My Idea for Diablo III

Tiznit

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I'm not going to go into storyline ideas because quite frankly, I don't have the time.

Anyway, here is what I (personally) would like to see in DIII:

Stats:
Vigor--->Affects Melee damage as well as damage effects such as Open Wounds, Crushing Blow, and Critical Hit(DII Deadly Strike)
Agility--->Affects evasion, % Requirements of weapons, Missile damage, and movement speed.
Spirit--->Affects Magic Damage and Mana
Anima--->Affects Life, Stamina, and Damage Reduction

Deadly Strike changes to Critical Hit
Crushing Blow and Open Wounds keep their names.

Evasion is determined by: movement speed, agility, defense, and weight carried.

Defense also influences Damage Reduction.

The Level cap would be 255.
Now, I understand this *sounds* rather insane. But level 255 wouldn't be that much different from the current level 99. 255 would probably be equivalent to a 125 if it existed in DII as far as experience is concerned.

Shards of the worldstone have the ability to grant level ups in addition to recieving level ups from experience. Each character can only find and use 10 shards. If a character finds a shard, he or she may click it. Doing so will cause the character to plunge it into his or her forehead to battle the evil which is contained within. Upon using the shard, the character will find him or herself in a new dungeon consisting of three floors. At the end of each dungeon is a super-unique boss monster. Upon defeating the boss, in addition to any normal item drops, there will be some sort of "trophy" item. Each "trophy" will have a hint that can be viewed by moving the cursor over it. The hint will help tell you where you must take it. The areas will be hidden in secret passages within dungeons throughout the entire game. Once taken to the correct area(there will be a slot somewhere--be it in a wall, in a statue, on the floor, etc), the player will have a blue flash surround his or her character and they will recieve an instant level up.


Skills or "Masteries" are gained at levels 2,5,7, and 10(and at increments of 10, i.e. 12, 15, 17, 20, 22, etc...)
At level 255 you do not recieve a conventional "Mastery" point like you would at any other level. Instead, you recieve the power to upgrade one of your skills into an entirely new skill. The way in which the skill changes varies. Some might simply multi-target(think strafe-like, because there obviously isn't time to choose multiple targets in-game), others might not even target anymore once it's transformed.

As for skills, new skills will open up at levels:
1
10
25
50
85
130
185
250

Each skill can have up to 20 points placed into it(except level 250 skills which would have a max of 6 because of the level cap). Each level placed into a skill will unlock the same amount of power(5% of maximum capacity per level placed into it).


As for classes, here is what I would like to see:
Priest/ess:Healing, Positive Status Effects, Etc
Monk: Bare-handed, unable to equip armor, has natural hp regeneration and incredible physical strength and speed; Also has skills involving his fists and spiritual self-healing
Naturalist: Master of the powers of Wind/Water/and Poison
Dragoon: Spear skills/ability to call dragons/etc
Dark Knight: Like a Paladin, the dark knight shares basic offensive skills(much like the DII auras "Fanatacism," etc, but also is capable of sacrificing Life to deal massive damage to his enemies and has natural life-steal. Etc.
Thief: Steals gold and items, is capable of backstabbing, and has natural stealth.

---also, the game would contain the DII classes(Sorceror/Sorceress, Amazon, Barbarian, Necromancer, Paladin, Druid, and Assassin)


There would be mounts including:
Horses
Wurms
Wyverns
Dragons
Griffons

Lastly, there would be at various parts of the game various cameo appearances such as a reunion with Natalya(where she would obviously need to be rescued as you would find out from the Order that she has been captured on her mission[which you would find out what it is finally]). Also, characters such as Kashya and the other more "combat" oriented NPCs of DII would be encountered at various stages of the game where they have "taken up the sword" so to speak against the evil that is pervading the land.

The character would also finally enter the "Heavens."

I don't remember where this idea was first suggested on these forums, but I also liked the idea of "binding" an item to a character, so somewhere in "Heaven" there would be a quest and as a reward the greatest smith of the "Heavens" themselves would forge for you a new item from any one item of your choosing(of any choosing, ethereal or non, socketed or otherwise, doesn't matter). This item would bind itself to your character, unable to be removed from being equipped(one stat of the item would be -100% Requirements to deal with the problem that would arise from glitching). This item would remain on the character even if the character died. However, there would be some way to remove the item through some secret sidequest somewhere along the line.

Also, that's another thing I think DIII really needs--More optional subquests.

And lastly, get rid of the Act system and create one massive world in which characters could visit locations unseen in DII such as the Barbarian castles in the northlands and the Amazon Isles. The player could also return to Kurast(which would be in the process of being restored).

Ok, well, my brain is fried so I'll leave it at that, any criticisms, suggestions, commendations, etc are very welcome.(The one thing discouraged is outright flaming, the rest is all good.)
 

Arkillo

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So basically, FFXI but in the Diablo World.

Yeah, I'm thinking no.
 

Tiznit

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I wouldn't know, I haven't played Final Fantasy 11
 

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