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More Short-Term Buffs and Debuffs Please

Since the developers of D3 are wanting the game to be more tactical and strategic, I propose that they introduce more short-term buffs, and debuffs, on timers of course. In Diablo 2 there were very few Short-Term buffs, and only really curses and a couple of the Barbs Warcries for Debuffs. By allowing the buffs to be such long-term and spammable they efectively took away an element of strategy that could add more depth to the game. The same is true for curses, they had such a long duration and were so spammable that they were in effect applied to every monster you ever fought, all the time. Now I've introduced the idea in a basic concept, I'll present some examples of what I propose: N.B These are just ideas, to give a flavour of what sort of stuff could be used, not necessarily actual skills to implement. Buffs 1. Burst of Speed
In Diablo 2 the Burst of Speed skill wasn't really a Burst, more like a Prolonged Skill of Speed Enhancement. To make things more interesting Burst of speed could last 30 seconds and be on a 180 second cooldown. So if you cast BoS at every opportunity it would be up for 30 seconds, then down for 150 seconds, up 1/6 of the time. To balance this, BoS would of course need to be more powerful, a greater IAS boost, greater FRW Boost, maybe a damage boost to reflect increased Velocity. As well as increasing the potency of the skill it would need to be stackable with any other Buffs that were implemented (I.E if Fade was left as a long-term Buff, BoS wouldn't override Fade, but instead work as well as Fade). By doing this there would be many tactical considerations in both PvM and PvP. For PvM, do you cast BoS at every opportunity, or maybe save it for the tougher fights? Do you use it to wipe out the Minions with a Boss or save it until the Minions are dead to kill the Boss quicker? In PvP do you cast it at the start of a duel to try and get a quick kill, or wait and try and surprise your opponent? This sort of strategic thinking would add to the gameplay in my opinion, instead of joining a game and casting all your Buffs at the start and not having to cast a single one for over 10 minutes.
2. Focus (Placeholder name)
Focus would be a buff for the Mage character, granting a percentage bonus to all offensive spells. With a medium length and a medium cooldown (so it would be available roughly half the time), exact percent would need to be calculated so it wouldn't be necessary for the class to function, but would be a nice pick of skills if you could manage to re-cast it regularly.
3. Rapid Block
Rapid Block is a defensive buff for the main shield using character, granting 95% chance to block all physical attacks for 15 seconds, with a long cooldown (180-300 seconds cooldown). Granting near immunity for a very short time this skill would have tactical uses, but wouldn't necessarily be a "must-have" skill.
4. Regeneration Skill
Granting rapid health regeneration for a short period of time to a class, OHK's could still cause problems but would add survivability.
5. Charge up skills
Very similar to Frenzy from D2, as the skill charges up grants bonus', short term so you need to keep attacking with it to keep the bonus'.
6. Empower
Empowers a caster class with formidable melee skills, giving increased damage, IAS, DR etc, for 2-3 minutes, 4 minute cooldown. While empowered unable to cast spells, can only use melee skills etc.
Debuffs 1. Vicious Swing
An attack that gives a target a reduction in damage as they reel from the attack, the debuff lasts 3 seconds or so and gives -50% damage, less effective on Bosses / Depending on the size of the monster.
2. Lethargy
AoE Spell that has the same effect as chilling from D2, but can work on CI's and Bosses, 10 second duration, 12 second cooldown.
3. Voodoo Curse
Acts similar to a curse from D2, but with much shorter duration and a cooldown. Possibly just overlaps so can be kept in a boss perma, or maybe 1-2 seconds where the curse would have run out but the curse hasn't recharged yet, like lethargy example above.
Combined Buffs / Debuffs 1. Blade Shield
Ala Blade Shield from D2, caster surrounded by a shield of blades for a short while, gives defensive bonus' to the caster, and debuffs any monsters in contact with the caster.
Basically I'm hoping that there are lot more strategic skills in D3, rather than simply casting BO etc at the start of the game, then spamming the same offensive skill for the entire game. Adding buffs and debuffs with a short duration means they will need to be cast frequently, breaking up the monotony of casting the exact same offensive skill over and over again, and will add the tactical elements of deciding when to use the buffs or debuffs. Thoughts and Opinions welcome.

ArbedarkJuly 24th, 2008Diablo NewsRead More >No Comments


Idea: Reforming/updating the Mercenary System.

The title pretty much runs over the idea, if you want to get exactly what i'm saying, read the entire post. So the Mercenary system was fantastic, I truely thought it had potential, but I understand that due to the technical limitations all it could do was wander around like a pet, seeming somewhat animated and alive by randomly wandering around, but in close proximity to the owner, it really was primative, when the expansion came out they added inventories to the mercenary system, as well as a melee DPS class, the barbarian. I was disappointed by the primative system because the mercenary died and was largely useless in the long run, it was unintelligent, the system of choosing a merc was portrayed in each town having a mercenary vendor, with no jeperody nothing engaging at all. These vendors all seemed unfit for such a thing, but of course this was a game with its limits, so I understand why it was a poorly delivered system. The inventory system helped make mercenaries engaging, as you could equip them with the kinds of armor you had, but they were limited to the Diablo 1 inventory. What I am proposing is to change the way the system is projected, so that means the name of Mercenary is on hiatus as how you would define this companion is more of an Adventurer but for this proposal I will simply call them mercenaries. Contents 1 - Tavern, mercenary recruitment and resurrection 2 - New AI, personality 3 - Skills, diversity, and dialogue 4 - Conclusion 1) Recruiting a mercenary should be different. It should be limited to taverns, you could enter a Tavern and talk to the Bartender, which would bring up a large list with a picture of the character and stats, as well as a small history of the character to make the characters existence in the world as your companion some how related in even the smallest way, for example: The mercenaries parents were killed by demons when they were young, they were tutored in demon hunting and have been drifting from town to town purging demons. The gold standard must never go away in regards to recruiting a mercenary, but it should not be cheap and easily affordable, it's got to be spendy, mercenarys must give gold a presense. The way that mercenarys entered the world was so sudden and funny, it was less animated than summoning a poisonous vine. When you recruit a merc, it should come from a door you cannot open on the second level of the tavern, and walk down to you, and then greet you. The way you resurrect a fallen mercenary should be different from the bartender, like it used to be in diablo 2, it should be done by a healer NPC, the cost of reviving shouldn't be scaled properly, making it 25% the price of purchasing the mercenary may be sufficient. 2) The mercenaries were much in the same regards to a golem, except that as they became more expensive the higher they became. Mercenaries simply followed you around in a somewhat drifting manner, however they never wandered on their own or showed any life, they were blandly following you within a specified radius, and drifting much like a necromancer pet, so basically they were universal pets. I think that the AI should be improved to accomodate a mercenarie that feels alive and has a common interest, that fulfills its story by matching with a personality, let's say that you're running through a forest and you've only been engaging creeps, but no demons, that demon hunter you recruited begins getting restless and chooses to run ahead a little and finds something to loot, setting an encounter in which demon ambush him, when you're both done slaughtering the demons, a couple drop some interesting items. This is where he takes into consideration his stats and works on improving himself. When he looks at items, his icon will flash and a box will come up where the item is displayed and he says simply "This item will help me, do you want it instead?" with a Yes and No option. This item/stat checking will be based on a succession of Damage, Health, and Armor rating in relation to the current item, so say he finds a sword with +10 health but he has a sword with +10 fire damage, he will favor the damage over health unless the health bonus is more. With multiple stats he would take into account the size of the improvement of damage or health or Armor rating and adjust accordingly. You could even set what he favors aswell, this would not only make mercenaries viceral, but customizable. It would also be exciting to watch him trigger random encounters. It would also be quite useful to put those voice commands to use, which were unused in Diablo 2 in to this game, as a tool to communicate with your mercenary. 3) Mercenaries had a couple skills, this is the one part that doesn't need much change, except that maybe all mercenaries should have something like 5 skills. In the diablo 2 mercenary system each type of mercenary had 3 types of skill trees, such as the Rogue having Fire, Ice, and Lightning. This diversity could switch over, it's a good idea, they could even share traits with known classes, so it's not like Blizzard would have to strain to make them totally unique. The diversity of mercenaries was limited to 4 types. In Diablo 3, this could be increased conservatively to 6 to give the mercenary system some depth but not overly demanding so it doesn't dominate any other game mechanics. Within those 6 classes there could be 3 specializations, such as the Demon Hunter having specialtys in Bows, Melee, and Restraining. So for example with the Restraining specialty the Demon Hunter could stun the demons that ambushed him with some concussive explosives. This would give the mercenaries a bearing in the world by having tactical potential if you're being overwhelmed in both PvP or PvE of stunning things that may otherwise give you trouble, this would add a new factor to how the game is played. The dialogue is also important, In diablo you would kill Diablo with your mercenary either dead or intact and he would say NOTHING, but you would, in diablo 3 maybe you could both say something together, at least a little dialogue, the only thing they said in Diablo 2 was "I feel stronger now" or something along those lines. 4) I can't see why this idea would be shot down other than it would take emphasis off of your character and be a check and balance of your power aswell as time consuming to build the AI. This isn't true, it's not my intention to make the mercenary an equal, just a follower that is being pulled into the story unknowingly but of no more signifigance than a side quest in terms of impact on the story arc. It doesn't have to be a super freaking smart AI. Blizzard had to create their own system just to show the opening cinematic of Starcraft 2 because of the limitations of the standard software. This Mercenary system is not out of their reach, this is what I have no doubt about and it could make a game that is anticipated to succeed greatly, something to marvel as time the ages pass. Much in the same way that the attention to small details in games like Mass Effect made it so fun. Natural motion, Dialogue based endings. The mercenary system was not as cool as it could have been and that's why i wrote this. I think my idea is good and you may not agree but here it is anyway, discuss amongst yourselves.

RanimJuly 24th, 2008Diablo NewsRead More >No Comments