post your ideas for new monsters!
Liked your suggestion quite well Corsaer. This would also increase replayability dramatically, which PoE is in need of badly.
Also for Mind Flayers, they could do more damage inversely proportional to the players' INT, akin to UO. "This is too good for you, very powerful ! You want - You take"
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Well, I don't care if they're mind flayers or illithids or just loin-cloth wearing cthulhu knockoffs running around. I just want me some cthulhu.
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I would love to see some (I mean ALL) of them :)
and this one: ign: Ron
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shameless bump
" As far as I know Erik is quite the Lovecraft fan himself. Erik, we need monsters with tentacles in their face! Disregard witches, aquire currency. Last edited by dust7#2748 on Jul 7, 2012, 9:24:27 AM
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there are some really good ideas in this thread!
i really love the idea of cannibals which really fit well in an island environment. cannibals start eating corpses of dead creatures. when they are sated, they tear out the corpses extremities and beat you up with them. eg a melees arm drains life. with a casters one they steal mana. ranged attacker extremities will be thrown at you. i also liked the idea of other animals like bugs, snakes KIWIS :) it makes a world more authentic if there is a variety of creepy animals. huge mantis, a bunch of feisty kiwis, different reptiles, flying animals and so on... ...das wichtige ist nicht der Fall, sondern die Landung.
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Nice to see you bumped this thread dust7, which is one of the longer living thread out there that's about monsters.
"I totally would love this to be implemented also ! We need much faster monsters like Serpents, more harrasing faster moving enemies that would trouble ranged builds rather than melee. Some modifiers i would like to see; ● Mana burn on hit. ● ES Decay akin to Life Loose in Time Aura. ● Mind Blast akin to the one Ultima Online one, which deals more damage based on how high your INT. ● Chance to Entangle/Paralyze on hit. (5 seconds) ● Chance to Paralyze on hit. (2,5 seconds) ● Chance to Slow on hit. (akin to Tar effect when you walk over it) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Monster-specific skills; ● Concussion Blow - This devastating strike is most effective against those who are in good strenght and whose reserves of INT are low, or vice versa. Applies %5-20 additional physical damage off your total HP, that cannot be reduced by physical resistance or other defenses. (from UO special move - tweaked) ● Mortal Strike - A successful Mortal Strike will render its victim unable to heal any damage for several seconds. Lasts for 6 seconds (player). Does not prevent curing viper strike or stopping bleeding. (from UO special move - tweaked) ● Shadow Strike - Successful use of Shadowstrike deals extra damage to the player and renders the attacker invisible. Weapon hit does an extra 50% damage, and hides the enemy.(from UO special move - tweaked, (After implementing invisible monsters to game) ● Endless Spawn - Monsters that keeps spawning lesser types untill you kill the dweller himself. Monster-specific aura: Monsters who benefits from this aura gains increased damage with additional damage over time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Monster-specific Curses; X curse: When under the effect, each time you hit to enemies with Elemental Damage temporarily gets +15% Resistance to that elemental [can be stacked up to +%60] (akin to Elemental Equilibrium, but without the downsides to monsters of corpse.) This would be the real spam-killer ever. The more you blindly spam, the lesser effect you will have in the end. X curse: When under the effect, you will suffer -50% to of your armour rating and resistances. X curse: When under the effect, the spells you cast is not cast, but burns your mana instead, Additionally 25% Increased Mana Cost of all spells you cast, until the curse wears off. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Monster-specific Mods; X mod: Absorb I really really would like this mod being implemented, as it will greatly add dynamic and tactical fights. X mod: The moment you start damaging any monster, the higher defense/evasion and resistance x monster will start to gain based on 30% of your damage output. X mod: The moment you start damaging any monster, monster's attack speed, damage and Accuracy are increased with additional ratio over time, based on 20% of your damage output. X mod: Summoners that spawn with this mod explodes AoE upon death and your mana could be depleted, if you kill the summoner first before you kill his minions. * Given numbers are totally estimated values. "This is too good for you, very powerful ! You want - You take" Last edited by BrecMadak#3812 on Jul 13, 2012, 3:28:17 PM
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Would like to see some abominations in the vein of;
http://4.bp.blogspot.com/-C50RORczGDc/T-rN_nPFKvI/AAAAAAAAAm0/HK3yFOt30Ak/s1600/CORROSIVE+CARCASS+-+Composition+of+Flesh+CD+cover+art.jpg Sick, twisted and ugly as hell abysmals from Berserk manga; http://i13.mangareader.net/berserk/13/berserk-26447.jpg http://i30.mangareader.net/berserk/13/berserk-26449.jpg http://i26.mangareader.net/berserk/13/berserk-26454.jpg http://i16.mangareader.net/berserk/13/berserk-26463.jpg http://i35.mangareader.net/berserk/13/berserk-26495.jpg http://i11.mangareader.net/berserk/13/berserk-26518.jpg http://i11.mangareader.net/berserk/13/berserk-26519.jpg "This is too good for you, very powerful ! You want - You take" Last edited by BrecMadak#3812 on Jul 15, 2012, 9:29:00 AM
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Endless spawn sounds great and could be used on the beach map where you have to destroy for an example a pile of corpse (with this mod), which inflicts chaos dmg on hit, in the water to stop the continous spawning of new zombies out from the water (only accessible in cruel+)
Generally speaking, that are some great ideas BrecMadak and I think that some of those mods, attack types, curses and more should only be introduced in higher difficulties so that there is a certain seperation between normal, cruel, ruthless and so on. Because as for now, this certain seperation doesn't really exist since most of the mobs in higher difficulties still have the same dmg type, the same ressistances and even the same looks. I also made a thread about various monster auras some months ago hoping that GGG would get some inspiration but as for now, no new monster auras have been added to the game, which is sad, since auras always increase the fun since you sometimes have to change tactics to encounter a new threat. ● Beggar Aura - Opposite of Wealth mod combined with increased Movement speed so that you certainly won't be able to avoid those beggars! ● Lights Out Aura - Decreases your light radius, respectively makes the world darker while inflicted with this aura. ● AAAAAAAAAAARRRRRgghhhhh Aura - Everyone inflicted with this aura explodes and deal higher damage than a normal corpse explosion ● Tar Aura - Everyone inflicted with this aura will leave a tar trace behind their footprints. ● MAXLIMIT Aura - I love your aura idea MaxLimit! :D Finally, I don't mind fighting against the same enemy models over and over (since you are still indie devs and probably have a hard time creating infinite ammount of 3d models) but at least give them different color palettes in higher difficulties or create different versions of zombies (which use a different color palette and other attack types and so on) for example on the beach so that you never know which type of enemy you will face next. The randomness factor which Diablo 1 and Diablo 2 had is still missing when it comes to enemies and their looks and mods in this game. edit: totally forgot about the World Darkness event! It's a shame to see that this event only improves the game visually but not gameplay wise! I would love to see some red, blue, back wahtever phantoms appear in random locations which have special auras which increase the strenght of normal mobs! My little tribute to Diablo 1 aka why Diablo 3 is the worst part of the series. http://www.youtube.com/watch?v=zP2ejhudUlU ig: Witchfire_The_Unholy Last edited by Diablo1reborn#2842 on Jul 29, 2012, 5:52:11 AM
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bump
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I don't think this thread has ever an influence on designing new monsters (if any) even a bit. Considering what have already been added untill now.
Such a wasted thread... "This is too good for you, very powerful ! You want - You take"
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