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With regards to the storyline in D3, I'm sure they'll think of something. I mean, in Diablo 1 you had already killed Diablo and that was that. I don't believe it was until D2 that we learnt that smashing the soulstones was the only way to stop the three prime evils.
Also (taking the old "Evil Tyrael" side of things), maybe destroying the worldstone was not a good thing (well, I don't think it was meant to be a good thing regardless, but it had become tainted). What if the soulstones never actually had anything to do with regards to the containment/destruction of the 3 prime evils. What if the 3 prime evils were the only thing keeping Tyrael in check, and therefore they're really the good guys (alright, I'm stretching it now).
I think that would defeat the purpose of character expiration. If this was possible, why not remove the whole character expiration thing as a whole? I don't think this is a good idea. Character expiration is meant to be a method to clean up the servers of unused characters.Originally Posted by Exterminatus
If you act like a bot, then you'll be banned like a bot. It's not hard to avoid the "Realm down" scenario. There really isn't much that Blizzard can do to differentiate between a human player, and a bot.Originally Posted by Exterminatus
Oh, also I've been thinking about a new idea. I'll confess now that I haven't been keeping up with this thread all the way, so I'm not sure if it has been mentioned before. I want to see a change to the quivers (both for the bolts and arrows).
1. Simple change. Make it so that the "Repair All" button re-fills the arrow/bolt quiver. Shouldn't be too difficult. I'd also like to see some durability on bows, since they can indeed break or snap.
2. Not a simple change. Implement magical/rare/set/unique versions of quivers. This wouldn't be as easy to implement, because I believe you'll need to start to assign ilvl's to quivers (as I don't think that's happening at the moment). To keep things balanced, I guess you would need to keep the extra mods on these relatively low, though a bow-wielding char would only be able to have 1 quiver equipped anyway. Several examples of quiver mods:
- Adds x to x elemental damage per arrow. E.g. Early magical quivers could add 3-5 fire damage per arrow (the burning quiver), while the later ones could add something like 30-60 fire damage per arrow (the flaming quiver). The same could apply to cold damage, lightning damage, etc. I guess poison could also be a possibility.
- Adds x to x physical damage. The arrows in this quiver are sharper than normal.
- XX% increased elemental damage. E.g An exploding arrow/immolation arrow amazon could have a quiver that increases the arrows fire damage by 10% or something.
- Replenish quantity/Increased quantity. Speaks for itself
- Unlimited quantity. This could be a magical only modifier (ie, it wouldn't spawn on rares).
- Increased attack speed. Some quivers are magically built to allow the wielder to efficiently draw an arrow much quicker than others.
- %chance to cast spell on striking. Certain quivers could imbue arrows within them to release a minor spell on impact. Example spells could be the same that are already used, like frost nova, etc.
As for unique quivers, one that I thought up could be:
Pandora's Box
Quiver
Quantity: 200 arrows
Level Req: 75
- Reduced Quantity
- Replenish 1 arrow every 5 seconds
- Adds 20-30 damage for a random element (eg, 20-30 fire, or 20-30 cold).
- 5% chance to cast a level 10-15 Chaos Ice Bolt on striking (varies)***
- 5% chance to cast a level 10-15 Chaos Lightning on striking (varies) ***
- 5% chance to cast a level 10-15 Fissure on striking (varies) ***
- 2% chance to get afflicted with a curse on attack (random) **
- 2% chance to summon a demon (probably pit lord) on the death of a monster (hostile, no experience gained from death)*
*This is supposed to resemble the dangers of using such an item. Each time you take an arrow out of the quiver, you run the gauntlet.
**The curse would need to be appropriate to a bow-wielder. For example, being cursed with iron maiden wouldn't hinder a bow character at all, so chances are that wouldn't be a possibility. Additionally, it would probably be a higher level curse, simply to increase the radius so as to possible affect close party members as well.
***The Chaos Ice Bolt and Chaos Lightning are the same skills as the assassin's phoenix strike charges. These 3 skills are meant to represent the chaotic nature of the item. The 10-15 variable level could be on spawn (eg, 5% chance to cast a level 12 Chaos Ice Bolt on striking) or it could be on attack (eg, the first time it triggers it could cast a level 12 chaos ice bolt, and the second time it could cast a level 14 chaos ice bolt, etc).
Edit: Changed Frost Nova to Chaos Ice Bolt, Nova to Chaos Lightning and Poison Nova to Fissure.
95% of the time I'm right, so why worry about the other 2%?
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Blizzard could start by recognizing that every spam bot has the name "rsg#" or "vrg#" (X being a roman numeral), and the account name is vrg/rsg# (# being a conventional numeral).
That's a pretty interesting pack of arrows you have there Orphan. Just don't use those anywhere near a melee char. Wouldn't want to accidently curse them with Iron Maiden now would you :xmas30: .
Maybe my idea has been said, because I didnt read all the 17 pages of replies.
So my idea is blizz should put a command option for merc like "hold position", "dont pursue enemy" and "Dont attack". Gosh hes a "mercenary" he should listen to our orders right, I paid him.
Oh, I've got a live one here:
Instead of constantly trying to bust people for MH, they could introduce an Item, Runeword, etc. that would reveal the entire map for the wearer. Make it cheap enough for the average player to afford, and voila, no more MH users, and no more scurrying around for 20 minutes trying to find a waypoint, or a quest-specific location, or a freakin' door, which IMO is the worst part of the game.
Make a runeword using *AFFORDABLE* runes that affords the wearer complete knowledge of the area he/she is in.
Make a unique item, or even a rare item mod "reveals map", that would have the above effect when equipped. Even a new unique charm (like Gheed's) would work.
This would make MF/Key runs a lot faster and easier. In combination with another of my ideas (runes affected by MF, low-level items/runes CANNOT drop in Hell, just as high-level items/runes CANNOT drop in Normal), this idea would work very well. These would be the benefits:
-Greatly reduce the number of MH incidents.
-Good items and runewords no longer exclusively for the super-rich.
-Cuts out the worst part of the game (running around looking for a location, so you can find out that it is in the last little unexplored area).
-Unfair trades no longer such a major setback.
-Cause a major hit to the sites/individuals that sell items for real money.
-Creating a powerful character is less of an overall time investment.
These are the only drawbacks I can forsee:
-Item/rune prices greatly lowered, leading to a recession in the D2 trading-economy. Call me a communist, but I believe the people with all the good items and runes currently hold the poorer folk to ransom.
-Making the game "too easy" (I hear Hell is hard even with decent gear, but its REALLY touch-and-go with what I have).
I am 110% against this idea. The random maps are part of the game, and Blizzard has gone to alot of effort to keep it that way. There would be a 0.0001% chance of them even considering this idea. That said, it's not a great idea to begin with.Originally Posted by Exterminatus
Yes, it would make MF runs and key runs alot faster and easier, but that wasn't the point of the game. As it is, runs are easy and fast enough anyway for people are who prepared to put in the effort. I can't remember the last time I was "lost" in an area. Infact, unless I'm actually killing all the monsters, the longest I've been in any single area would probably be a minute at most. The area spawns are pretty simple as they are.
By making the "runeword" that would allow the user to see the whole map "easily available", the game shall be as it is now. If this were implemented, Blizzard may as well remove the entire random map feature, because it'll virtually be non-existant. Personally, I strongly believe the random map feature is not "the worst aspect of the game", and I really believe it should remain untouched.
On that note, I would like to give a big :xmas33: and a :xmas10:. Keep up the MH bannings, because we all know this sort of thing should never happen on the realms.
95% of the time I'm right, so why worry about the other 2%?
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That's a nifty item. Doubtful it'll ever be implemented in anyway though, but it'd be something to have it on my Mangudai. XDOriginally Posted by Orphan
I've got an interesting thingy. Expanding on Kyubi's idea for reimplementing classic items, I want to see the Split Skull Shield reinvented. It'd be a hell of a lot better than lame Head Hunter's Glory (although that in itself is great on MF/whatever). Also, I'll take a nice item from the classic pages and give it a new twist too, let's try Staff of Shadow. ^^;;
Staff of Shadow
Shillelagh
Two-Hand Damage: 194 to 308 (259.5 Avg)
Required Level: 80
Required Strength: 42
Required Dexterity: 17
Base Weapon Speed: [0]
+4-6 To All Skills (varies)
+100% Enhanced Damage
+400% Bonus To Attack Rating
+50-100% Increased Attack Speed (varies)
+20 To Vitality
+20 To Energy
All Resistances +30-70% (varies)
+5-10 To Shadow Master (varies)
+15-20 To Cloak of Shadows (varies)
15% Chance To Cast Level 15 Fade When Struck
-10 To Light Radius
Indestructible
Ethereal (Cannot Be Repaired)*
(Only Spawns In Patch 1.12 or later)*
Split Skull Shield
Troll Nest
Defense: 318-714 (Base Defense: 158-173)
Required Level: 85
Required Strength: 185
Chance to Block: Pal: 70-80%, Ama/Asn/Bar: 65-75%, Dru/Nec/Sor: 60-70%
Durability: 74
Paladin Smite Damage: 24 To 38
+100-170% Enhanced Defense
+ (2.5 Per Character Level) 2-247 Defense (Based On Character Level)
+25% Faster Block Rate
20-30% Increased Chance Of Blocking (varies)
+ (1.25 Per Character Level) 1-123 To Life (Based On Character Level)
Damage Reduced By 20-40% (varies)
+20-30 To All Attributes (varies)
All Resistances +20-30 (varies)
Requirements 75%
-15 To Light Radius
15% Reanimate As: Abyss Knight*
(Only Spawns In Patch 1.12 or later)*
Staff of Shadow: It doesn't need to be repaired because it's indestructible!
Split Skull Shield: 15% Reanimate As: Abyss Knight - 15% Chance to reanimate a corpse as a "Abyss Knight" monster.
Only Spawns In Patch 1.12 or later: I wish... XD
Broken or not, I had my fun. :P
that splitskull shield makes stormshield look like a cracked buckler
Have you any idea how nuts high level Cloak of Shadows is?!
EVERY melee'r would have one on switch, just to wreck their opponents defense.
Okay fine, perhaps these are not the most balanced items when it comes to impacting the gameplay. I was originally thinking of making the Split Skull Shield bring your attributes and/or resists down in negative increments of what's already listed, and yeah, the Cloak of Shadows IS quite high... maybe make it chance to cast on striking? I'm not sure, I just felt there needed to be a godlier staff than... Ondal's Wisdom (?), since Rod of Onan and Mindcry were already taken. ^^;;
Honestly though, I don't think the Cloak of Shadows will impact gameplay that much. PvP will obviously take a landslide from an item like this, but what're the odds groups like Clan Honor won't be banning this item? Pubby games have been degraded into a contest of who can out teleport who anyway, and besides, Succubi and Baal cast defense curses that cripple 95% of your defense in Hell... this item only ranges from 57-72%. I'm pretty sure the defense bonus on the caster is added to the base, and not the total defense anyway. :P
I will admit, besides the exccessive oskill increases, and the whopping defense and raw stats my Split Skull Shield possesses, I could probably further refine them somehow. Maybe widen the min/max for Split Skull's attributes? Increase its requirements another 25%? Lower the chance to cast skills and plus skills/oskills on Staff of Shadow? O=
I remember a time when Call to Arms offered a level 1X Battle Orders as a natural oskill roll, that was in the 1.10 beta I believe. Call this a beta test of my own. >D;;
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