Keystone Brainstorming

"
konfeta wrote:
Automatically dodges the first melee attack taken

In a round? ;)
Disregard witches, aquire currency.
oh god a dnd nerd god save us all


Storm of Vengeance
If the damage taken in last 5 seconds exceeds a 200% of your current HP max HP, shoot everything on the screen at once, resetting the damage counter.

I think the drawback of potential physical reflect shenanigans and the part where you have to tank damage for it to activate is a drawback enough.

Targeting
Enemies lit up by curses take additional damage and are less likely to evade attacks.

Requires investment in curses, so I don't think this needs a drawback as this is already fairly expensive to make good use of.

Offensive Statstick Minmaxing
Can equip a melee weapon instead of a quiver in the off-hand slot. For the stats, obviously, not to swing it at people. No longer gain magical benefit from jewelry or belts. Alternative name: HUNTER WEAPON, BITCHES

Malefic Hunt
Constantly bleed 4% of your life per second (while not in town). Disable non-potion based life restoration effects. The blood trail you leave behind drives monsters into a frenzy and charge straight at you at higher speed. Your arrows detonate killed enemies for 20% of their max HP as Chaos Damage.

Technique over Magic

Disables your ability to use bow based skillgems. Your basic bow attack gains bonus effect from attributes:
Strength: % Damage, Projectile Speed, and % to Pierce.
Dexterity: Attack Speed, Additional Projectiles per X points.
Intelligence: Critical Damage, Critical Chance, Knockback Chance.

Escape Artist
When below 30% HP, go invisible for 3 seconds. Cannot restore life or mana while invisible; attacking a target breaks invisibility. Escape Artist regenerates after x seconds or after you reach max HP/MP.
Last edited by konfeta#2391 on Jan 14, 2012, 10:22:54 AM
"
radiatoren wrote:

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...


In that case you could (for example) add a max resistance cap of say 30% as a way of balancing resistance stacking, also I am sure when the game is ready to go live there will be more elemental damage creatures.

And from what I know it is not a bug (immortal call) whether it gets 'balanced' (EG nerfed) is another matter but even without that if you totally focus on armour and endurance charges its pretty easy to not only get 75% damage reduction but also end up with tons of life and life regen. Anyway was just an idea...

Archon
Health is 0. All incoming damage is subtracted from mana instead. You die when mana hits 0.

Bioforce
Health and mana values are swapped.

Exoskeleton
Incoming damage is first taken from health, then from energy shield.

Drow Honor
Quadrupled damage with projectiles and melee attacks from behind monsters. Halved damage from the front.

First Strike
When out of combat for 6 seconds you gain max frenzy charges, but each time you attack you lose a frenzy charge.

Favourable Terrain
Entire map is revealed at all times. Monster aggro range increased by 50%.

Primal Scream
Frenzy charge duration reduced to 2 seconds, but when the charges expire a shockwave is cast that deals fire damage equal to 5% of each monster's max health per charge and knocks them back.

Mercy Kill
Non-boss monsters die after taking 6 hits from any attack. Characters die after taking 12 hits. Resets after 6 seconds out of combat.

Chaos Wind
All monsters and characters on the map move 50% faster.

Carnage
Both monsters and the character take 0.5% more damage for each 1% health missing.

Deathlord
Physical damage reduced by half and summoned minion damage increased by the same value.

Moon Magic
Spell damage and spell crit chance gradually increase by up to 25%, then decreases by up to 20%. When crit chance is high, spell damage is low and vice versa. Cycle duration 5 minutes for a full cycle.

Last Stand
Weapon damage and armor reduced by -50%, but increased by 25% for each nearby enemy.

Conservation of Ninjutsu
Damage taken from monsters decreased by -50% but increased by +10% each time you kill a nearby monster. Resets after 6 seconds out of combat.

Rock Solid
All damage reduced by 75% when standing still, but cannot lifesteal and flask heal rate reduced by 50%.

Blood Elixir
Flasks gain a charge when you get hit instead of when you kill a monster.

Natural Power
You can continue to cast spells when out of mana, but they do only half damage.

Stability
Any incoming attack deals exactly 20% of your health in damage regardless of its properties or actual damage.

Malletproof
Melee damage taken is halved. Ranged damage taken is doubled.

Power Shield
Health is 1. Energy shield is 0. Each incoming attack takes off 1 power charge instead; when you run out of power charges, you die. Generate 1 power charge every second.

Retaliation
Damage +25% for 2 seconds after being struck by any attack.

Rolling Thunder
All your melee attacks have knockback.

Flash Fighter
Gain the ability to interrupt an animation in progress by giving a different order ('animation cancelling', 'orbwalking').

Berserker
Can only equip a weapon. Damage doubled.

Warp Defense
Teleports you randomly when you are stunned.

Trick Shot
Projectiles are fired backwards. Projectile critical damage doubled.

Ritual Magic
Spell cast speed multiplied by 1/3. Spell damage multiplied by 4.

Mind Fist
Your melee attacks are now ranged.

Point Blank
Projectile range reduced to 1/4. Projectile damage doubled.

On A Roll
Damage taken reduced by 1/4 when all equipped flasks are full.

Defensive Counter
Can never be stunned. When you would ordinarily be stunned, the monster attacking you is stunned instead.
Median XL 2012 | Diablo 2 mod
Adun Tori Laz.
Last edited by BrotherLaz#0587 on Jan 14, 2012, 12:14:40 PM
Hm. How would Mind Fist interact with melee AoE? And what would be an appropriate drawback (I am thinking no evasion/armor/energy shield). Hm, a minimal range would be better. More humorous.
Last edited by konfeta#2391 on Jan 14, 2012, 1:41:22 PM
"
BrotherLaz wrote:

Exoskeleton
Incoming damage is first taken from health, then from energy shield.

But then energy shield would be useless because when hp drops to 0, you die.
I confirmed that I am still in HC league. Then I died.
Last edited by Targuil#7640 on Jan 14, 2012, 2:33:46 PM
Contagious Minions
When enemies are killed by minions, the corpse automatically becomes a new minion of the same type. Granted that you haven't summoned the maximum amount.

Conductivity
When enemies take lightning damage, enemies in proximity also take 60% of lightning damage taken. Effect stacks when multiple enemies in proximity are taking lightning damage.

Mana Frenzy
All spells use 20% more mana. All Spells deal 30% more damage. Increased critical strike chance by 50% with all spells.

Power through Pain
Damage taken increased by 50% Damage dealt increased by 70%.

Gates of Hell (Could be a support gem rather than a keystone?)
When a minion is summoned from a corpse, fire damage is dealt to nearby enemies.
Some of these are interesting. Just curious though, why does virtually every one HAVE to have a drawback?
"
DoctorOne wrote:
Contagious Minions
When enemies are killed by minions, the corpse automatically becomes a new minion of the same type. Granted that you haven't summoned the maximum amount

I think minions casting the poison cloud from poison arrow upon death would fit the name better.
Disregard witches, aquire currency.
Unkept power
Spells have a 30% chance to cost double the mana, spells with double cost have 100% crit chance.
or
Spells have a 30% chance to cost double the mana, speels with double cost have 50% more crit chance and 30% more spell damage.

Broken mind
Recovers 8 mana each time enemy hits you

Masochism
Recovers 10 life each time enemy hits you

Master and servant link
10% damage the player takes is done to the minions instead

Ravenous ghoul
Minions have 20% less life, 20% more attack speed and 5 life gain per hit

Caustic blood
Each enemy hit on minion makes the enemy take 4% of the minion life as chaos damege

Running beast
When the player has 30% or less life, increase movement speed by 15% and gives +5 life per hit, effect fades after 10 seconds or when life reaches 45%, 1 min cooldown.

Greed heavy purse
40% increased rarity
20% increased quantity
-10% movement speed

Thief dextery
Dodging enemy atacks increases attack speed by 3%, effect stacks 5 times, effect resets after 12 seconds without dodging.

Big stick and big board
2h weapons can be equipped with shields, 2h weapons only do 70% damage.

Nail armor
When enemy attacks, it takes damage equal to 30% of the player armor.

Cruel Counter
While dual wielding when a attack is blocked the next attack the does 30% more damage.
IGN:NeedMoreArms
Last edited by zeodrake#3266 on Jan 14, 2012, 5:47:57 PM

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