Learn from Diablo 2 LoD
I would like to see next great features from LoD in this game but from the start of the game (well from the time when skill gems start dropping more often).
Mobs being really resistant or immune to certain elements/attacks. Force players to adapt to their opponents. Give more tactical options for the game. I hated in basic Diablo 2 spamming one element all the time. Bosses only got immunities and that was not enough. I loved in LoD how on nightmare and hell difficulty all monsters were immune to something. You should do this in PoE much earlier. I saw a nova witch video recently and it looked stupid. My sorceress in Diablo 2 could not do that, in each fight I needed to use at least 2 different spells to kill all opponents. Second, please use LoD (patch 1.10+) system of more advanced skills being dependant on other skills. I know PoE system is different, but in addition to support gems you can still implement certain skills at certain levels also giving bonuses to other skills. This gives another dimension to setting up our characters. What do you think? Last edited by Torin#1843 on Sep 11, 2011, 11:38:48 AM
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I need to add as well, I just learned that Diablo 3 has skills that fill mana and others that spend it. That is a genius way to force players to use more of them and combine them as often as possible.
I know in PoE when you kill stuff that refills potions, maybe you can add that some skills refill potions faster then others but do less damage, so players can maybe use those for last hits and other skills for main damage dealers? It will make the game more difficult (and need player skill for competitions when you need to level up faster or kill more stuff faster) and more interesting?! Having AoE spells/skills fill potions slower would be a good way to balance those. Last edited by Torin#1843 on Sep 11, 2011, 12:20:39 PM
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this game should have non one-dimensional playing as much as possible as a whole to survive from the crowd indeed.
"This is too good for you, very powerful ! You want - You take"
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I agree. As much as I hated to level a lightning sorc only to get stomped in hell act 3, it sure gave me a challenge. perhaps not have it in the early stages the prevent people from ragequiting, you basicly have no spells to deal with them all... Like in diablo. I think it was in hell only?
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First suggestion is interesting, since PoE's skills come from gems it wouldn't be too hard to have certain gems ready to fight against resistant/immune to x mobs. This might be problematic to some who min/max their sockets/passive tree to do specific damage - for example frost witch with substantial +frost damage and frost spells socketed with support gems to boost them might be annoyed to carry around extra items with gems socketed for another damage type or swap out gems according to situation. Physical immunes should also exist if all classes have relatively easy access to non-physical damage skills.
So few things about the first suggestion: -Would it be best to carry extra gear to fight all mobs? -Would it be best to socket for all damage types in your current gear OR swap out gems mid fight? -Would it be best to just skip the resistant/immune to x mobs to ignore the hassle/possible game flow interruption and always keep min/maxing? -Maybe some skill has mixed damage - you can damage everything but not for the full damage of the skill and +damage passives don't complement the damage of the whole skill. So while the suggestion is interesting there seems to be many things to consider when put into this game's skill context. Second suggestion I don't have a comment on. " I'll just say my 2cents on this here and to your suggestion to it at the end of my post. The D3 way of gathering "mana" with skills and spending it on other skills is class based? Or every class has "Gainers" and "Spenders"? It wouldn't probably work in PoE since PoE's resources have emphasis on flasks, not class, and flasks refill from kills. So D3 can be using Skill A/B/C on enemies to gain power and using that power to use Skill D/E/F and PoE can be using Skill A/B/C/D/E/F to kill enemies to gain flask mana and using that flask mana to use Skill A/B/C/D/E/F. So the big questions is: How do the suggested mechanics translate into PoE's design? " Might work. I'm curious how this would work in practice with the requirement being "last hit". And when you gaze long into an abyss the abyss also gazes into you.
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" I fear this to be real after a while... Normally for every element, there is resistance against it. But how about creating immunes to a non-resistable type. And imo there should not be any cure of it. I'd love to just escape from the situation for could not able to crash with the enemy. This wouldnt be thought as "breaking the fun factor" but rather more fun factor actually. Because in real life also there are not solutions/cures for every trouble/illness. So even you carry all the gems to max/swap, there should be times when you fear and run away in terror from the enemy. By this a lot of excitement and joy will be found truly. "This is too good for you, very powerful ! You want - You take"
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I like the idea of elemental immunities on mobs, but I'm not as fond of how that would likely lead to players switching out gear/gems mid-battle. Highly resistant mobs are probably the better idea, and I think some of these exist in-game already. However, I've never changed my playstyle when running into them (or what I think is them).
Skill synergies, while interesting, don't seem like they'd fit with the current skill system. The support gems already supply that extra damage/effect, and you can control what damage/effect your active skills get. Any effect you can think up that would come from synergized skills can and probably will be added to the game in the form of a support gem. I really like the flask refill suggestion as it would keep players from spamming the most powerful and/or AoE skills and force them to play more tactically. Perhaps the flask recharge rate could vary inversely with the number of support gems attached to the kill skill. You want to add cold damage to your witch's shock nova? Go ahead, but her concentration is now split between casting a dual-element spell and magically refilling her flasks with the soul juices of her dead enemies. And as it is such so also as such is it unto you
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" Switching gear midbattle can be an option but would be slow so it would not be effective. Anyways the whole area would have same kind of enemy have always same immunity (or whole area would have all enemies have same immunity) so you can learn fast what you need. And it would make players focus a bit less and make more diverse characters. From what I understand the whole point of PoE is having more options, so a system that forces players to be more diverse cannot be bad. Now that I am in beta I see skill synergies probably cannot work that well, although if it was properly implemented it would give even more options and combinations to players (like support gems giving slight more general bonuses for a group of active skills that they might or might not be able to be connected to usually). And my suggestion still sounds great to me about flask refill even after I played the game and learned a lot more about its mechanics. It would fit well and promote using different skills. Last edited by Torin#1843 on Sep 26, 2011, 9:22:32 AM
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