Sunday, March 16, 2014

Vampire Character Class

Perfect second-expansion follow-up to the slow "tank" Crusader. :P

We now have 2 STR, 2 DEX, and 2 INT classes. Vampire class's mainstat is VIT. Primary resource is blood, which is massively gained on kill (new, compared to on hit vs over time). High-spender spells require a sacrificial % of life as well.

Actives:
-
Bat Form

>For 20 seconds, you take the form of a bat. Gain +25% movement speed. 45 second recharge.

Runes:

- ~ now lasts 60 seconds.
- Increase the movement speed bonus by +10%.
- While flying, you siphon life from those around you.
- You no longer draw the attention of enemies.
- Your next attack deals +900% damage.

Necromancy

>Raise a skeleton from the dead to fight for you. You may have up to 6 skeletons summoned at any time. 18 second recharge.

Runes:

- Create a tombstone that spawns a skeleton after 4 seconds. Remove the recharge on ~.
- You may have up to 10 skeletons summoned at a time.
- Your skeletons shoot their enemies with bows that gain 2600% of your DEX as damage.
- Summon skeleton mages that gain 2600% of your INT as damage
- Your skeletons enter a frenzy, increasing their attack speed by 15% and their damage by 2600% of your STR.
- Your skeletons gain 20% of your VIT and share 25% of your damage.

Passives:
-
- Health globes also restore your primary
- Bats flock to your side.
- Your skeletons gain 25% of your Life Per Second.
- Slain enemies have a 10% chance to rise from the dead as Skeletons.


Aaand, of course, the super-secret Trang-ouls set out there with set bonuses

(2) You gain +600 VIT.

(5) Necromancy gains the effect of all runes.

(6) [Look like this](http://i207.photobucket.com/albums/bb240/callador85/MicarmyrLCS.jpg)

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^Sorry, ^I ^should ^sleep.

Saturday, January 25, 2014

[Mechanic] Suggested D3 Affix Changes

Missile dampening should be changed to
  1. Slow the elite's projectiles too (by a larger amount than current), and have them continuously damage you while you are in contact with them, and
  2. Only allow monsters to be hit once by your dampened missiles (so they aren't continuously hit by your dampened missiles).
Wormhole : This affix is basically a weak version of the vortex affix. It could apply a short damage taken debuff on the player, or perhaps allow the monsters to get teleported by it as well, resulting in them having increased damage for a short while.
I like the idea of switching it up with mutual teleportation, but buffs/debuffs don't really go with the theme. Perhaps instead an elite with Wormhole could spawn wormholes that you pop in and out of (as in, if you come into contact with one, you are teleported to another random one; could make a combination with poison / molten / etc pretty dangerous), or if you want to get players to think twice about engaging elites, let Wormhole elites teleport themselves (and their entire mob) and the player(s) somewhere else randomly in the area. You might find yourself in the middle of another pack of monsters if you didn't clear the area before engaging.

My feedback for current affixes:
  • Avenger : Should increase size, damage, and health by 2-3x its current rate. I want Avenger to be able to turn any elite into a capable mini-boss if you're not purposefully playing the affix and bringing them all to low health before killing any. Bonus points if a fully-grown Avenger gains an extra ability.
  • Poison Enchanted : It's basically playing Bomberman. They should increase the distance between the poison lines though, as currently there's barely enough space to stand between them and most of the time it's not worth it to try and micro between them. If they increased the lines, slowed the spread slightly, and upped the damage, it'd be a formidable affix that would be dodgable but ferocious.
Some other affixes I think might be fun:
  • Shadow : In a similar vein to shielding and reflect damage, the elite becomes immune to damage for a short amount of time. However, during this time you are not able to see the elite (and do not know where it moves to), and the elite becomes visible again whenever it next attacks you. For extra fun, dim the lights whenever you're fighting an elite that goes missing. You don't know where they are (though maybe you could still damage them -- and un-invisible them? -- with AoE or shift-attacks) ...until they're right behind you.
  • Resistant : Bringing back elemental resistances has been a big debate since D3 launched, and I'm on the side saying it shouldn't come back. However, some dynamic resistance might be cool if, for example, a monster takes enough damage of a particular element they start becoming resistant to that element. Then, as they start taking damage from another element, they lose their resistance to the first element in favor of a new resistance to the second. Encourages build variety in solo play (but in a diminishing returns way that allows people to still kill elites if they just want to facetank / bring 1 element) and teamwork in team play if you throw down some blizzards to reduce the elite's resistance to your witch doctor's pro poison.