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View Full Version : Party Idea : How heroes can alternatively work together.


chenghao
13-02-2009, 20:32
Hero combination attacks / synergy attacks

skills each hero has so far :

barb : Cleave , ground stomp , leap , seismic slam , whirlwind.

Witch doctor : firebomb , horrify , locust swarm , mass confusion , soul harvest.

wizard : disintegrate , electrocute , teleport , magic missle , slowtime.

My idea is that if lets say two heroes use their skills in a party , they can achieve different effects

e.g. : two barbs whirlwinding could hold hands and make a bigger whirlwind.
e.g. : a groundstomp after some corpses collapsed could yield a better result for soul harvest.
e.g. : firebomb + disintegrate could see the firebomb splintering off into fire fragments which would result in piercing + wider aoe etc.
e.g. : horrifying a leap would results in everyone in the landing area of the leap fleeing.

1) this would be an incentive for both fun and supportive partying instead of just purely increased experience gain.
2) the combinations are plentiful and interesting but would be a mountainous chore to figure out all the possibilities and subsequently to program them . testing would be a nightmare.

tommerbob
13-02-2009, 20:36
So basically your idea is that skills could react to other skills in the vicinity? That's an interesting idea. I kinda like it, it takes synergy to a whole new level. But I doubt it would make it, and the testing/balancing would be horrendous.

callsignapollo
13-02-2009, 21:35
I LIKE THIS IDEA but it would be hella complicated...

still, why not !

cool idea!

-Callsign

chenghao
14-02-2009, 08:16
well , you could frame all skills / movements into 2 categories , physical and magical

then have physical + physical
magical + magical
magical + physical

the idea actually sprung from dota : defense of the ancients (warcraft 3 custom map)

ideas that inspired that :

e.g. magical + magical
pugna makes an enemy etheral and hence increases the damage that other magical spells invoke on them.
its meant for his own blast and drain life , but if other use magical damage on the etheral target , the etheral bonus is taken into consideration too.

e.g. physical + physical
tiny's toss is to throw the nearest target onto a hostile target , damaging both in the process.
goblin's suicide deals immense damage for the level it is in but in the process loses its own life but the damage decreases in an aoe as the distance increases
tiny tosses the goblin who suicides and blast enemies with immense damage
so tiny overcomes goblin's range problem

e.g. magical + physical
beast master casts its summon - a bird and naix's ultimate allows it be parasitic and attach itself onto the summoned bird. as a result , its a transport that allows naix to be drop shipped anywhere within range.

coming back into d3 , almost every combination can be considered.

for dota , they used a system of triggers , perharps the same can be considered for this

like if a couple of action is going on at the same time and your skill could change the result , it could lit up on your control panel or something which party member and which skill

its kinda complicated and eventually only probably the most efficient of them will be used.

but if the environment is changed to , where certain combinations might suit certain environment more , there might be really no optimized combinations , just more variety of results with the same skills.This would translate into having more to discover for players , higher replay value , yet still the simple game that you can use just the mouse to play

Grug
14-02-2009, 21:08
Icky Icky Icky. Diablo 3 is not that kind of game. Team-up attacks like barbarians do-se-doing are seldom practical and they would do nothing but that in multiplayer. The DoTA system is not what OP suggests. Those are skills working normally in clever ways, not completely new ones. An example of that in Diablo 3 would be like... a Barbarian stunning the enemies so a Wizard can disintegrate them longer. That's strategy.

Valkenheim
14-02-2009, 23:17
I don't think it should goto such extremes, but there are some smaller ideas that would be nice like;

WD uses locust swarm and a barb WW's, then the barbs weapon get covered in locusts, or has a poison mod on it.

Or something along those lines, it's a smaller detail but it gives partying a little buff without changing the game mechanics in a huge way.

raveharu
15-02-2009, 01:57
The problem with D3 is that it is also a single player game.

This means that the game must be easy enough for one character to solo.

But I think single and multiplayer gameplayer will be different, but the basic gameplay will still be in single.

Multiplayer will have more stuff.

phool
15-02-2009, 12:20
Not worth dev time or balance issues.

chenghao
15-02-2009, 16:42
Icky Icky Icky. Diablo 3 is not that kind of game. Team-up attacks like barbarians do-se-doing are seldom practical and they would do nothing but that in multiplayer. The DoTA system is not what OP suggests. Those are skills working normally in clever ways, not completely new ones. An example of that in Diablo 3 would be like... a Barbarian stunning the enemies so a Wizard can disintegrate them longer. That's strategy.

i am the OP o.O

the main thing is that i dun really see a game mechanic that really involves cooperation , unless you count BO / aura / misc skills like fire enchant as synergised cooperation.

the main idea really is through team work , something more can be achieved ( non zero sum game , 1 + 1 is more then 2 ) or really just for fun.

e.g. of fun things to do :wizard holds on to a barb , then he ww and while ww-ing , the wizs throws magic missles that turns the ww into magically ww

or a leap onto a firebomb explosion could result in Team fortress's 2 rocket jump

Grug
15-02-2009, 17:39
No. That's just making up crap. Why would a Barb need to go into the air? How would a wizard cast magic missiles while being swung around? What constitutes a "grab on"? It wouldn't work at all, and that kind of Nonsensical anime crap has no place in Diablo.