Keystone Brainstorming

you guys really need to follow their checklist
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
"
Dreggon wrote:
"
RodHull wrote:

You become 100% immune to physical damage


no


What a useful post... For staters this is a suggestion thread, so im not expecting to implemented tbh, just throwing ideas out. Second why post 'no' its not adding anything to the discussion, at least post why.

I might be wrong but currently theres an ability which grants physical immunity with almost no downside, it requires endurance charges but many people have found ways to keep it perma active.

This ability is basically just to turn you into a pure magic creature, so your physical body is dead and feels no pain. On the flipside you take double damage from all other sources which I think is a perfectly reasonable trade off.
"
RodHull wrote:
"
Dreggon wrote:
"
RodHull wrote:

You become 100% immune to physical damage


no


What a useful post... For staters this is a suggestion thread, so im not expecting to implemented tbh, just throwing ideas out. Second why post 'no' its not adding anything to the discussion, at least post why.

I might be wrong but currently theres an ability which grants physical immunity with almost no downside, it requires endurance charges but many people have found ways to keep it perma active.

This ability is basically just to turn you into a pure magic creature, so your physical body is dead and feels no pain. On the flipside you take double damage from all other sources which I think is a perfectly reasonable trade off.


If you build your character around this, you do not need evasion, armour or energy shield. Just stack elemental resistance gear and go all out damage and maybe a little life in your passive tree, just for show.

This is more powerful than suggesting 100 % immunity to elemental damage given the number of characters and monsters using each.

At the same time you can go get a coke while being chopped at by most monsters in this game without taking damage. I think all creatures in The Ledge would be completely unable to damage you in this case except for a small subset of the possible magic and rare monsters...

It is just too large a part of the game you are rendering worthless. If you can keep immune to physical damage almost permanently with Immortal Call, I am sure, it is a bug and will be corrected...
I appear to be living in "Romance Standard Time". That has to be good! :)
Last edited by radiatoren#0601 on Jan 13, 2012, 4:38:17 PM
"
Eep wrote:
"
sanddemon wrote:
Running Gunner
-Movement speed adds a % to your bow damage.

You might as well give us a reason to pick those movement speed passives :)



interesting idea.

Needs a draw back though.

Would be cool to see an ability akin to the dota hero 'spirit breakers' aura



It doesn't need a penalty....there are several keystones that have no drawback.
Last edited by sanddemon#6161 on Jan 13, 2012, 8:41:43 PM
They have stated several times that their engine cannot handle simultanious actions. That includes moving and shooting.
I appear to be living in "Romance Standard Time". That has to be good! :)
"
radiatoren wrote:
They have stated several times that their engine cannot handle simultanious actions. That includes moving and shooting.
Read it again. It says nothing about doing anything at the same time.
I propose:

Cursed shot:
Makes arrows do 40 % of the damage to energy shield and 60 % to life if an enemy has energy shield. No elemental bonuses to damage if enemy has energy shield.

Poisonous sting:
Arrows have a 20 % chance to cause a poison doing 4 % of enemy health per second for 5 seconds. Double chance of taking critical strikes.

Thunderstruck:
Every time the player crits, a lightning hits the target enemy and cause the enemy to be unable to evade next two attacks.

Thor's wrath:
Causes a lightning critical effect on enemy from each hit. No life or mana regeneration.

Paralyzing energy:
When an enemy hits your energy shield he gets stunned. 50 % less energy shield.

Frightening might:
Each time an enemy gets critical struck he will take 30 % more damage for 2 seconds. 20 % lower movement speed.

Abundant force:
The manapool gets 60 % larger. No mana regeneration.
I appear to be living in "Romance Standard Time". That has to be good! :)
Last edited by radiatoren#0601 on Jan 13, 2012, 11:12:41 PM
Damnit, every time I come up with an idea for an archer, it's basically comes down to a variant of "use Strength stat for damage," "modify all arrows for AoE/debuff/DoT effect," or positional stuff. All cool imo, but sounds like it could be hard to code, be annoying with desync/lag, and seems to already been suggested and glossed over in this thread.



Hm, let's try something different:

Mind Affinity
Gains damage bonus proportional to mana spent on the shot. No longer gains accuracy from Dexterity.

Slippery
Removes all evasion. Gains 20% chance to dodge projectiles. Automatically dodges the first melee attack taken, gains a 5 second movement speed buff. Automatic dodge recharges when the buff expires.

First Strike
Hits against full HP targets automatically crit. Sets critical strike chance to 0%.

Perhaps to echo new Hex Master of getting a desirable mod as a keystone passive...

Doubleshot
+1 Projectile to all arrow skills. Increase mana cost of all arrow skills by 30% (additive with support gems).
Last edited by konfeta#2391 on Jan 13, 2012, 11:58:10 PM
Ricochet

Piercing projectiles travel in random directions.

Makes kiting up a good lineup less useful, but improves damage output when surrounded.

Most likely a dex/int passive, for that matter.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
"
Damnit, every time I come up with an idea for an archer, it's basically comes down to a variant of "use Strength stat for damage," "modify all arrows for AoE/debuff/DoT effect," or positional stuff. All cool imo, but sounds like it could be hard to code, be annoying with desync/lag, and seems to already been suggested and glossed over in this thread.


Basically this.
Ranger is also hard because the keystones should work with ranged and melee. And i think in this patch he is already pretty well balanced.
What do we have atm ? Sword-board-rangers, dagger-rangers, elemental-lessarrow-rangers , lesselemental-morearrows-rangers, wand-rangers, crit-rangers ...

So i turned to: We should grab something from STR or INT, similar to resolute-technique for Str-chars.
Differentiating how we slow down monsters.

Also, when comparing a bow with a maul, the bow always seems to be the better weapon, because of its range.
A option perhaps could be to make bows slower, and if you want to shoot as fast as now, you should pick all frenzy + a keystone for it. But that could make it a must have.
https://www.youtube.com/watch?v=drDs-Y5DNH8

Report Forum Post

Report Account:

Report Type

Additional Info