Why are you making new skills? I thought the idea was to make a Diablo 1 replica, and I really liked the idea of that. Making it mostly similar with a few random additions doesn't seem as cool I was looking forward to the really old school feeling of playing Diablo again. I've tried to do it before on old bnet, but no one was on I'm adding that because the original mostly consisted out of slow movement [except sorcerer: teleport like a mad man] and attacking and 90% of the players ask me about skills... Rogue had no need for any skills because she owned everything herself. The warrior had huge problems versus ranged in caves or hell. That's the biggest problem in Diablo when I want to create a more balanced game between the classes in the end.
If you look at some Diablo mods like The Hell by Mordor (I think it's the best mod ever made and it's way better than the original or hellfire), you can see that he added some spells for the fighting players like Aegis and Fury. They raise damage, dexterity, health for a few seconds or provide you with a damage reduction (%) buff.
It's not my goal to create a 100% replica of Diablo 1. I'm trying to create a fun game based on Diablo 1.
Another problem is that there is no physical damage reduction on the monsters existing. So there is no point in shooting fire bolts as a warrior (you are better with a bow than with any spell because your strength raises bow damage). The only reduction existing is on the spell damage which makes it less worth than physical damage.
So if I add physical resistance, the elemental damage becomes more important than before. But Warriors aren't good in dealing elemental damage, so I add skills that deal physical + elemental damage. The amount of elemental damage will be raised by books which will give every player a general need of books.
-> Then I need to add a stash that the player can have a magic raising equipment to read books (like in D1). Else the Warrior won't benefit from that.
I'm still thinking about how I will base the elemental damage on the skills. I'm convinced to use a % increase (with the % set by the read book count of the element: e.g. fire). I want every class to read books to raise their power. Because of the low starting magic, the Sorcerer should get the first books and the higher spell tiers first. The other classes get their magic with gear later on and boost their skills more. But the main improvement should come from the first spells for the class.
So I have to think about the spell damage's base to maintain the arcane magic to deal the higher elemental damage than the skills, so that these skills will be used versus physical immune enemies. I could add higher cooldowns, but that would suck for some skills like the Warrior leaping into a group of enemies and can't leap out, so he is trapped (same with whirlwind, if I add that, it's most likely).
The Sorcerer will maintain to use the original spells. His skills will mostly be passive boosting the spells' Chance to Hit or mana cost or cast delay or damage increase with mana cost increase [-> higher DPS].
Every class will receive at least one party spell, too. It will most likely be a time based buff.
Like Sorcerers raise the resistance, Rogues raise movement speed and Warriors raise damage or defense.
I'm not sure about how many skill levels I use. There are 50 level Ups possible atm. I'm thinking about a cap of around 12. But I don't want characters to max out a skill at level 12. I would like them to force to spend their points in multiple skills.
Anyway, I can continue thinking about that, if I have all skills together.
And I need to change arcane spell system, too. Lowering mana costs for attack spells while raising damage doesn't fit well together. The Sorcerer just owns more and more as further the game progresses [cast cast cast cast cast cast cast cast, drink potion, repeat]. So the mana cost need to raise slowly, too.
If you have suggestions regarding skills, that would be cool to know. I think you can understand my thoughts on skills now.
edit:
news:
- fixed some bugs like leaping through walls [sometimes I forget that the trigger unit search (only middle of unit) works different than the data unit search (can be the edge of the unit)] or a bug related to data teleport only possible into areas where you have vision (Blizzard really needs a flag to control that).
- fixed bookshelf spawn (now it is very likely that 2 shelves will spawn in every level). Now they have a proper orientation, too.
edit:
^ Tome
news:
- made a cool tome window out of cain's journal page from the diablo3 homepage.
- added vision on bridges, added small monster size variation, abolished some blob shadows on dungeon stuff
edit:
more news:
- If a Fallen dies, there is 50% chance that a nearby Fallen runs in fear for 1 to 5 game seconds instead of fighting (this is data only
)
- added life and mana leech to bows
- fixed a bug with teleport
- improved monster respawns to check for pathing distance instead of distance
edit:
- spells deal at least 1 damage, if the enemy is not immune (before, small resistances could negate all spell damage) [inferno should deal damage versus resistant enemies now]
- fixed a bug that made you try to leap over grates, if a path to the other side exists
- raised gold drop amount in the first level by 50%.
edit:
- added traps to chests. Traps won't attack/deal damage to monsters.
- added some stones lying on the cathedral ground
- fixed a bug with "repair all" repairing 2 handed items twice (basically what payne reported long time ago
).
- Butcher's room door has blood on its texture and a special tooltip
edit:
- added ogden's sign and magic banner quest
edit:
- doubled hit recovery amount for monsters
- added hit recovery marker over the head of the units
Post has been edited 12 time(s), last time on Aug 18 2011, 9:26 pm by Ahli.