New Skill Development - Part 1
" Hold on. Any close range character takes on a risk based on where they stand. So I hope this can also benefit a point blank range caster or etc. Melee just also happens to be close range. Think risk and reward. Everyone taking that risk, deserves consideration for that reward. I actually have the most concern for melee with the new "Bearers" in Bloodlines. Being close range means you're likely to end up standing on some at some point, and if you happen to be desynced, you might not even know it. Chaos bond also seems to be a risk for close ranged characters. But you haven't seen the exact effect of these skills yet, so you might be making too many assumptions. |
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" I could imagine that as more of a shadow type skill, being able to drop agro or go invis, or etc. |
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" What if you get more charges from Magic, Rare, Unqiue bosses, etc... as compared to regular white mobs? Maybe that's a thing... certainly sounds like it should be. |
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" Perhaps the player could enter some kind of "phasing" state where they're flickering in and out of existence and enemies have a hard time keeping track of them. And it could buff the things that shadows need, such as melee damage (to reinforce their dagger mantra) and movement speed (to get around between enemies). Y'know, "running" around. "phasing" and "running". God I hope GGG can make something out of that idea. Last edited by pneuma on Feb 9, 2015, 4:44:50 PM
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" I'd like to see armor become hybrid, by having it block some of the first flat damage, and also having it block some percent damage, such that it is a little less op against small hits and a little more consistent against large physical hits. But if you realize that endurance charges and other mechanics can provide percent damage reduction, then you might realize that armor might be just fine, as is. But I'd also reduce immortal call down to 90% or 85% damage reduction, from 100%, and increase the duration granted from endurance charges or etc. (Not a big fan of true immunity to a damage type, as compared to near immunity.) |
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" Also if you're just going to steal from D2 again can't you just go straight to Battle Orders? The combo taunt/BO idea seems convoluted and not useful. Does any melee character really run out of mana? If so delete and rebuild. Instead of a mana+damage boost how about damage+defense or life? That would be more helpful. Saved Last edited by 60x7 on Feb 9, 2015, 5:41:20 PM
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" but they "brainstormed" Don't forget to drink your milk 👌
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Message to the devs:
Please keep one thing in mind. The opportunity cost of not attacking with your main skill. For a str based melee character with no cast speed, we're looking at a 0.5 - 1s cast time. That usually means 20k+ damage, leech, and stun/freeze forgone when casting these abilities. IMO, a skill like this CANNOT just give a buff that lasts 10 seconds. It needs to either give a 30 second+ buff, so it functions almost as a permanent buff that you have to skillfully apply every now and then. OR It needs to have some tangible effect upon casting. (Maybe something like that kill streak effect in a prior league that dazes monsters.) Anything else, and these skills will either get dumped into a CWDT setup or just forgotten about completely. IGN: kaizary
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Yay, warcrys for my ranger, maybe i can pick Point Blank and faceroll bosses even faster!
More damage and more mitgation, keep it coming! | |
where is my new minion ?? give us ghouls or demons please
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