New Skill Development - Part 1

you should nerf the bow passive nodes, buff the 2h weapon passive nodes, make armour the way it should be (estimated xy% phys dmg reduction at all time, regardless of the power of the incoming hit), nerf choas inoculation, fix desync, and implement an auction house. we need these things, not new skills that barely anyone will use....
"
CharanJaydemyr wrote:


Finally, and most importantly, since you mentioned these would be level 34 skills and positioned as act 4 rewards, can we expect a skill reward/quest reward rejiggering with 1.4? Because right now it's a bloody mess. It really is. You're offering useless gems as far as Merciless (when most people have all the active gems they need, but not enough support options), curious double-ups and strangely bad choices early on (where a basic build, following the class' strengths, has to choose between two integral active skills). And as you add more skills, they're often only offered with one quest, while plenty of older skills just keep damn turning up.


Remember that post in the alpha boards where we essentially spelled out how to fix gem rewards? Like 2 years ago?

*crickets*

PS: Having read your other post about starting over, I have to agree. Many salient points were made. If act 4 doesn't radically change the game, I doubt I will be coming back.
Last edited by Aziraphale#5651 on Feb 9, 2015, 12:21:27 PM
"
Kezz123 wrote:

IE: The problem with melee is not adding 500 more skill gems...its removing desyncs.


This
I love temporary buffs, especially when there is a shiny effect on screen.

Buffs you keep only if you go on killing (erm, rampaging), buffs you can cast only when a counter is hit,... The combo endurance charge + selfcast IC makes a really interesting gameplay.
Vaal clarity, vaal grace are also nice gameplay. Make more of them!

Also, I want to see metamorph in path of exile.
"
ThorOtheBIG wrote:

EDIT: for the third time, how much did you earn for the Koala's in Australia?

this?
it seems like Inspiring Cry could be good for RoA (wont need to run it on a BM) and MoM Incinerate since you're already in mele range
"
CharanJaydemyr wrote:
1.4?[/b] Because right now it's a bloody mess. It really is. You're offering useless gems as far as Merciless (when most people have all the active gems they need, but not enough support options), curious double-ups and strangely bad choices early on (where a basic build, following the class' strengths, has to choose between two integral active skills). And as you add more skills, they're often only offered with one quest, while plenty of older skills just keep damn turning up.


this. really.
So cool. its going to do wonders for melee viability (y)\

GG GGG

E:
"
A Warcry is a spell that doesn't deal direct damage but instead checks the number of enemies in a radius around the player when used, and provides an effect that is enhanced by that number.


wow for real? cool, id never played diablo before, thanks for the explanation of this inspired and original skill. Saying you guys had to brainstorm this is laughable.

"
then started brainstorming other ideas so we could broaden our options when it came time to select a prototype.


http://us.battle.net/d3/en/class/barbarian/active/war-cry

http://diablo.gamepedia.com/War_Cry_(Diablo_II)
Don't forget to drink your milk 👌
Last edited by TheWretch#7848 on Feb 9, 2015, 3:05:14 PM
I hope that the ''inc damage'' part of that spell is misspelled. and that it will be MELEE damage. Otherwise it's just another buff to spell casters. Who doensn't what the mobs to attack you?
After playing a vaal molten shell and a reflect build, I've noticed it's almost bloody impossible to get the monsters to ATTACK you -.-
"
jahcinto wrote:
i like it, any cooldown?


also, dibs: Oblivion Cry


Some ideas. Use any or all of them.
(X is obviously how many enemies are around you)

Oblivion Cry: Create a number of Beyond orbs based on X. ;D

Radiant Cry: Enemies within a radius around you are taunted, have a chance to be blinded, and your ES regen delay is unaffected by damage for X seconds. (Light radius increases when cast and decreases while X counts down, to the radius based on your health)

Shattering Cry: Enemies within a radius around you are taunted, have a chance to be stunned, and you gain X% increased armor for a duration.

Desperate Cry: Enemies within a radius around you are taunted, empowered (%increased damage), and you gain X% of your max health instantly.

Warding Cry: Enemies within a radius around you are taunted, and you gain X% increased chance to block.
*You call into the void. You hear a sound in the distance.*

Report Forum Post

Report Account:

Report Type

Additional Info