Quote from mrdorkus
Which quest currently gives a first time reward and something different for subsequent rewards?
Chamber of Bones (Guardian spell, afterwards, random spellbook)
Black Mushroom/Elixir (Potion gives +3 to all stats, afterwards, temp potion buff)
Those are the only two I can think of, and hopefully what I listed is correct, is there anything else?
I understand you removed Telekinesis and Stone Curse from this mod, but is heal other, infravision (i understand it's not a spell book in the original), teleport, phasing, blood star, golem, elemental, flame wave, bone spirit, resurrect and apocalypse in the game?
I understand apocalypse needs to be changed and as I suggested a long time ago. Maybe it can be a nuke like ability, large AOE but needs to target in a single spot or enemy which can miss moving targets. I understand in D1, apocalypse is a special spell and cannot be resisted or be immune to but you can make it a physical damage spell as it's necessary for mage to have some way of dealing physical damage if there are triple magic immune enemies like the mages in hell on hell difficulty.
Blood star should have a upped damage from original game and be the ultimate magic-based damage attack.
If bone spirit is in the game, how does it work? Does it deal % damage like the original? Does it still cost life to cast along with mana?
Will there be hellfire spells (Lightning wall, immolation, warp, reflect, berserk, ring of fire, and search, jester, magi, mana?)? probably get rid of mana, magi, jester. Search seems viable, so is reflect especially for warriors. Ring of fire probably needs to be changed to something like a rotating fire that resolves around the user for a set duration and damages enemies as the rotating fire passes through them. Not sure if you want to have phasing and warp spell (warp is much more useful than phasing), although, you do have Holy shrine programmed so having warp which functions the same is easy to enable.
Chamber of Bones (Guardian spell, afterwards, random spellbook)
Black Mushroom/Elixir (Potion gives +3 to all stats, afterwards, temp potion buff)
Those are the only two I can think of, and hopefully what I listed is correct, is there anything else?
I understand you removed Telekinesis and Stone Curse from this mod, but is heal other, infravision (i understand it's not a spell book in the original), teleport, phasing, blood star, golem, elemental, flame wave, bone spirit, resurrect and apocalypse in the game?
I understand apocalypse needs to be changed and as I suggested a long time ago. Maybe it can be a nuke like ability, large AOE but needs to target in a single spot or enemy which can miss moving targets. I understand in D1, apocalypse is a special spell and cannot be resisted or be immune to but you can make it a physical damage spell as it's necessary for mage to have some way of dealing physical damage if there are triple magic immune enemies like the mages in hell on hell difficulty.
Blood star should have a upped damage from original game and be the ultimate magic-based damage attack.
If bone spirit is in the game, how does it work? Does it deal % damage like the original? Does it still cost life to cast along with mana?
Will there be hellfire spells (Lightning wall, immolation, warp, reflect, berserk, ring of fire, and search, jester, magi, mana?)? probably get rid of mana, magi, jester. Search seems viable, so is reflect especially for warriors. Ring of fire probably needs to be changed to something like a rotating fire that resolves around the user for a set duration and damages enemies as the rotating fire passes through them. Not sure if you want to have phasing and warp spell (warp is much more useful than phasing), although, you do have Holy shrine programmed so having warp which functions the same is easy to enable.
Infravision is a spell granted by the Optical Amulet received by the "Halls of the Blind" quest.
Flame Wave, Golem, Teleport exist as spell books, yes. They can also appear on staves.
Currently, I'm only intending to add one more magic spell to the game for the spell books. Then every type has 6 spell books. The amount of books read of a type are intended to synergize with the skills, so Warriors and Rogues would need to collect magic gear and read those to create the most powerful hero.
So, magic + physical damage would be good as the Sorcerer really has no option for triple immunes right now (-> Sorcerer needs a skill that is able to reduce resistances whenI implement skills). Golem is the only spell that deals physical damage right now. The new spell would need to be ranged and single target (I don't like the thought of giving the Sorcerer area physical damage). Any idea or imagination what kind of spell it could be and in which way it is special, so it differs from an arrow?
Other ideas for skills for Sorcerer:
- Something passively activatable that is in his melee range like orbs flying around him that damage and stun monsters.
- Different golem types like ones you can have multiple of, or other golem types like in D2.
- Something that would allow him to even melee like... weapon enchantments
- Something that slows, e.g. the Wizzard's bubble from D3
It would be awesome if I can come up with more spells, especially for the low tier spells that are easily learned to be replaced. I might cut Fireball from spell books and replace it with something else, just to add Fireball as a skill to improve Firebolt.
I'm thinking about that these skills require you to have the level of the spell book to be able to level it up. So, you need to learn golem before being able to skill into fire golem and fire golem level 3 requires at least 3 learned levels of golem. I think that could work out. In addition to these spell alterations, he has a couple different spells like the ones above. That would make the Sorcerer very unique in its design. I just need to avoid making him OP later on. ;D
Btw, how powerful is Mana Shield on a Sorcerer in your opinion right now compared to other characters? Which level do you have? How much Mana and Life do you have on your Sorcerer (and which level)?
Oh, and I've tested the fight versus Diablo right now. In Singleplayer, it seems ok now with a one-playthough Warrior level 24 fighting him. But I don't know how it would play out in Multiplayer. I might need to give him something to annoy multiple players. Atm, Diablo has three phases where he will use different spells. Atm, he has 2666 Life, but I might raise that or give him physical resistances. Oh, he has 4 spells atm.
edit:
Yeah, I think I will replace the Fireball with a spell like Meteor or some other imaginable higher level fire spell just to even out the Magic requirement distribution across the elemental types.
Post has been edited 1 time(s), last time on Feb 8 2014, 5:46 am by Ahli.