I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I surely enjoy the idea of the project... Althought, I think it's weird for it to be a mix of Diablo1 and Diablo2. Both were great, but Diablo2 has to much unbalanced spells effects.
Althought, I'd say it would probly be great, if you could add some "Hellfire's" spells Immolation (Fire nova basicly, using Fireball), etc /zone (hive/crypt) / character (Monk, Bard) etc. For those who haven't played Hellfire's, let's say you've missed a really well done expansion of the greatest Diablo's series game and it still worthy to play (For the lazy people, yes, in Hellfire you can run in town).
I personally don't think that hellfire was that great.
I can't add new zones to the map as I currently don't have the technology to fully support that. So, I focus on skills and maybe PvP after that.
When I'm done with the 3 existing characters, I can think about adding more classes, but not before.
I might add immolation to the game. I have no real ideas what I'm going to do with Sorcerers skills, so maybe I will give him skills that are variations of the spells that you learn... not sure, though.
Warrior will be finished first, then I will plan and implement skills for Rogue and then try to come up with something for the Sorcerer.
I still would like to keep the main focus of the Sorcerer on using the spells learnable via books.
If someone has ideas, I would be glad to know them.
Right now I've designed the Warrior's skills to have 3 tabs:
According to the official D3 storyline, the Warrior represents a son of King Leoric. Leoric was a religious man following the Zhakarum faith, a religion of the light. As he is a Warrior, it fits that he received a Paladin's scholarship during his travels. So he is mostly using skills that you know from D2's paladin:
Auras:
- Resist Fire
- Resist Lightning
- Salvation (resist fire,lightning,magic)
- Defiance (-> + defense %)
- Might (+physical damage)
- Thorns (reflects percentage of received physical melee damage)
- Blessed Aim (to hit multiplier)
- Holy Shock (deals lightning damage around the hero)
- Holy Fire (deals fire damage around the hero)
Combat:
- Fist of the Heavens (lightning damage from the sky on target + spawns holy bolts)
- Vengeance (fire/lightning/magic damage hit),
- Leap (jump + AoE damage)
- Whirlwind
- Light Hook (drags target minion towards the hero)
- Holy Shield (additonal defense and block chance over time, if shield is equipped)
- Blinding Light (attack rating malus for monsters within the area where it was casted)
- Battle Orders (life and mana bonus for you and party with duration)
- Sacrifice (loose some life for increased attack speed)
Passives:
- Blessed Sword (chance to cast holy bolt on attack with sword)
- Born Leader (improves length and radius of shouts and radius of auras)
- Royal Blood (adds some Life for Magic and Strength)
- Willpower (Chance to ignore Hit Recovery)
- Inner Sanctum (defense bonus, if 2-handed is equipped)
- Path of the Zakarum (mana regeneration) <- this one needs more fluff...
You will receive 1 skill point per level up and 1 passive point every 5 levels. You would be able to level to skills up to level 15 and passives up to level 5.
I haven't decided on using skill trees, yet. Also, the order of the spells doesn't matter at all. I might add more passives to encourage different playstyles/weapon choices.
Also, this is not set in stone. I can switch out and change everything. It's just what I was thinking what might make sense and might be cool.
Post has been edited 1 time(s), last time on Apr 5 2013, 6:30 pm by Ahli.