post your ideas for new monsters!

"
Letamol wrote:
-Healers and Resurrecters: a must, force players to take those out first


I think, they'll add some kind of ressurecting foes later
in the game?

"
Letamol wrote:
-Creatures that spawn other creatures


to me its nearly the same mechanic like the big apes in act 2 call the little blood apes

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Letamol wrote:
-Teleporters


beside the leap jump of the goat men in act 1 and the jumps of Kraityn, there is no teleport ability in the game at all...

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Letamol wrote:
-Creatures that serve as mounts to other creatures (remember Act 5 in Diablo 2?)
-Walls and towers (also Act 5 in Diablo 2)
-Catapults (also Act 5 in Diablo 2)


they'll compared to Diablo anyways (mostly D3 though, I think) - they should not copy too much, bring their own ideas (even if copying seems easier)

"
Letamol wrote:
-Creatures that leave trails when they retreat. Could be webs to slow you down, could be fire to damage you if you follow.
-Creatures that explode on death hurting you


both also known from Diablo 2, see above

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Letamol wrote:
-Creatures that form a laser line between them, that damages you every second you stand between them.


nice idea, if they implement an hyper-modern scientific area, otherwise not well fitting in the game environment

other things, which are 'missing' in the game for fitting your further suggestions:

-slow
-traps

(My opinion: most of the skills should be usable from char _and_ monsters, maybe not with the same strength for all skills, and with some few exclusive skills for chars and bosses.)
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
Centaur from Fallout universe is really cool monster;



Centaur death;
"This is too good for you, very powerful ! You want - You take"
@ Mr_cee

The lines between monsters idea could be magical and not scientific so I wouldn't write it out just yet.

Let's just hope it doesn't turn poe into super mario bros like it did to wow. I swear if raiding in that game hasn't become dance dance revolution except with fingers on a keyboard.
All generalizations are false.
"
DanAbnormal wrote:
@ Mr_cee

The lines between monsters idea could be magical and not scientific so I wouldn't write it out just yet.


ok, so if I try to not think of it as lasers (even if I cant find a capable name for it) I can understand and agree to this idea.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
"
beside the leap jump of the goat men in act 1 and the jumps of Kraityn, there is no teleport ability in the game at all...

Lightning Warp...

"
they'll compared to Diablo anyways (mostly D3 though, I think) - they should not copy too much, bring their own ideas (even if copying seems easier)

Who cares? Would you build a car without wheels because a competitor built one first? If the idea is good and if the idea is readily implementable, "what other people are doing" should not impact your decision in the slightest.
"
konfeta wrote:
"
there is no teleport ability in the game at all...

Lightning Warp...


yeah, I've found this lately too, wasnt in the skill announcement when I checked it some time ago, and I havent found one until now. Think this is also the skill Kraityn uses.

"
konfeta wrote:
"
they'll compared to Diablo anyways (mostly D3 though, I think) - they should not copy too much, bring their own ideas (even if copying seems easier)

Who cares? Would you build a car without wheels because a competitor built one first? If the idea is good and if the idea is readily implementable, "what other people are doing" should not impact your decision in the slightest.


Its not about changing wheels, its more like a decision between front- and rearwheel-drive and 4-wheel. Nothing stands against some good inspirations in a game, but the focus for a good game lays on introducing something "great" own.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
I'd love to see some Cannibals in Wraeclast Island. You know its actually common to see cannibals in islands, and addition of cannibals would fit perfectly with the atmosphere of PoE imo, it will aid the very much needed gore also, with feasting on flesh animation belong to them as shown in below pic.



Another suggestion goes for Chupacabra;
"The Chupacabra is a Cryptid (a term is used in cryptozoology to refer to a creature whose existence has been suggested but not scientifically confirmed) said to attack and drain the blood of livestock and possibly other animals, reported mainly in South America."



as you can see it was once a feral and vicious animal, and it would be really fantastic to see implemented in game.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Feb 21, 2012, 3:27:38 PM
The idea behind my monsters is to change playing pace. When encountering these creatures, we want the player to consider the monster, and be forced to change what they normally do to combat the threat. I think this is the core of any good monster design.

Lightning shaman

This mystic bandit is infused with the powers of lightning. He spams an enlarged shock nova when you are in range. When you are in melee he spams spark. He also grants power charges on spell hit to all allies. Deadly in groups. Champions can spawn with modifiers like increased AoE.

Design intent: Simple, yet quite dangerous. His high damage attacks make him quite deadly and force the players to approach a pack of shamans with great care. Hes tricker for ranged, which is good, and the power charges allow this monster to quickly spiral out of control if the player is not careful.

Rotter

Slow and ugly ,the rotter is a shambling corpse of the nasty variety. He comes with an innate aoe slow aura that also inflicts DoT chaos damage. Rotters have a 33% chance of reanimating when they die. These DoT of these auras stack, making a large pack of these creatues not something to underestimate.

Design intent: This monster can come as a nasty surprise, particually for unprepared melee characters. His slow aura means characters trying to rush through the zone might be caught with a nasty surprise. Thier slow speed means tactics and brains allow them to be easily controlled. However, rotters truely shine in unexpected sitations...and often will be deady when combined with other creature types. Their reanimation ability allows them to again surprise players fighting a pack of creatures.

Centurion

This bandit has a big shield...and knows how to use it. Periodicaly, he will lower his shield and become stationary. During this time he will reflect all damage and projectile attacks and greatly reduce the damage he takes. Tough, he acts as a meatshield and defender for other monsters.

Design intent: This monster forces the player to think and react, and not just spam spells/cleave or quickly face their own death as they reflect thier own considerable damage back at themselves. They work particually well with packs of other creatures, making AoE abilites difficult...and changing the pace of the game by forcing the player to consider single target options...or correctly time their attacks.


Assasin

This fast and deadly opponent relies on speed and agility. Initally concealed, they have very high movespeed and when appearing, throw a smokebomb on top of the player. This creates a murkey cloud that reduces the chance to hit (or damage) for all spells and attacks by 50%. The assasin has high attack speed and crit chance. Without this cloud, their low hp makes them easy to deal with.

Design intent: This monster forces the character to consider thier defensive stats. Because they are fast, concealed and have very high damage, and have an ability to drasticly reduce the ability of the player to do damage the character needs to respond either in ;1. Tank out the cloud and slowly burn down enemies in the cloud or slowly move out of it. 2. Move out of the cloud with a teleport, leap or high speed ability. This monster rewards players who have moblity skills like flicker, leap and teleport availible, and specificly punishes glass cannon builds, or builds that rely overly on leech. This monster is also slightly tricker for ranged...due to often having less defensive stats.


Ghost

These ghastly creatures float towards the player...hungering for thier mana. On hit, they drain the targets mana by a percentage...potentially leaving their victim helpless. Due to thier spectral nature, their attacks ignore armour. Their ability to do chaos damage (thus ignoring energy shield) and high resists against elemental damage make them particually dangerous to casters and armour focused characters alike. While evasions characters, with the ability to dodge many of the spectral attacks and kite the ghosts...should have little problem.

Design intent: These creatres provide an interesting threat by attacking the players mana pool, leaving their offensive capabilities crippled, well in keeping with the ghost theme. Thier ability to ignore armour and deal chaos damage, combined with high resists make them deadly threats, even for high dps spellcasters. Champions/bosses with increased speed or slow aura will provide a great challange to hardcore players.

Tell me what you think of these ideas and if the design works well. I can always do a couple more if needed.


I would like to see a Monster aura that affects projectiles, rather than them flying straight at the monster they would be deflected into various directions. That would open more opportunity to use spells other than split shot or ice spear all the time.
"
Genocyder wrote:

How about more New Zealand inspired monsters..

Like Giant Moa, or Hans Eagles that fly around and attack you maybe even some that can pick you up and drop you doing more damage, seriously you guys should watch Primeval New Zealand its got some cool sh#t.

Giant Tuataras and Wetas with spiky amor that deal thorns like damage. i could go on but im sure you get the idea


There's already Moas in the game :P

But yeah Tuataras and Wetas would be cool, or even a evil kiwi bird!
Sweeping Maid

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