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There are plenty of good skills in DI and DII. However, some of them are overpowered, underpowered, or extremely hard to implement successfully.
ITT Changes you'd like to see to the skills in DIII.
Teleport:
Instead of the cast-createObjectAtPointer effect
Sorc - the player becomes a lightning bolt that travels quickly (quicker w/ skill++) through walls & objects to any area . When the full length of the lightning bolt reaches the area, the player reappears. On reappear, casts nova.
Paladin - the player marks an area (beam me up scotty) and is FoH back down onto the marker. other players/monsters can see the marker. teleportation takes 1/2 or 1 sec
Barbarian - barbs don't need to teleport; no idea
Necromancer - the necromancer explodes into a mist of spirits and reassembles at the teleport point. players/monsters can see spirits. on reappear, cast Teeth Nova.
Druid - druid merges turns himself into air or dirt and reforms at pointer. if air, show gust of wind or tornado/twisters. On reappear, do something like a War Cry affect. if dirt, do the plant digging animation and on reappear, volcano.
Assassin - Assassin sets three around herself and sets a fourth destination spike. She instantly travels there.
- Shadow merge, assassin merges into a shadowed area and reappears at another shadow (within screen size). Shadows flutter.
Psychic Hammer
-currently damages and knocks back
-Add crushing blow (it's a hammer after all)
-And/Or Stun
Blaze
-Add a "Drawing feature"
--whereby, if the sorceress draws a closed shape, the shape is filled with fire and everything inside gets burned.
--creating more complex shapes (i.e. pentagram) creates different affects and enhances damage types
Summon more than one golem at a time.
Passive skills that can allow extra arrows to be fired while walking/running.
Blessed hammer stays in hand for melee in case you want the option of not finding better weapons for while.
Bone armor appears on the body instead of spinning around you, and requires bodies to get the bones.
Bone prisons/walls last longer, but can't be spammed.
No teleport spell/skill in the game, ever, no matter what, even if ADHD kids refuse to paly without tele.
Which is something you can discuss in another thread (there are 3 or so of them discussing this same issue, I don't think adding the same to this thread adds value.)
Quote:
Originally Posted by Dorfoumous
Make Firewall...actually worth using?
How so? How would you design firewall? When, where, why, who, what, how should occur when Firewall is casted?
Frost Nova
-Chills/damages monsters
-Freezes ground, skill% chance of anyone on ice (except Ice-skilled units) falling over
-Causes skidding/sliding