicted?
Typhoon/Water Spout: Meh, kinda like a druid but ya know where im goin...
Flood: Soaks the ground in water reducing the speed of enemies?
Summon's
She should be able to summon her fellow pirate ghosts/sea creature
ghosts right?
Pirate: Summons her fellow pirate ghosts to battle.
Jelly Fish: Emits a eletric charge that increases the casting time of enemies?
Pirate Ships: Summones a ghost ship that barrages the enemy with
cannonballs?
MyDireLife, I think your pirate class is great!
Harrr, my name is Guybrush Threepwood and I want to be a pirate.
It isn't even out of sorts with the D2 medieval setting.
Thrandir
13-04-2008, 03:19
I'm always hoping for a blademaster class. Not just another melee tank, no. If he just tried to tank a barb or pally with one skill, he'd die. But it would be cool to devise his skill trees so that, when using many different moves (No, not just charge-up/finishing stuff), he'd become a potent PvM or PvP char. I'd be hard pressed to come up with examples that would work with D2 gameplay, but I'd say it's worth some thought and would be a blast to play.
They could also expend on the assassin class and throw in some samurai/ninja, because there are a lot of eastern weapons (katana/nunchuks/bo/etc..) that could be introduced this way.
SmittySixTen
13-04-2008, 06:24
I always thought that there should have been a class devoted to being a real melee sorc, not just one friggin skill on one character class.
One tree would upgrade your weapon. Obvious examples would be adding leech, increasing damage, and adding elemental damage. However, I've always thought it'd be cool to have skills that also increased your weapon range and base weapon speed. Some skills could be aura-like, while others acted as prebuffs.
The second tree would consist of skills that enhanced your armor. Obvious skills would increase your total defense, or chance of blocking. However, again, I think skills that increase block rate and hit recovery would be pretty darn cool.
The third tree would act like the Barbarian masteries tree. However, instead of enhanced physical damage and AR, It would grant elemental damage when using a specific type of weapon (element determined by type of weapon), or resistances/damage reduction when using a specific type of armor, which would be determined by the type of armor.
It would take a lot of fine tuning, but if Blizzard could make it balanced I think it'd be a pretty fun class to mess around with.
I think the druid summons and spells should be particular to where you are. For example in the desert you would have Sandstorm and Dust Devil, and maybe you could summon a Water Sprite when standing near a river, it would spit Magic Water Globules at your enemy
Thrandir
13-04-2008, 23:18
That would be awesome. Environmental effects. No Blizzard/Meteor/thunderstorm allowed underground!!! Cold damage x2 in act 5, fire x2 in act4. Paladin skills stronger at day, necro's stronger at night...
SmittySixTen
13-04-2008, 23:24
Well, if we're talking about changing current skills, then I think assassin traps shouldn't be as visible as they are to other players. It's not really much of a trap if you know exactly where it is.
sethyboy
14-04-2008, 02:56
That would be awesome. Environmental effects. No Blizzard/Meteor/thunderstorm allowed underground!!! Cold damage x2 in act 5, fire x2 in act4. Paladin skills stronger at day, necro's stronger at night...
Heal those fire immunes twice as fast!
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How's about more skill points in general, and weaker skills, so people can have more options about skills.
Or things like mixing skills, like casting fire golem on a clay golem makes a lava golem, or something like casting blizzard and meteor creates rain of comets, which would be like fire and ice damage with an explosion.
I like the idea of several classes working actively together to synergize each other.
Would be hard to implement though.
LouisLeGros
14-04-2008, 04:39
You know the April fool's day Bard hero class for WoW? Make that a class for Diablo 3.
obiwansbane
14-04-2008, 04:48
I think we should all start out as one character, male or female.. and from there we can morph into whatever we wish... to become truly powerful you pick one thing and stick with it, but you can also meddle with a little bit of everything and become kind of like a jack of all trades and survive through adaptability...
then you can pay some crazy amount of money to reset ure stats, thus eliminating the need to relevel your character all over again or rerolling your character because you messed up a skill point placement
yellowguy
14-04-2008, 04:52
instead of having a human class(male/female) why not a monster class haha orcs? trees? :P kinda going off LOTR
Thrandir
14-04-2008, 06:29
Oh, if we're straying into other worlds, then...
Prior class.
Skills:
-Telekinetic blast
-Telekinetic hold
-Telekinetic choke (hold + choke = PvPwn.)
-Plague
-Block bullets/staff blasts (uh...arrows/spells.)
-Heal
-Resurrect (handy for multiplayer in HC)
Hallowed are the Ori. xD
u just need an anti-prior device to defeat him..
I would love the fact if each Class had a male/female option.
How about some sort of "vengeful spirit" class? Surely some innocent in DI/DII is pissed that he/she was mercilessly slaughtered by a little nasty critter.
Even better, why not make it a hidden class? After your level 80+ HC character dies you're able to select the Vengeful Spirit character once. It'd deffinitly add some element of intrigue after your little guy gets smooshed due to lag or some unknown factor.
Great passive abilities right off the bat... Physical Reduction +2% per level added to skill (capped at 50%), Magic Reduction +2% per level (capped at 50%), Possesion - Chance to take over an enemy +.5% per level for a durration of 180 seconds (capped at 25% - doesnt work on other players)
There had better be a bow wielding character, that's all I can say. Call it... let's see...an Amazon. Yeah, how 'bout that?
Gandolph
14-04-2008, 20:08
I would love the fact if each Class had a male/female option.
I was thinking the same thing. Make gender specific attributes (males get more strength, while females get more dex). It would alter gear and skill selection accordingly.
Also, improve merc AI and usefulness. I'm sure they will probably (hopefully) have different mercs than dii, but they should be better suited for use in hell. Maybe have a merc specific set or one that they can take advantage of. Perhaps there could be merc-only items or runewords.
I also liked the Monk from Hellfire with his ability to fight bareknuckle and even get better AC without armor. It would make it challenging to decide whether to go with no armor vs. using something as versatile as Enigma. Hopefully, there won't be any overpowered runewords like Enigma or HotO in the next gen.
mince pies
15-04-2008, 01:32
Assassin, female melee/summoner
Sorry, but I don't think being able to summon one thing at a time qualifies you as a summoning class.
On another note, what I'd like to see in DIII regarding more classes/skills are skill trees that are specific to only one class, for example, giving a hammerdin enigma grossly overpowers them. The only skills that should be available to other classes are the charges that are found on items.
Regarding the classes, I'd like to see at least ten classes in DIII (including the ones from DII:LoD) so ideally, three new classes minimum, and for all chars to have a much larger skill tree, which would make for very interesting PvP matches. I'd also like to see the development of chars different weaknesses and strengths in a lot more depth, so for example, a Necromancer specialised in the B&P tree maybe be strongly resistant to other forms of magic but very vulnerable to physical attacks and vice versa. Another thing I'd like to see (probably will never happen) is to have no level cap, or a very high one like 1000. There are a lot more things I'd like to see in DIII but time waits for no man :smile:
On another note, if DIII is made in the form of an MMORPG then I'd like to see it keep the traditional Diablo feel like in DI rather than be more kiddy like WoW is.
In calling the assassin a summoner I didn't mean the shadow girl, but rather the traps. I originally put 'caster' first, but felt summoner was more appropriate for traps.
I agree with you on the Diablo vs WoW issue.
I love the darkness of Diablo, how angels are corrupted and heroes fall. WoW on the other hand is such a comicbook compared to D2.
mince pies
15-04-2008, 02:06
In calling the assassin a summoner I didn't mean the shadow girl, but rather the traps. I originally put 'caster' first, but felt summoner was more appropriate for traps.
Ah, my mistake then, sorry :smile: 'tis not often I apologise, so make the most of it :tongue:
One more thing I forgot to add is that I hope they don't make it in first person view because I can't stand it
Michael Nuggets
15-04-2008, 17:43
i liked how dungeon siege 2 let you choose your race and your class seperately also the fact that you could become 2 classes or even 4 and have skills from all the trees but theyd be weakish
id also like to be able to choose which side to play on like good or evil and each faction Good/EVIL had there own classes and races
the races could be like the angels finally get into the fight so do the demons and then we have like the normal humans on both sides the evil side could have Lich's
the good side could have Saints or something you know
i think that would be cool
druid or similar class should have a charm skill that works on animals. This would have two components, one, that if fully effective the animal would convert to your side an become a minion, or two, the evil influence would be driven out of the animal and it would become neutral or run away.
Bloodedmayhem
15-04-2008, 23:09
"Ideas for new classes" hmm a tricky one. I think that they should evolve the ones they have maybe? Make the soso abit taller? Put the barbs on a diet? ;)
Nah, if i could pick i would want -
--Dark Priest--
Main skills, Dark magic. Not like a necromancer. He would use the power of life and turn it to death to kill his enemies.
--Arch-angel--
Yep! I think they should let us play as an arch-angel!
--Demons--
Why not, Diablo NEVER said that we could only play as the good guys. We have so far but time for change maybe? POWER OF EVIL!
BK,
Ya know there are 2 things that never sat right with me...
1. The 'n3xt poweh lvl!!1' cliche. What I'm talking about is gone are the warrior, rogue, and mage of the original Diablo. Instead you get barbarian, amazon, and sorceress. I guess fighting your way to the depths of hell to defeat Diablo isn't proof enough of your abilities. :rolleyes:
2. Places like the Dark Woods don't really feel a wooded area. Put in more trees, and put in some foliage that makes it harder to see and get around. What does this have to do with classes? Well I thought it may be cool if say the amazon/assassin had good tracking abilities for these areas, and the amazons/assassins would have skills at hiding, setting up traps, etc.
As for a new class, well, we have cube recipes, and we have the infamous potion thrower build. Why not an alchemist class? Have recipes for making items, special potions, and for extra fun throwing certain potions combinations at a monster/player have new effects. You hit somebody with a decrepify potion, then an amplify damage potion, and they are overridden by a new effect that drains their health when they move.
How about:
Soldier of Fortune.
Futuristic build sent from the future to destroy Diablo in the past.
Weapons: M-16, Grenades, Rocket Launcher, Pistol.
Skills: Tank, Helicopter, Jeep.
Haha, oddjob, nice one. :)
The good vs bad is an interesting concept, but may prove hard to implement. Obviously you can't have a party of good and bads or have a game where the only goal is to PK the other party, could be nice separate PVP option though.
In my opinion, there would have to be two different storylines for each side (or more for each char) and two different gametypes. Goods would only be able to join good games, pummeling the Prime Evils once again. Bads would aid the prime evils defeating arch angels like Tyrael.
SHINOBIPANDA
16-04-2008, 08:22
MyDireLife, I think your pirate class is great!
Harrr, my name is Guybrush Threepwood and I want to be a pirate.
It isn't even out of sorts with the D2 medieval setting.
in my mind meshif was a pirate:smiley:
The Son Of Disaster
16-04-2008, 09:52
Something I thought would be cool but extremly hard to implement would be calvary class. Or just horses in general.
Also better use of terrain in PvP and PvM being able to find a hiding place and fire arrows from cover or hiding around corners etc would be great albeit hard unless in 1st person which is ew.
I like the alchemist idea, wouldnt necessarily need a cube or actual potion items, could just have chem skills or something to that effect perhaps.
Assassins if brought back could be more of knife specialists or throwing knife specialists. And i definately hope zons have a physical jav throw skill if they return.
MyDireLife
16-04-2008, 15:09
Alot of people are just twisting the classes that are already made(including me.)
Be original people!
oFrostyo
16-04-2008, 21:36
Yoda Class:
Skills
Backwards/Wismodic Taunt
Double Flip
Posion Enchant
Shrink
From my favorite RPG, ADOM, you pick from a variety of races M/F:
Lawful - High elf, Dwarf, Hurthling
Neutral- Human, gray elf, Gnome, Drakeling
Chaotic-Troll, Dark elf, Orc
Each has their own race specific buffs: Orcs see well in dark, Drakelings spit acid at cost of hunger, hurthlings are adept at throwing, etc...
From there one can choose a class: Fighter, Ranger, Assassin, Priest, Monk, Weaponsmith, Merchant, Mindcrafter, Druid, Elementalist, Paladin, Thief, Wizard, Bard, Healer, Archer, Famer, Barbarian, Necromancer, and Beastfighter.
Each class, at certain player levels, learn class-specific skills. Paladins can cure sickness or zombie ailments at higher levels, while merchants obtain large discounts in shops.
Aside from the obvious skills, there are global skills available, but they are nearly impossible to find and largely depend on which race/class combination you choose. High-elven archers start with professional archery skills, while Trollish-merchants start with no archery modifiers.
Any race can be any class in this game, but different combinations produce totally different styles. A High elven paladin is very different from an Orcish paladin for example. Trollish wizards or gnomish barbarians are interesting fighting styles.
If any of you are familiar with some of the Korean MMORPGs, you will know that every player has the option to set up shop and sell loot for any price, creating an economy (Diablo could use this).
Perhaps Diablo3 could deploy a Class-tree, whereas a base class is picked and then defined as they progress. Not like fire/light/ice sorcs but sorcs that evolve into necromancy, wizardry, or elementalism.
jasonmazzy
17-04-2008, 01:52
I want classes and characters. I mean stone giants, minotaurs, centaurs, humans dwarves, orcs etc, and then U pick ur class and the option to be a bad guy helping diablo's plan, or a good guy helping to thwart it. and definately a cleric class/ I think the classes should be:
pure warrior, magic weilding warrior, ranger, cleric, monk, wizard/sorc, necro, druid(or make it a summoning ranger), thief/assasin, maybe something else I'm not thinking about now.
Angel, demon, human for races... ninja, forget the assassin...mage, have telekenesis have its own tree and just make it magic damage...make the necromancer cooler...monk would be awsome...have race specific classes...Demonologist, summons demons to aide it...fallen paladin...Pyromancer...Beserker...Lich...have to get back to the other races another time...
mince pies
17-04-2008, 02:44
I want classes and characters. I mean stone giants, minotaurs, centaurs, humans dwarves, orcs etc
Doesn't really sound very Diabloey to me. Blizzard need to create (ideally) five new classes but keep within the realms of the Diablo universe, so creatures like orcs and dwarves, etc. would be null. A bit of originality wouldn't go amiss either ^^
NateTheBassGuy
17-04-2008, 18:19
I know this isn't very realistic, but it would be cool if they developed monster classes.
As backstory: some peon of Diablo's army realizes the prime evils are about to fall and defects to the "winning" team, builds a connection to the good guys and starts fighting for the forces of justice.
Imagine being able to play as a Gloam, or Moon Lord, or even a Corpse Spitter.
It would open up an interesting ball of wax... certain classes (skeletons(?), etc...) would be able to use equipment, but others would have to rely on their natural abiliities. You could even throw in side-quests where when you arrive at new towns, the townsfolk are obviously distrustful of you and you have to win their respect to be able to enter their town... or something like that. The possibilities would be endless!
BoxCarWillie
17-04-2008, 18:24
i like the whole good verses evil idea (i do beleive they have it implimented in WoW)
they have separete games but there are special duel games that are good vs evil
my thoughts on classes
Undead General Class
its kind like the necro mancer as it raises undead minions, horsemen (minions on horses, faster pack a bit more umph. then can raise special monster like urdars into trolls or ogres.
second tree could be sumon cannons or catapults for a limited time like hydra
elves. bow specialties but also have healing abilities
shoalin monks - kitana tree, stealth tree
elementals, you start as an open elemental, you can use and manipulete any element, as you invest more into a specific element you colour gets darker into that colour, you invest in 2 you are a mixe of those 2 colours, if your 3 you become darker and darker grey.
and several more ontop of that
I don't know, I always felt the idea of choosing to be an angel or a demon to be a bit too much for Diablo III.
as for some more original ideas:
Make a class in which lady luck plays a heavy hand. This would at first thought be like a jester or a gambler, but we all know that wouldn't fit into the Diablo universe.
Cadaver - They would be able to augment their body with limbs from dead bodies. This however may work better as a new necro skill tree.
Surgeon - A bit like the cadaver idea, except he's able to it himself. Maybe he'd even be able to give himself more stat points and rearrange them. Also I'm not talking a modern day surgeon. I'm talking the old style surgeons.
Diablo 1 Mage - Yep. The sorceresses are pure elemental builds, however the original mages were more like a combination of sorcs and necros. Give them some odd spells that are 'impure' compared to elemental spells. Oh, and bring back the original elemental ;)
Guardian - A class that specializes in defending itself first and attacking second, and gives retribution when attacked (a bit like iron maiden). Another idea is that his defense and attacks would be balanced by his speed, where the slower he moves the more defense and damage he has. You may be able to also give the choice to slow down for the extra power, but there may have to be some transitional time to keep people from just running up and switching instantly.
Machinist - Able to build summons, weapons, area effect devices, etc. The problems would be that this may be too much and just not fit in right, and *could* be too much like the alchemist.
Also would love to see the original rogues brought back.
jakotaco
17-04-2008, 21:41
I'd love to see the monk again, unarmed fighting and mental powers. Being efficent without any weapon might maybe make it a cheap starter class?
Time to make a suggstion of my own.
Ritualist Class: A spellcaster specialised in more advanced magic, while lacking the instant destruction spells of a sorceress a skilled ritualist can defeat anything if well prepared.
One Tree can be the cration of stationary wards and magic runes affecting anyone in the area, either with powerful buffs/debuffs. Or maybe a magic rune that grows in power until it explodes in a cascade of magic and death.
Another tree can be channeling spells, focusing your magic to an enemy or a foe while disabling any other actions from yourself. To balance this out and make the players willing to sacrifice this they need to be very powerful. Channeling summons of great power or using it as a great party tool, a specialised channeler should be able to beef up an allied player to be strong as three unboosted players. Maybe even make certain rituals dependant on multiple ritualist channeling their power together?
And maybe the last tree (unless they add more trees per class) could be some ordinary spells, while not as powerful as the sorceress class they should allow some simple defense and offense while on the move.
Maybe some of the top tier spells of this tree can require another ritualist channeling magic power, and if there are such spells they should be truly devastating. Earthquakes, Thunderstorms, Meteor Showers and overall mayhem.
Jaquiezz
17-04-2008, 21:54
D3 needs no new classes. If balanced correctly, the seven existing classes cover the spectrum of classes- almost every alternative class mentioned is just an offshoot of one of the seven.
Honestly in a 3D environment with less spammable spells, playing the classes we all know so well will be a completely different experience.
What does D3 really need? It needs professions like those in WoW, it needs guilds and factions to really mix things up. There is plenty of spell/character diversity already, but there isn't that much to do in game, just many ways to do it. Many ways to mf the same spots, any many characters to achieve the same effects.
IntellectSucks
17-04-2008, 22:44
I think we should all start out as one character, male or female.. and from there we can morph into whatever we wish... to become truly powerful you pick one thing and stick with it, but you can also meddle with a little bit of everything and become kind of like a jack of all trades and survive through adaptability...
Best idea EVER!!! Something like every five levels would open up a certain group of skill trees to distribute your points. Imagine how many awesome combos would result if you could do that with just the chars from D2. A summoner from levels 1-5 then a sorc from levels 6-10.
mince pies
17-04-2008, 23:48
I'd also like to see combination spells, maybe even able to invent your own spells. That would be sweet ^^
the LAST thing D3 needs is profesions. I don't want to waste time mining and fishing and doing stupid crap, I want to go kill stuff.
Some class with a lot of mental skills.
Telekinetic tree:
Push
Pull
Hold
Crush
Psychic tree:
Confuse - reduce an enemies attack rating
Illusion - create something for the monsters to go after...possibly disappearing when they first attack it
Disappear - become totally invisible to attackers while not moving
Control - take over a monster's mind and control them until they die (along with this I would like to see at least some basic controls of minion AI like selecting their target to attack, retreat, or select a target to defend)
Passive:
Concentration - sorta like warmth
Dodge - predict enemy attacks and avoid them (should work against melee and elemental attacks)
Focus - increases attack rating
Jaquiezz
18-04-2008, 00:38
Prion, you have a weak understanding of professions. You don't have to have one (at least, be good at it) to reach the top, they are simply another facet of gameplay and another way to get rich. While you may enjoy endlessly slaughtering demons, many enjoy gathering the correct ingredients/pieces for their profession- much along the same lines of crafting, just taken to a completely new level.
I like this question. I started thinking about what I like about diablo gameplay, and tried to fit the characters into what I enjoyed. Primarily, I like two things: finding/obtaining items and killing stuff. Everything else is more or less noise. Even still, I really like how you progress from struggling to one hit monsters with very few hitpoints in normal to wiping out packs at a time in hell. I also like how there can be different styles of playing such as passive like a summoner, an active meleer like asmiter or a barb, or a wipe em out caster like a LF zon or a blizz sorc.
Playing upon these themes, I realize huge damage is fun. However, I also think that some sort of hybrid caster/meleer would be the best. Characters that could employ two seemingly different skills at the same time would be the most fun in my opinion.
I'd most like to see:
Ninja/Samurai - A glass cannon with a sword. Overpowered, fast attack in exchange for limited defense. Have additional skills of turn invisible, touch of death, and fake death (Imagine pvp if you pnw3d some noob, saw him laing on the ground and went to take his gold, only have him jump up and one hit kill you.). Have another skill tree of traditional martial art skills as well.
Desert Prince - Arabian master with huge health/stamina. Has sandstorm and quicksand attacks. Also blade skills tree, and class specific curvy swords. Basically, he could use quicksand to slow/kill enemies while he whips around with a melee sword attack that is powerful, but not too powerful to survive on it own.
Norseman/Viking - Big Thor style bad mo with huge class specific hammers to crush stuff. Have blinding light skill to blind everyone (PvP and PvM). Make it so he's just fragile enough to rely on blinding light to make it. Also, have another direction where he could become a drowned seaman come bak with pitchfork, nets and water attack (you could accentuate the skill tree with a couple sets that allow the transforation).
I'd also like to see the cross polinization of skills. Every class should have the choice to learn more or less every skill (keep a couple skills solely class specific if it makes other characters too powerful), but make them like 1/2 or 3/4 strength of the original class's skill.
In response to a lot of replies talking about crossing over skills, male/female etcetera, I just wanted to get this post out of my system. It deals with two games I often think about when I read your posts and I will give my opinion on the system that they use. If you want to try out a new way of character building and you haven't already tried these games, you might want to do so.
Titan Quest (~ Immortal Throne)
A great RPG set in ancient Greece which played much the same as Diablo. The developers even said they took a long hard look at Diablo, not a bad idea. While slaying minotaurs is certainly a lot of fun, the most innovating part was the skill system. There were 9 masteries to choose from: Rogue, Dream, Spirit, Defense, Hunting, Nature, Earth, Warfare and Storm and each mastery had it's own passive and active skills. The best part was you got to choose 2 masteries, so you had 72 different mastery combinations right off the bat. Of course you could go different ways within a mastery as well which meant in effect there were a gazillion different build types.
The Elder Scrolls IV: Oblivion
This well known RPG focuses more on choice. When you start the game you have to choose: Male/female, race and birthsign, all of which influenced your game experience. Every level you can choose between 15 or so attributes to increase. Very very detailed game.
If I had to choose which one I would want DIII to be like, I think I'd go with the Titan Quest way. I found the Elder Scrolls way a bit too complicated for my taste and this increased the fear of 'spending a stat point' wrong, whilst in TQ, hah, I didn't mention this already, you can even buy back skill points!
A character class I would like to see developed is that of an Alchemist. I know this has been mentioned before, but I think it could become a strong character if developed right. I would like to see a character who's skill tree would have something in the way of "Potions," "Tomes," and maybe "Transmutation."
Potions would be expanded beyond the 9 or so currently used by all players, and new potions would be crafted and used only by the Alchemist player. Potions could be created for consumption, to raise character skill levels, enhance defense/attack ratings either temporarily or permanently, strengthen resistances, or grant special abilities (burst of speed.) Potions could be weaponized, either as elemental attacks (freeze, electrical release, burn) or possible new attacks (cause sleep, turn to stone, acid, plague (spreads from monster to monster!)). Potions would also be created to change surrounding environment (defoliate, flare - light area and blind monsters). Alchemists would have special belts that could hold weapon potions; clicking or pushing the number on the belt would equip potion to be thrown. Also, Alchemists could double equip potions.
"Tomes" - skills would consist of acquiring or making scrolls of specific spells for single use, or multiple uses at higher levels (could be a passive skill). In the original Diablo, certain spells, like Firewall, were available as a scroll to anyone with some gold. In Diablo II, spells became character specific. An Alchemist could create and use spells the same as a Necromancer or Sorceress, although probably in a more limited way.
"Transmutations" would be the ability of the Alchemist to change items to gold, probably at a higher rate than trading it in town. This would be somewhat along the lines of like 33% more gold from monsters. In a multi-player game, this would allow an Alchemist to do a little profiteering, should other players sell their items to him.
I don't know, I always felt the idea of choosing to be an angel or a demon to be a bit too much for Diablo III.
as for some more original ideas:
Make a class in which lady luck plays a heavy hand. This would at first thought be like a jester or a gambler, but we all know that wouldn't fit into the Diablo universe.
Cadaver - They would be able to augment their body with limbs from dead bodies. This however may work better as a new necro skill tree.
Surgeon - A bit like the cadaver idea, except he's able to it himself. Maybe he'd even be able to give himself more stat points and rearrange them. Also I'm not talking a modern day surgeon. I'm talking the old style surgeons.
Diablo 1 Mage - Yep. The sorceresses are pure elemental builds, however the original mages were more like a combination of sorcs and necros. Give them some odd spells that are 'impure' compared to elemental spells. Oh, and bring back the original elemental ;)
Guardian - A class that specializes in defending itself first and attacking second, and gives retribution when attacked (a bit like iron maiden). Another idea is that his defense and attacks would be balanced by his speed, where the slower he moves the more defense and damage he has. You may be able to also give the choice to slow down for the extra power, but there may have to be some transitional time to keep people from just running up and switching instantly.
Machinist - Able to build summons, weapons, area effect devices, etc. The problems would be that this may be too much and just not fit in right, and *could* be too much like the alchemist.
Also would love to see the original rogues brought back.
I agree that some of the previous ideas are just silly for Diablo universe.
I also agree that there should be an original-Diablo-type mage, but since the original learned spells from tomes, perhaps a mage that can only learn skills from tomes found throughout the game.
I think medieval surgeon would fit in just fine. Leonardo da Vinci lived in the late medieval period and he did cut up a body or two with impressive skill.
Machinist --> weapon/armorsmith
phoenixhawk
18-04-2008, 07:16
A character class I would like to see developed is that of an Alchemist. I know this has been mentioned before, but I think it could become a strong character if developed right. I would like to see a character who's skill tree would have something in the way of "Potions," "Tomes," and maybe "Transmutation."
Potions would be expanded beyond the 9 or so currently used by all players, and new potions would be crafted and used only by the Alchemist player. Potions could be created for consumption, to raise character skill levels, enhance defense/attack ratings either temporarily or permanently, strengthen resistances, or grant special abilities (burst of speed.) Potions could be weaponized, either as elemental attacks (freeze, electrical release, burn) or possible new attacks (cause sleep, turn to stone, acid, plague (spreads from monster to monster!)). Potions would also be created to change surrounding environment (defoliate, flare - light area and blind monsters). Alchemists would have special belts that could hold weapon potions; clicking or pushing the number on the belt would equip potion to be thrown. Also, Alchemists could double equip potions.
"Tomes" - skills would consist of acquiring or making scrolls of specific spells for single use, or multiple uses at higher levels (could be a passive skill). In the original Diablo, certain spells, like Firewall, were available as a scroll to anyone with some gold. In Diablo II, spells became character specific. An Alchemist could create and use spells the same as a Necromancer or Sorceress, although probably in a more limited way.
"Transmutations" would be the ability of the Alchemist to change items to gold, probably at a higher rate than trading it in town. This would be somewhat along the lines of like 33% more gold from monsters. In a multi-player game, this would allow an Alchemist to do a little profiteering, should other players sell their items to him.
I think this is one of the best class ideas. We already have various scrolls and potions, so why not make more use of them? Almost no one uses the damage potions in d2. Most people also ignore antidote and thawing potions.
D3 could allow all classes the basic uses of scrolls and potions. Alchemists would be able to make better versions of these basic scrolls/potions and also create more advanced kinds. The other classes would be able to make some basic, limited use of these alchemist-created scrolls/potion, but only the alchemist would be able to take full advantage of them.
A lot of Alchemy could involve the Horadric Cube. Maybe make most of the current cube recipes available only to Alchemists.
One idea is to make scrolls that contain some spells from other classes. Now this sounds a lot like charges on items, which we already have. So we need something more to this idea. One possibility: Get rid of charges on found/shopped items; possibly allow alchemists to imbue charges on some items and also recharge items; maybe make this the only way to recharge; maybe make only a new, special item imbueable, e.g., scrolls/potions and some very-hard-to-find (quest?) imbue-able stick.
So that would be one way that a single class character can more easily combine and utilize skills from various other classes. Another totally different approach would be to make skill selection or skill trees more flexible somehow. Not sure both approaches would work well at the same time.
Skill trees for alchemists: Potion Alchemy, Scroll somethingsomething, and General Alchemy. Can't think of better names for now.
General Alchemy could include: skills that allow you to use scrolls/potions more effectively (although this could be placed in the other trees instead, but note that this is different from adding skillpoints to make potions/scrolls more inherently powerful for anyone who uses them).
Other things somewhat related to potions/scrolls: charms, jewels, and runes. So legit people complain how hard HR's are to find. The alchemist could make that easier. They could have special formulae that are more efficient at converting runes, but then everyone would only use alchemists to convert runes, which may not be so good. Maybe only allow alchemists to convert runes, or just make it require high skill levels for good conversion rate, so people would at least need a high-level alchemist. Alchemists could also slightly enhance existing charms and jewels; maybe imbue blank ones.
There's also socketing (Act 5 quest) and general imbuing (Charsi quest). The alchemist could make this more aviailable, but at a very high cost.
Another possible idea: make it so only Alchemists can trasmute keys into miniuber portals, and organs into ubertrist portal. Or something similar applicable to D3. But don't make it so simple that any level 1 Alchemist can do it. Make the Alchemist do a special quest first, or be a high enough level, or have a certain skill that gives a % chance of successful conversion. Possibly make the keys/organs transmute into a special scroll rather than a portal, so that the special scroll can be given/traded to other characters, muled, or whatever.
Other ideas: the Horadric staff, Khalim's Will, ....
Markerst
18-04-2008, 16:30
the way I see it class is more like a summary of abilties/skills, then the other way around: class defining your abilities/skills.
In diablo 2 the classes are strict templates defining possible skills
The paladin in diablo 2 has elements of a healer and a warrior, the barbarian is more a pure warrior, The sorceress is an elemental caster/mage. The necromancer is a sort of dark mage. The amazon is a ranged, hunterlike, warrior. The assassin is a warrior using hunterlike traps and stealth. The druid has shapeshifting and elemental mage elements.
In Dungeon siege your skills are exclusively determined by your usage of them. I like the realism of that system.
Sacred has some nice features like horseriding and skillcombo's.
Titan Quest has a nice skilltree system
I imagine starting a character by choosing sex and maybe alignment and distributing (some starting) attributepoints. These choices sort of determine your natural talents for physical of magical combat (higher strenght and stamina is suited better for melee fighters of course, wisdom and mana more for mages, a good alignment is 'needed' for healing skills, an evil alignment more suited for necromancy etc )
Leveling gives you skillpoints. Skills that are used often cost less to lvl up
Skill trees should be freely accessible for your charracter but like I said your attributes/alignment should be an important factor in determining your ability to learn/ access higher skills.
Skill trees:
Hunting (ranged weapons, traps)
Melee combat (sword, axe etc)
Defense (use of shields, magical armors etc)
Elemental/nature magic (air, fire, stone, water)
Dark magic (necromancy, curses, life draining spells)
Conjuring/metamorphosis (minions, shapeshifting, illusions etc)
Healing/protection (healing, life boosting spells, spells against evil, dead, curses etc)
Alchemy (poisons and potions)
Stealth ('cloak of shadows', fade, lockpicking etc)
Presume you create a ranger character then you would like proficiencies in hunting but also some lvl in the alchemy tree so jou could maybe use poisoned arrows, cursed arrows etc. In other words to enhance skills you could also combine them.
Class does not play a role in such a system.
Of course these ideas are just what they are: ideas, but a system like that gives a lot of variety in characterbuilds :-)
Michael Nuggets
18-04-2008, 16:42
I know this isn't very realistic, but it would be cool if they developed monster classes.
As backstory: some peon of Diablo's army realizes the prime evils are about to fall and defects to the "winning" team, builds a connection to the good guys and starts fighting for the forces of justice.
Imagine being able to play as a Gloam, or Moon Lord, or even a Corpse Spitter.
It would open up an interesting ball of wax... certain classes (skeletons(?), etc...) would be able to use equipment, but others would have to rely on their natural abiliities. You could even throw in side-quests where when you arrive at new towns, the townsfolk are obviously distrustful of you and you have to win their respect to be able to enter their town... or something like that. The possibilities would be endless!
lolz sounds like dungeons and dragons
Michael Nuggets
18-04-2008, 16:47
Best idea EVER!!! Something like every five levels would open up a certain group of skill trees to distribute your points. Imagine how many awesome combos would result if you could do that with just the chars from D2. A summoner from levels 1-5 then a sorc from levels 6-10.
that would be great then you could have a character that has a ton of spells that are absolutely weak and i mentioned that on page 4 they did that in dungeon siege
NateTheBassGuy
18-04-2008, 18:11
lolz sounds like dungeons and dragons
That wasn't my first thought, but I can see where you'd draw the parallel.
Oh well, there are worse things to emulate.
jasonmazzy
18-04-2008, 19:46
Doesn't really sound very Diabloey to me. Blizzard need to create (ideally) five new classes but keep within the realms of the Diablo universe, so creatures like orcs and dwarves, etc. would be null. A bit of originality wouldn't go amiss either ^^
I feel these are diabloey as most are in the game as a mob. so if u can make them good or bad and they have strengths and weaknesess it would be a great change from you have to follow these 5 acts this way to win. such as the orclike things in wsk, they would have high dam and high def perfect melle, but no magic as they would be dim witted. minotaur could beundead rangers mutated, or a species that has surfaced in this magic world because the evils have mutated the land, and they want to protect there secretive way of life. minotaur like beasts are in wsk and other places, and would make a great magic/melee class based on pure destruction.
Angel_of_Wrath
18-04-2008, 23:00
Hmmm, excellent thread! :grin:
I think that the Diablo universe should be Heaven (angels), Hell (demons) and 'Earth' (humans). No other races. In the wiki and rumours I have read, there was a concept to apply a 'light' and 'dark' version of weapons/armor with different attributes or effects. I think, especially if the premise of Diablo 3 is Hell invading Heaven, this could transfer over to character building.
You have three main character affiliations: Physical, Balanced or Magic. Within those three factions you have all the sub class choices, true to the Diablo history and progression. Then you have a light or dark affiliation. The light/dark affiliations can give way to different skill progressions (think white vs black magic, or buff vs curse). And anyone can be male/female.
Physical:
Barbarian (uses the giant battle weapons and armor).
Monk (staff or two sticks, light/no armor)
Swordsman (dual wield swords or other sharps)
Archer (bows, of course... dark could be more rogue style)
Balanced:
Paladin (uses a shield, auras, light heals, dark debuffs)
Bard (middle armor, some magics, think FF 'red' wizard)
Druid (or something similar, in touch with the 'earth')
Assassin/Ninja (some 'ninja' magics, hand-to-hand weapons)
Magic:
Wizard/Sorceress (light is heals, wind/lightning, water/ice... dark is debuff, fire, poisons, black)
Summoner (light could be more druid/psychic, dark could be more necro style)
Alchemist (the person above with the potions and scrolls idea, great idea)
Shapeshifter (changes into angel/demon forms)
Please no guns or elves or orcs. I also like the idea of getting to level X as generic fighter/mage whatever and then choosing your profession/class.
Cupcakesnbeer
19-04-2008, 00:03
A character class I would like to see developed is that of an Alchemist.
Potions could be weaponized, either as elemental attacks (freeze, electrical release, burn) or possible new attacks (cause sleep, turn to stone, acid, plague (spreads from monster to monster!)). Potions would also be created to change surrounding environment (defoliate, flare - light area and blind monsters).
I like this idea a lot!!! ........ideas popped into my head reading it so I'll throw it out there.
You could include skills which affected the weapons or armour of baddies, perhaps if they strike you or vice versa, and make it a certain duration.
Potions could be mixed and applied to your weapon or armour, or thrown...
1) Rust - Monster/player weapons lose durability at accelerated rate
2) Shatter - If hit monster weapon/armour freezes and does slow cold damage, if enough damage is done/taken the item shatters (PvP players are not gonna like this idea, maybe this is the solution to all those duped enigmas!!! HAHA....Alchemists would be great bot killers)
3) Heat - intense heat applied to weapon/armour. (Drop it or it'll cook ya good)
4) Blunt - reduce damage done by edged weapons
etc....
I think we'd need to re-work the classes.
If we add classes like healers or builders without changing the fact that Sorcs/Hammerdins own everything in sight, they'll never get used. When's the last time you saw someone MFing with a druid summoner? With few exceptions, I think most people lean toward the fast overpowered classes.
I'd be tempted to look to a series of specialized classes. Maybe increase the number of elements and strengthen classes in single elements, while increasing immunities so we have an increased reliance on parties. Basically we need to balance characters, for as things stand some classes are way down on the killing power scale relatively speaking in the PvM arena (I'm looking at you druids) and we can't hope to come up with classes that are completely separate from what we currently have and yet powerful enough to compete while remaining true to the Diablo universe.
Maybe something like this:
10-12 Classes (male/female whatever)
1.)Necro specializing in summons and poison
2.)Druid type character with some charms for monsters and buffs or something as well
3.)Ranger class with purely ranged ability, almost forcing a class cannon build with stealth as a defense
4.)Cleric type class with Auras/Healing
5.)Barbarian tank class, maybe with some sort of defensive stance tree to make them more powerful and sturdy when stationary kind of thing.
6.)Shapeshifter Druid-esque class, we'd need to work out some sort of flavor to have them commune with nature, but neither the summons nor the elemental skills from the druid seem to flow particularly well with it in my eyes.
7.)Dark Mage with some sort of combination of Curses/Bone Skills and maybe a life tap Spell to drain your enemies
8.)Any Number of Mages with a combination of Lightning/Fire/Ice/Wind as their elements (can't think of a good balance off the top of my head at the moment) forcing people to specialize, have to go Lightning for EShield/TK/Static, but have the Cold be the safest for crowd control and Fire highest for raw damage and mana accel or something. Could probably get 3 viable ones from this area if we worked at it.
9.)Assassin could probably stay similar to how it is, master of the dark with spells like CoS, use of traps and hand-to-hand skills to finish off their victims.
10.)Mid-range melee fighter, better crowd-control than the tank who would be best against single monsters, but less damage output than the fragile caster classes. Kind of a combination of Jav Amazon/Paladin Combat Skills. Not sure on this one, I feel the balance would be necessary and good for soloing while not being weak in groups, but in a brief overview balance is a slippery construct at best.
11.)I'm not at all opposed to the Alchemist idea put forth, I think I've incorporated bits of it into the classes mentioned above, but if we could find a unique identity for that, it'd be great.
Let me know what you think, ideally I tried to come up with classes that could solo to some degree, as certain areas would be well suited to farming with a Cold Sorc for example, but at the highest levels would need a well-rounded group to excel.
Cheers
-Tai
jasonmazzy
19-04-2008, 06:34
i wanna see the assasin built on a thief class. one skill they always have is lock pick, so U don't need keys. and you can blend and hide in shadows causing one hit assasin kills, if assasin is hiding.
i almost feel like mercs should be removed as they are one of the biggest things keeping people from forming parties. or make it so the mercs don't stay with you
phoenixhawk
19-04-2008, 22:03
i almost feel like mercs should be removed as they are one of the biggest things keeping people from forming parties. or make it so the mercs don't stay with you
It's good for the people who want to solo, though.
What about making mercs more expensive? Say, having to pay them gold per unit of time kept. The way it is now, they're more like bought slaves.
Thrandir
20-04-2008, 05:16
I also disagree with removing mercs, as it would make SP gameplay much more tedious and take away an interesting aspect of game strategy.
It would be okay to make them more expensive, I guess, but I think they need to be made a lot smarter. Meaning, control hotkeys you can use, telling the merc to:
-"Disengage and retreat"
-"Stay close to me"
-"Stay in front of me"
-"Stay behind me"
-"Don't switch targets, attack one guy until he's dead"
Or better yet, while your cursor is over an enemy:
-"Attack this guy until he's dead/further orders"
etc.
I think mercs will work just fine if their AI-script would only have these lines.
TOP Priority: Don't melee when IM-ed
Priority 1: Attack any melee char currently attacking me
Priority 2: Attack any caster currently attacking me
Priority 3: Attack enemy closest to me (with a max radius)
Priority 4: Patrol the area a few steps in front of me
How about DIII inventing a merc class?
People in a party can hire you for a couple of coins and you join their party. Mercs have to be quite powerful, else people wouldn't hire them, but limited to the equipment they can use (no "hero" items). It would be just a nice extra to make some quick bucks instead of a gozu new overpowered build.
Thrandir
20-04-2008, 06:20
That might work for ranged mercs, but melee ones would have to continuously make judgement calls about when to engage and when not to (not to mention what they should do while under the effects of iron maiden) and I think a successful melee merc AI would end up being a lot more complex than that...
I just had a wonderful idea! (I should work for Blizzard/Flagship :) )
How about an intuitive class/skill system!?!?!
I'll try to explain with some examples:
Example 1: Melee
I choose a male, about 20 years old, ready to do some exploring, even give him a stupid face. I go out into the woods and kill some demons and put some undead back to eternal sleep. While I'm hacking and slashing with my grandfather's axe I suddenly level-up, yay! Now, the game tells me "You're getting mighty strong boy! Strong enough to carry two items." and asks me if I want to specialize in using either a shield or if I want to swing two axes and tells the advantages/disadvantages of both. Let's just say I want to use the shield, I go on my way again, blocking some fireballs. I level up again and the game asks me "Do you want to use the shield mainly for blocking or do you want to bash demon skulls?" You can see where this is going. Depending on the items I use, certain skills that will enhance my current playing style will present themselves.
Example 2: Caster
Well, let's say that instead of my grandfather's axe, I decided to use my mother's staff and started spamming fireballs in my neighbourhood. I chose a female in her late 30's this time (wisdom bonus). Lvl-up again! "I say, miss, you're quite handy with a staff" and I can choose between some elements.
If anyone of you ever played "Fable: The Lost Chapters", that's kind of what I'm talking about, but not exactly. :) If you meleed all the time in that game, you'd get real buff and if you used spells, you'd be a tiny wizard, was pretty funny actually.
I realize this may be a rather big revision of the current gameplay and of course you wouldn't have the backstories or references of the current classes (like they matter), but you'd have a more personalized game experience. It's something to think about.
I seem to keep referring to other RPG's in this thread. xD
Heal those fire immunes twice as fast!
__________________________________________________ ______________
How's about more skill points in general, and weaker skills, so people can have more options about skills.
Or things like mixing skills, like casting fire golem on a clay golem makes a lava golem, or something like casting blizzard and meteor creates rain of comets, which would be like fire and ice damage with an explosion.
Actually I like this idea. And taking it a bit further, why only one active aura, the one we pallys mostly put on right click. Why not 2 ??? That means that different combinations of the 2 auras, will give a new power .. or something of that kind.
I dont know if you guys know about a japanese comic series called "Naruto", but it that series,one character uses "an Earth type" elemental power and "Water type" elemental power to create a wood type elemental power.
This kind of thing will give rise to lots of possible combinations and lots of builds to tinker with.
The only prob with this as I can see is .. it will make switching auras difficult.
Ammareddo_Fritter
21-04-2008, 23:58
What ever they do to classes regarding male/female, the one thing that would be unforgivable in my eyes would be implementing World of Warcraft armor. You know, the male Necromancer is wearing full-plate and is completely covered in jagged bone-like, then he gives it to a (hypothetical) female necro and she is (more than) half naked. It'd probably never happen, as Diablo is more realistic than WoW, but I'll keep my fingers crossed anyway.
Cast_Raider
22-04-2008, 04:19
Let's assume that the game is 3D and much more interactive than diablo is today. I'd like to see more spells and stuff that interact with the environment.
Like how about an assassin/ninja character who can scale walls? Jump off roofs? Push off against walls and all the other wire-fu stuff you see in movies? Or how about simply having a realistic way to hide and be stealthy? If you're behind a tree, a monster doesn't see you automatically because you're not in his line of sight. In a 3d environment that should be doable.
Or lets use the increased interactivity with the environment in a different direction--mages. How about an entire skill tab called "telekenisis". Everything you do is manipulating the environment in some way. You start off tossing stones around. As you progress, you're grabbing bigger ones and tossing them farther. At the higher levels, you're uprooting trees, you're tearing the roofs off of houses, and so forth. You're throwing boulders at a canyon wall, and trying to get your timing/angle just right, so you smash the demon around the corner without even waking him up.
And then maybe there's combo moves. Maybe you're dual fire/telekenisis. You get boulders glowing hot before raining them on to your enemies. Or one guy in the party draws water from the lake, the other guy freezes it.
Maybe you should start thinking about approaching monsters from downwind, unless you're a barb, then you just charge like a madman screaming and howling.
BattleQueen
18-05-2008, 23:55
How abt this for a new class:
The Disillusioned Office Worker
Skills:
Backstabbing
Badmouthing
Brown-Nosing
File-Throwing
Procrastinating etc.
Diablo won't even know what hit him! heh.
You know whats cracking me up? 90% of peoples ideas for what they want in D3, is exactly what WoW is. You want WoW...not D3 :-P
The Alchemist class though is pretty sweet and prob. the most creative idea and it is defintely solid.
Also, the Lava golem thing is cool too. You should be able to combine your skills in the game, call them compatible skills or something like that, it is kind of like rune words where it would take a lot of trial and error to find the best combos (or you can just look it up in the game script lol)
pantherus
19-05-2008, 11:53
You know whats cracking me up? 90% of peoples ideas for what they want in D3, is exactly what WoW is. You want WoW...not D3 :-P
You're right. I'd imagine that Blizzard would want to keep Diablo separate from WoW in more ways than just the world and characters.
You have to also wonder whether they'll decide to keep the same general interface (God's Eye View / Third Person / Whatever you want to call it) or change to a First Person (Doom/Quake/UT/etc) or "over the shoulder" (Tomb Raider) viewpoint...as that will have a rather dramatic effect on gameplay. Following from that - do we want to maintain a "point & click" form of play, or open it to a more full-control form (a la FPS games).
So much to think about...
Now - I haven't read through all the previous posts in this thread (who has that kind of time? :)) but I had a thought of the storyline being that, rather than once again trying to take on the "Three Prime Evils" once again, or even the rest of the lesser evils - you take on The Angels and Archangels instead. if they're not comfortable having a game where you are evil - then say that shattering the worldstone warped everything up to the point where good and evil were no longer clear - lines were crossed all over the place.
Come on - who hasn't wanted to trash Tyrael from time to time? :)
As far as characters goes - I would like to see character development being a bit more open - not to the point of D&D games like NWN, but a bit more open than what we are currently doing - and this goes beyond just gender options as people have already suggested (though I like that too), but opening the skills up a bit more and just adding more variety to the point that cookie-cutting isn't nearly as straight forward :)
Starlyght
19-05-2008, 12:51
Some of my ideas :)
Class: Kensai (http://en.wikipedia.org/wiki/Kensai) - a master swordsman who is exceptionally fast, but also very fragile. It is important that the samurai swings and controls his sword in a true samurai style (eg battojutsu (http://en.wikipedia.org/wiki/Batt%C5%8Djutsu)) and not in the same manner as a barbarian or paladin.
Class: Sorceror* - he hardly has any control over the magic bubbling inside him, and it will sometimes 'explode' in bursts of uncontrolable magical energy. The effects might be beneficial, but could just as easily not be.
Feature: (interclass-)skill fusing - think Horadric cube for skills.
ceeshond
24-05-2008, 12:42
Some of my ideas :)
Class: Kensai (http://en.wikipedia.org/wiki/Kensai) - a master swordsman who is exceptionally fast, but also very fragile. It is important that the samurai swings and controls his sword in a true samurai style (eg battojutsu (http://en.wikipedia.org/wiki/Batt%C5%8Djutsu)) and not in the same manner as a barbarian or paladin.
Class: Sorceror* - he hardly has any control over the magic bubbling inside him, and it will sometimes 'explode' in bursts of uncontrolable magical energy. The effects might be beneficial, but could just as easily not be.
Feature: (interclass-)skill fusing - think Horadric cube for skills.
Wild mage from baldurs gate huh ? :P
The main problem with making "new" classes, is that everything has been thought of, and most, if not all ideas, stem from the basic 3 classes we all know and love.
IMO thats not bad. i mean, the druid isnt new.. one tree is like a necro somewhat, one is like the sorcerer somewhat, and the shapeshifting makes him melee... so hes like a barb :p
The more important part to this is making sure that while skills might "overlap" here and there, the way the character can be played vary alot.
more weapon types could already be a good start for an idea. Perhaps new elements can be thought up aswell
In the end tho, we have little clue as to how the game will be played. Perhaps its slower paced, less but stronger mobs. It will all impact the way it is going ot be played, and what class ideas fit into this design.
What id like to see.. if the game gets slower.. the guildwars mesmer :p i liked how that class was pretty different from anything ive seen before that.
Mestre Crjspim
24-05-2008, 15:48
What id like to see.. if the game gets slower.. the guildwars mesmer :p i liked how that class was pretty different from anything ive seen before that.
Indeed it was different, however it was clearly a party based character. I can't honestly recall any coerent Me/x build that would allow you to go solo anywhere. That said, I hope that whatever character classes they create, none of them should be "one more to be different". I mean, I like a good variety of classes, but if they are of no use and if no one plays with them, what's the point of having them? Diablo II has a really good balance between classes and one could just end the game with any of them with no major problems.
One thing I would like to see is the "solo character" and not the 8(or whatever) men party like Guild Wars or even something like Dungeon Siege.
Thinking a bit about that monster thing mentioned, and I cannot see it fit into the diablo universe to really play as a monster, however if one where to temporarily possess a monster, then maybe.
Ability to possess an approaching enemy and buff it's abilities somewhat, while you possess something your main body must be in a safe place and if you die while possessing something your spirit might have to take some time to wander back to your body. The time you can possess something should be dependent on the opponents psychological strength as well as your own spiritual strength (omg I just found a use for energy :shocked:), strong enemies can throw your out of their body fast etc, you might even suffer "corruption damage" from trying to possess the greater evils.
Tactical thoughts in relation to d2 events:
Offensive:
Possessing the oblivion knights and cursing everything then return to your body and attack?
Possessing the boss of a bosspack, lister kills the other minions of destruction?
Stealth:
Possess a fallen and sneak up and kill the shaman without the other monsters attention, then unpossess once they've realized and start attacking?
Stealing treasure and exploring without being attacked?
Defensive:
Even while unpossessed the enemies will not trust the one you've possessed for a bit, continuing attacking that monster allowing your to kind of "convert" them like the skills we've already seen.
Further thoughts, having such a skill in a tab we need some other ones as well, here's some quick thoughts:
1. The skill above should at level 1 only allow possessing one monster and then you have to return to your body, further levels allow you to jump from possessing one target to possessing another directly without returning your your own body.
2. I mentioned buffing the monsters abilities while you possess them, so we could have a few skills for that, buffing for skill levels, speed, or damage etc.
3. Direct offensive skills could harm the mind of opponents, a bit like the necro AI curses.
dallasdakota
24-05-2008, 20:37
You know whats cracking me up? 90% of peoples ideas for what they want in D3, is exactly what WoW is. You want WoW...not D3 :-P
WoW is pretty big, so overlapping much territory. But 99.99999(go on, go on)% of WoW classes were used in previous games or other stuff. Seriously, you CAN NOT BE ORIGINAL. So please don't say its been done before by bla, bla bla.
Actually, we indeed want WoW, but no monthly paying:laugh::thumbsup:
Mestre : Indeed, Dungeon Siege is pretty nice, In fact I have DS II in my room here, but there are three difficulties. Each exactly the same, only a bit harder. So MEH.
_____________________________
My idea(inspired by others ) : Ninja/samurai.
One branch : offensive arts. I.E. Dance of Death(Improved and changed version of Baba WW).
Second branch : Defensive arts : I.E. Sword block.(Chance to block when using two swords).
Third branch : Other arts : I.E. Shadow blend, when standing in darkened areas or big shadows X% chance to not get noticed.(That would be handy with bosses and so when you're out of potions and stuff, however making TP's and such would stop it), Concentration(Again a bit like Baba, you are so concentrated in your attack moves that youre defence falls a bit but youre attack and damage rises)
__________________________________
I heard a lot of people saying : Things you need stats for. That is what Blizzard tried. For a sorc to go deeper into branches and such, mana costs go higher, effectively having you to need increase your mana. Unfortunately with the latest versions Mana potions are way easily available, Mana Regen or +X mana/% mana and such have resolved that. Same with Barb with Vit and Str.
There would need to be little core classes(like it is now, or with exp). But the branches would be more different, like done with the Druid and the Assasin, only more of it.
A improvement on the sorc would be that the enviroment would be way more effected. (I.E. Fireball a tree, Chain Lighting getting a radius with water monsters, Cold better against fire monsters and decreasing their attacks or freezing passages of water)
What could possibly improve the game lots and be a bit original is for it to interact with the enviroment way more then it did before.
*whiny voice*
But imagine the lagg!:cry:
Well, I'm out of here for the time being and probably buy D3 as soon as it is on my city.
_____________________________________
stillman
25-05-2008, 01:35
Here's my idea on spells for the new classes to use:
Let's remember that it would be a new game, so we should all forget about the skill trees from D2. These trees sort of failed imo because there ended up being too many cookie cutter builds, plus so many of the lev 1-6 spells become obsolete so fast and they don't get used for 99% of your character's career.
Instead, I was thinking of a gem structure with many facets. For example: for a chain lightning spell, there would be facets you could dump points into. One facet would be for raw damage of each lightning bolt. Another facet would be for the number of bolts. Another facet is for making each bolt more jagged, thus hitting more enemies. Yet another facet is for AI of the bolts so they can weave around croners (or party members) to hit harder-to-reach enemies. The picture on your screen would look like a huge gem and you simply choose which facet you wish to put your new skill point(s) into. Of course, you only get so many skill points so if you have a lot of lightning bolts, they won't do much damage.
A bit of friendly criticism about the other ideas:
I think Diablo should stick to it's traditions and make a whole new cast of characters. We should not dwell on the D2 characters and hope to see them reappear in D3. We have already played them out. Also, the previous games have always been about good fighting evil, so I am against the option to play evil characters. It's also easier to relate to human characters, and it would stray from tradition to play orcs, etc. I really liked the ideas pertaining to the Diablo universe or "Diabloey" concept. The alchemist fits in very well, though he wouldn't need to rely on belt and thrown potions, since these are D2 products. I would get rid of potion guzzling altogether and have a series of healing spells instead for D3. I also like the idea of more elementals, as we have gotten pretty tired of exploring the 4 from D2. I would add acid damage with spells like acid rain and holy water which adds acid damage to your weapon. "Magic damage" was a silly and confusing name of damage, and if it is included in D3, they should call it spectral damage or something.
Getting back to characters, D2 had some issues I would hate to see repeated in D3. What's a necro doing fighting alongside a paladin? Do you really picture a druid marching out onto the battlefield and slaughtering thousands? An assassin sneaking around in full plate armor? Here's what I had in mind for D3 characters: A female cleric, The Priestess. She would look stunning in shiny armor with a big shiled and whatever weapon in her other hand. She would also be a powefull healer; however, the drawback is she uses a laying of hands methods so she has to walk over to the fighting party member to heal him/her thus increasing danger to herself. There should be a whole slew of wizard characters, not just one or two. I liked the idea someone had of a melee wizard whose spells easily make this possible. The main fighter of the game sould be a Knight. Knights, priestesses, and wizards all belong together, they make sense, and they all belong to a dark ages atmosphere. Finally, there is a Merchant character who can carry far more in his inventory and can be played as a scavenger. His main fighting ability is from his 2 bodygaurds, but he also has a few offensive spells. Most of his abilities are merchant skills/spells that are about profit.
There are no tp's, so there are also survival skills which are designed to help characters wonder far from town without having to return. For instance, the bow user (being female to keep with diablo tradition) would have a fletching skill to regenerate arrows. Another survival skill is cooking/eating animal calss monsters. The meat can be shared as items to encourage partying up. Every character class would have at least one healing skill, one merchant skill, one survival skill, etc. There should be no instances at all (not even charges on items) that enable one character class to use the skill of another character class. This only makes the classes less unique.
To summarize, the game should make a little more sense, and it should be a fresh new slate with new characters.
Sorry if this has been mentioned, I saw the thread and got interested.
I would really love to see some sort of Samurai class character.
It would be sweet to have samurai armour as an option in the Diablo world.
He could be a melee class that fell somewhere between a Paladin and a Barb.
One tree could fully dedicated to different types of sword attacks...
:cool:
robzombiesslave
25-05-2008, 11:40
Just throwing this out there but
Make a ghost class
Idk what I would do but theres plenty of ways to go about it but I would probably say.
Ghost could do small damage and take small damage too, but capable of passing through walls, over rivers, ect.
Maybe become invisible for a certain duration, bypassing monsters.
Can offer superior crowd control terrifying/haunting monsters
Anything that involves ghosts.
All and all ghosts should do minimal damage as well as take in minimal damage and offer good crowd control.
And a good ghost in heaven (granted thats where d3 is taking place) doesnt sound out of place imo
Thats all i've got for now.
A cool class would be a mage that draws his/her powers from their own life instead of mana, be it a necromancer or a black mage or anything.
Because of the trait of the magic of the class, they concentrate on having a strong body, as well as strong spells, to be able to cast those spells and survive. Mage tanks, if you will.
A part of their magic concentrates on spells that cause an instantenous drop in their life to have an effect, while another part would consist of creating objects at the cost of lowering their maximum life. For example, a magical shield that decreases physical damage and leaves you more vulnerable to magic due to a lower life pool. A blood golem summon could fit in as well. the decrease in the max life should be removed as the effect of the spell wears out.
stillman
25-05-2008, 22:16
I like both the ghost idea and the life instead of mana drain. For the ghost character class, I think it would be neat if it were a psychic that had the abilities to turn him/her self into etheral or spectral form. To be all the way ghost would make the character not exactly human, and this would be too monster-like imo for a hero. Unless, of course, all the characters could be killed and sent to the land of the dead where everyone has to play a ghost of their former selves.
As for the life drain for casting spells, I think it would be interesting if ALL the spells worked like that. Get rid of mana altogether. The only problem would be that vitality may become the most invested stat for most players. I still think it's a good idea though, because it adds danger to casting and it makes sense for spells to be physically draining.
stillman
25-05-2008, 22:31
I also wanted to mention that ninja/samurai ideas were brought up, and this character class would be great because the ninja is a perfect action figgure. They have martial arts, assassination training, thief-like stealth, bows and throwing weapons, and even some ninja magic (ex: smoke bomb). They'd be very versitile; many possible builds. Someone previously mentioned that such a class could introduce a whole slew of eastern weapons like katana, sai, etc. I think the D2 expansion made a big mistake by making the assassin what she is (copying sorc spells) instead of being a straight up ninja or samurai. D2 has all kinds of non-english weapon names like Martel de fur and zwiehandler which are clearly desperate names, plus almost no one ever heard of them. Those weapons are completely redundant too; they aren't essential to the game. They should have brought in the katana, sai, etc. If they do make a ninja class, I hope they go with the Asain style ninja from the feudal Japan era so that Asain players have a character they can relate more with. It would be silly if the ninja was a big tall white Americanized character. Knowing Blizzard, they'd likely go for the latter, unfortunately.
i would like to see something new, skill trees were great but as mentioned you seem to abandon the lower lvl skills for things like blizzard or whirlwind being as the lower skills just cant compare to damage output. I liked the idea of having a create your own skill class having a pure sorc or a barbarian/sorc hybrid but with a different way of leveling up your skills like having to imbue a peice of the world stone to upgrade a skill which would have a price of a specific unique item or something else that would be harder to get hold of the higher lvl it was along with a scroll of upgradeiness, each peice of the world stone would be a different skill being able to hold around 10 peices in total and your primary class would be able to invest upto 40 skill points and the secondary skill would be able to put 20 skill points into
As for character classes i havnt a clue :D
maybe an alchoholic monk that can throw insults, hit on ugly girls and has the starting ability of +2 to urinating in shop doorways
Time Mage--I literally would jizz incessantly if this was a class in D3.
-Teleportation
-Rewind-which would be absolutely badass in HC
-Fast Forward-? idk.
-Freeze-(Stop a monster completely for a given amount of time, doesnt work on bosses)
-Haste-Like vigor with an "Enchanted feel"
Tbh, a class system like FFTA/FFX-2, where you can cross class and use prior jobs skills would be uber
robzombiesslave
26-05-2008, 00:50
I also wanted to mention that ninja/samurai ideas were brought up, and this character class would be great because the ninja is a perfect action figgure. They have martial arts, assassination training, thief-like stealth, bows and throwing weapons, and even some ninja magic (ex: smoke bomb). They'd be very versitile; many possible builds. Someone previously mentioned that such a class could introduce a whole slew of eastern weapons like katana, sai, etc. I think the D2 expansion made a big mistake by making the assassin what she is (copying sorc spells) instead of being a straight up ninja or samurai. D2 has all kinds of non-english weapon names like Martel de fur and zwiehandler which are clearly desperate names, plus almost no one ever heard of them. Those weapons are completely redundant too; they aren't essential to the game. They should have brought in the katana, sai, etc. If they do make a ninja class, I hope they go with the Asain style ninja from the feudal Japan era so that Asain players have a character they can relate more with. It would be silly if the ninja was a big tall white Americanized character. Knowing Blizzard, they'd likely go for the latter, unfortunately.
The assassins derived from the middle-eastern/indian countries. The katar has indian heritage i believe.. Assassins and ninjas/samurai's are totally different.
I would love to see Shape shifter but not like diablo 2's druid, Im thinking along the lines of a mimicker, mimics opponents Looks and ability's for a extended period of time. And has a storage bar of its opponents where you could choose who to mimic that maybe holds 4-5 different choices like your favorite 5. I don't think it would be to bad, you couldn't be able to mimic your opponents Gear though i could see where that would cause problems
But what my vision of the shape shifter would look like is a feeble old cloaked man or woman something that looks like a soft breeze would blow them over lol.
stillman
26-05-2008, 19:38
So many good ideas. With the Time Mages, it'd be awesome if they could go back in time to the most recent point where they were at full health, and this would heal them fully and instantly...at a cost of a bit of exp though since getting hit is part of the experience. I guess only thier own bodies would be going back in time so that it doesn't mess up the current situation. Maybe they could send their gear back in time too to when in was brand new to save on repair costs.
As for the shape shifter, why not go all the way and use a D&D idea where you cuold transform into items as well as creatures. It'd be a new way to pk someone if you could turn into a unique item, get carried around for a while by another player, then suddenly you change into a monster and eat the carrier. Or, perhaps you could leech small amounts of exp from the carrier as you can still "sense" or see what the carrier sees and does. And what if you got thrown into his/her stash? You could then loot the stash and pro gamers would have to hire someone to magically scan their items before stashing them.
Less classes, more improved skills. Instead of putting so much working into balancing and designing 5, 6 classes for a game, stick with three and make the skills usable! For example, Frost Nova could be revamped to do cold damage, slow, and freeze the ground, causing players and monsters to skid or fall.
As far as classes go, here would be three suggestions:
Rogue Engineer
- using physics, chemistry, and knowledge of the physical world
Warrior
- weapons expert, slash, shoot, kill
Magic User
- elements, spirts
stillman
27-05-2008, 07:45
How about a Horadrim character? If D3 is a prequil, then the horadrim are still in existance and going strong, and if D3 takes place a while after the D2 time, then the horadrim can make a comeback so Cain is no longer the last of them. The Horadrim character would have a bunch of lore spells like being able to see places way off the screen so he could describe what's ahead for the party and how to plan an ambush. He would also have the ability to id anything, thus preventing the party from going back to town. He could id party's items for free if he plays good, or he could charge for each use if playing neutral. If evil, he could even lie and have the item appear with overpowered false mods that don't actually get applied when equiped. Or, he could make the actual mods appear as useless ones so that a player sells his unique item, then the Horadrim character follows him to the vendor and buys it!
Mestre Crjspim
27-05-2008, 16:08
Horadrim... that's a nice one you got there...
Vizjerei would also be awsome!
Martel de fur
I know it was a typo, but it brought to mind a character wanding round hitting monsters over the head with a Seal (one-handed) or Walrus (two-handed).
:D
Now that would be amusing!
As far as what classes I'd like to see, I'd like to see some "new" classes that aren't just re-hashes of older ones (which may be impossible, as others have stated, that's going to be very difficult).
Stillman: I don't think the trees really had much to do with the cookie cutter builds as did the imbalanced skills. There would be so many more builds if the useless skills/1 pt wonders were made more usable. I'm not opposed to a facet design though to fix things, just as long as it's fixed.
With new characters, I wouldn't mind some added, some dropped, and some kept around. I wouldn't like to see them all switched out though. That's one of the things that irked me with D2, in that the new characters were the same old characters but with different names. Mage into sorceress, warrior into barbarian, rogue into amazon. The rogues who were previously good enough to take on Diablo are now demoted to mercs. Personally as I've said I'd like to see the old mage return, being a combination of sorc & necro and being corruptible.
I do agree with the priestess mage and knight in that there needs to be more emphasis on teamwork. I don't what there to be too much in that it feels like WoW, so hopefully Blizzard can work out a happy medium between D2 and WoW.
I do like the idea of a merchant/scavenger class with guards, and love the idea of survival skills. :thumbsup:
robzombiesslave: Not sure if it'd be too much, but it is definitely a cool idea. =)
Jaago: I think there could be a lot of possibilities with that idea.
I am still trying to think of some stuff for a surgeon-like class...
- Poison damage: Not sure how, but I figure it could fit in since he does body work.
- Curing tree: These spells would be for healing, buffing, etc.
- Augmentation: This would be stealing limbs from dead enemies (except skeletons) and attaching them to yourself. Eyes could give you better AR, arms could give ED, legs could give FRW, etc.
- Modify stats: Pump up your dexterity for a short period, perhaps at the sake of your vitality.
- Class specific item: Surgeon's gloves
- Can throw limbs as projectiles (eh on this)
- Saving various body parts in your inventory, then stitching them together to make a frankenstein-like monster.
- Projectile vomit
- Cast blind/hallucinate on enemies
- Eat hearts for a boost (in what I don't know)
stillman
29-05-2008, 00:36
Zooply, I see your point with the rogues. They seemed to be portrayed in D2 as being very weak and in need of rescue from outsiders. And with Tristram being razed to ashes, it's as though the designers were out to bash D1 to promote the D2. I'm glad someone liked my survival skill idea; the point is to have long trips away from town where pros are able to stay out the longest while poor players must waste time returning to town (no tp's--it looks too funny with 8 of them). They could get killed on their exhausting return trip to town without the mercy and teamwork of the party's suvival skills.
As for a surgeon class, the challenge is how to get him to kill thousands on a battlefield. Maybe he could be like a necro where his army does the killing, and the surgeon repairs/heals the army of wierd creatures he's sewn together. I definitely think sewing has got to be part of it! And the poison for sure. Since we don't picture sugeons in armor, maybe he would be a partial mage class in robes. What if he used knockout gas to temporarly put his enemies to sleep? Then he could do terrible things to them (like kill them with a scalple or bonesaw) or...modify them (remove the eyes so they wake up blind and attack their own, like confuse) or even tie them up for torturous removal of needed limbs or coveted organs (which need to be harvested from the living). The organs can be used for magic potions, expensive trophies or w/e.
Maybe he could also open a vile to release new diseases into the area, which very slowly hurts/weakens everything in the area or knocks them out.
i like 3 main classes (fighter, sorc, amazon) and then after that, you can specialize further, from skills (not necessarily in tree style)
so fighter can be: barbarian (rage/frenzy style), ranger (ranged, or 2 weapon), paladin, etc., or just remain a "fighter" and take certain skills that add damage etc/
sorcerers can become a variety of elementals, summoner, etc.
amazon/ranged can become bow users, something closer to assassins, and maybe even theifs depending on game play
problem with that is, it seems very AD and D based now that I think about it.
Warder
-I thought Grim Ward was a great idea. A class based off more Warding skills would be awesome, especially if D3 became much harder; i.e. more frequent and very powerful bosses, monster scouting parties, hidden & stealth assassin monsters, etc.
-Given the increasing number of "instance" missions and events in games, this would also help a bit.
-Wards are casted like traps; everything that enters the area created by the wards, creates an affect
-Wards are drawn. the closer the ward points fits into the perfect placements, the more powerful the affects
Defensive Wards
-warns, hides, protects, and heals players who are within the warded area
Offensive Wards
-damages, confuses, slows enemies
Misc Skill
-skills that augment the warder and the wards
mjkittredge
30-05-2008, 10:14
Here's one I thought of : Executioner class.
Specializes in killing off weakened monsters in a variety of grisly ways. Can go with big two handed axes for decapitation, or 1 handed axe and a Guillotine Shield - it opens in the middle, monsters head goes in, blade comes down. Uses light armor for mobility and hoods. Special execution methods demoralize or panic nearby enemies.
Gallant One
30-05-2008, 13:40
I think each character should be customizable to a male or female. Vary the looks a little. Also, I would like the monk class to return. I know the Assassin is similar, but a monk class that could play almost naked and kick @$$ would be cool.
stillman
01-06-2008, 06:20
Male or female choice on character selection would be awesome. But there would have to be some playing style difference such that memory space isn't wasted on cosmetic appearance only. I think a good idea would be if there were unique or set items restricted to each gender. That is, some female unique body armors can't morph to be worn by a male, and vice-versa.
godzilla99s
01-06-2008, 11:40
THE DEMON
Can choose evil, or good side, and uses demonic powers to straddle the line between the 2 sides.
attack tree
skills=
devouring smoke=surrounds enemy with demonic smoke sucking its air away.
hellfire=ring of fire,as well as fire around the demon (just like hurricane, but add in nova type fire attack)
blood howl=a devastating howl that disembowels enemies.
fangs of fury=mauling attack that also drains mana from enemy.
horde of death=calls forth 4 demons, each with different elemental attacks, 1 fire,1 lite,1 cold,1 poison
fighters weeping=attack that negates enemies armor and rating for brief time as well as leeching off melee chars
rumble= causes earthquakes under enemies that with swallow them up into hell.
fountain of pain=wave of fiery water cascades over enemies
earthen hell=adds earthen damage to attacks with earth being damage that has no immunity.
then you would have a tree too develop your GOOD or EVIL powers depending on your choice,,,,, and a tree to add good or evil properties to your weapons, armor, and to maybe create your own weapons made from pure evil, but used to your choice.
jakotaco
01-06-2008, 12:42
Here's a nice suggestion that I think could fit well into the setting without being overdone a hundred times...
ALCHEMIST (with a more metallurge theme instead of a potionmaker)
Transmutation Tree (3 sample skills)
Rust Storm: Creates a cloud of rust, any enemy entering the cloud have their attack rating, defense rating and damage lowered.
Lead to Gold: Targeting an item in your inventory or on the ground this spell turns the item to a pile of gold depending on it's value.
Iron Man: Greatly increases your defense rating, but lowers your movement speed to a crawl. Disables running.
Animation Tree (3 sample skills)
Animate Weapon: A target weapon in your inventory fights for you for a duration, dealing damage based on the weapon's magic mods. When the spell expires the weapon returns to your inventory.
Treason of Arms: Targets a group of enemies, enemies within the spell's radius start attacking themselves.
Sword Flight: Causes your weapon to fly to a target point and then return to your hand, piercing and damaging all in it's path.
Metallurgy (3 sample skills)
Lead Projectile: Shoots a projectile of molten lead, dealing physical damage on hit and leaves a small pool of molten lead that deals fire damage to anyone standing in it.
Enhancement: Enhances the weapon of you or target ally, increasing it's base damage and attack rating.
Melt Armor: Causes fire damage over time based on targets armor class, also reduces targets armor while the effect lasts.
All the throwing weapons other than javelins for amazons seemed rather useless, so maybe a character that really benefits from throwing weapons?
robzombiesslave
04-06-2008, 22:01
Here's a nice suggestion that I think could fit well into the setting without being overdone a hundred times...
ALCHEMIST (with a more metallurge theme instead of a potionmaker)
Transmutation Tree (3 sample skills)
Rust Storm: Creates a cloud of rust, any enemy entering the cloud have their attack rating, defense rating and damage lowered.
Lead to Gold: Targeting an item in your inventory or on the ground this spell turns the item to a pile of gold depending on it's value.
Iron Man: Greatly increases your defense rating, but lowers your movement speed to a crawl. Disables running.
..............
This is one of the best and orginal ideas imo.
And I absolutly love "lead to gold" and even "iron man" skills
Here's a nice suggestion that I think could fit well into the setting without being overdone a hundred times...
ALCHEMIST (with a more metallurge theme instead of a potionmaker)
Transmutation Tree (3 sample skills)
Rust Storm: Creates a cloud of rust, any enemy entering the cloud have their attack rating, defense rating and damage lowered.
Lead to Gold: Targeting an item in your inventory or on the ground this spell turns the item to a pile of gold depending on it's value.
Iron Man: Greatly increases your defense rating, but lowers your movement speed to a crawl. Disables running.
Animation Tree (3 sample skills)
Animate Weapon: A target weapon in your inventory fights for you for a duration, dealing damage based on the weapon's magic mods. When the spell expires the weapon returns to your inventory.
Treason of Arms: Targets a group of enemies, enemies within the spell's radius start attacking themselves.
Sword Flight: Causes your weapon to fly to a target point and then return to your hand, piercing and damaging all in it's path.
Metallurgy (3 sample skills)
Lead Projectile: Shoots a projectile of molten lead, dealing physical damage on hit and leaves a small pool of molten lead that deals fire damage to anyone standing in it.
Enhancement: Enhances the weapon of you or target ally, increasing it's base damage and attack rating.
Melt Armor: Causes fire damage over time based on targets armor class, also reduces targets armor while the effect lasts.
Rush storm sounds kick ***, but i imagine this class would rape with maxed skills/syngeries
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