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  1. #1
    IncGamers Member
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    Secondary Weapon Attack

    Do you guys think it would be neat for each weapon to have it's regular attack and a special secondary attack to it?

    Example would be the hammer. You have your regular swing, but a special ground pound as a secondary attack.

    It'd be pretty easy to implement.




  2. #2
    IncGamers Member Knight_Wolf's Avatar
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    Re: Secondary Weapon Attack

    I already thought of something similiar ... but i don't think the idea of a secondary attack is needed .. that's what skills are for ... i thought of adding an innate ability for each weapon type that activates when you get critical hits on your enemies ... for example.


    -Hammers/Mauls could have the innate ability to crush enemy armor with critical strikes
    -Light Swords could have the innate ability to increase their accuracy 140% temporarily with each critical strike
    -Heavy Swords could have the innate ability to cause the monsters to get knocked back with each critical strike
    -Flails and Morning Stars could have the innate ability to stun enemies with each critical strike
    -Daggers could have the innate ability to increase their attack speed 140% temporarily with each critical strike

    And so on for the rest of the weapon types .. if each weapon type comes with a distinctive innate ability it will give players more incentives to use all sorts of weapons.

    Of course that doesn't affect the fact that all weapons can get all sorts of suffixes and modifiers .. but the innate ability for weapons will always have the highest value possible for that ability/modifier ... EX: a Heavy sword could have a random modifier that increase its speed after each critical strike but the value of that modifier will never be equal or higher than the value of the innate ability of the daggers to do the same effect.



  3. #3
    IncGamers Member Enigmers's Avatar
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    Dec 2006
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    Re: Secondary Weapon Attack

    I think the special effects after a critical attack are nice, but somewhat similar to the "X% Chance to cast level Y (skill Z)"

    Maybe if those appeared more often, and had buffs instead of things like Charged Bolt, that'd be nice.

    Also, I think that Hammers and Maces, if we're using Knight_Wolf's idea, should have Crushing Blow, for obvious reasons. Axes and other barbaric/jagged weapons could have chance of open wounds, and swords could have deadly strike.

    Somewhat unrelated, but I think that non-undead enemies should slow down after getting hurt, as though they were in pain. (Possessed monsters and undead monsters would be exempt, for obvious reasons.)




  4. #4
    IncGamers Member
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    Re: Secondary Weapon Attack

    Quote Originally Posted by Knight_Wolf View Post
    I already thought of something similiar ... but i don't think the idea of a secondary attack is needed .. that's what skills are for ... i thought of adding an innate ability for each weapon type that activates when you get critical hits on your enemies ... for example.


    -Hammers/Mauls could have the innate ability to crush enemy armor with critical strikes
    -Light Swords could have the innate ability to increase their accuracy 140% temporarily with each critical strike
    -Heavy Swords could have the innate ability to cause the monsters to get knocked back with each critical strike
    -Flails and Morning Stars could have the innate ability to stun enemies with each critical strike
    -Daggers could have the innate ability to increase their attack speed 140% temporarily with each critical strike

    And so on for the rest of the weapon types .. if each weapon type comes with a distinctive innate ability it will give players more incentives to use all sorts of weapons.

    Of course that doesn't affect the fact that all weapons can get all sorts of suffixes and modifiers .. but the innate ability for weapons will always have the highest value possible for that ability/modifier ... EX: a Heavy sword could have a random modifier that increase its speed after each critical strike but the value of that modifier will never be equal or higher than the value of the innate ability of the daggers to do the same effect.
    The idea is cool, your numbers seem really high if you consider high level possibilities. Maybe more basic, like Swords have X% chance to cause a bleeding effect for Y seconds that deals Z damage per second - and smaller swords would have higher chance, less duration and less damage, and larger ones would have less chance longer durations and more damage. I did always find it a bit unfair that maces got 50% bonus dmg to undead, I remember when axes were supposed to all say 50% bonus dmg to demons, and they quickly removed that and put it in the mod list instead.



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