Keystone Brainstorming
double post, sorry
IGN:NeedMoreArms Last edited by zeodrake#3266 on Jan 14, 2012, 5:48:49 PM
|
![]() |
" Well, when you would start with a temporary "Transforms your amount of mana directly to physical dmg" you would end with 0 Mana for the given timeperiod. Noone saied they need a drawback, but they should promote a different behaivor, like beeing able to not spend mana. You could do the same with a timed bonus: "After killing 20 monsters you get full frenzy-charges for 5seconds" Not having written out a drawback is also a drawback, when the effect vanished after 5seconds ? You invested in a passive that doesn´t work most of the time. Still, my explanationskills aren´t the best. https://www.youtube.com/watch?v=drDs-Y5DNH8
|
![]() |
I made this post a while back on the alpha forums, thought it fit well here. Some skill/keystones ideas.. numbers are pulled out of my ass.
Skills.. Temporal Flux: Enemies within the spells area of effect become slowed by 25%, costs (level 1) 10 mana per second of activation, cannot be activated again until 2 minutes have passed. *I thought of this due to the new rule of only being able to cast 1 curse on a target at a time, I figured some of those curses could be turned into skills like the one above* Fire Pillar: Creates a Pillar of fire that lasts for 10 seconds, enemies who move through the pillar sustain massive burn damage. (only 2 pillars can be up at any one time). Electric Orb: Creates a large ball of electricity that follows the caster, any enemies within melee range of the orb will be electrocuted for 10-15 lightning damage (level 1). Hume's Dilemma: Right click on any enemy to turn yourself into that enemy, while masked you will not draw enemy aggro. Mask is removed if you attack, Mask lasts for 10 seconds. Ex Nihilo: Through will alone the caster can turn inanimate matter into a living, hulking entity of rocks and dirt. Creature possesses great health and resistance to fire damage. Keystones: Cold Soul: All cold damage is increased by 50%, mana regen is slowed by 30%. Blessing of the Fates: Templar only, health regeneration is greatly increased. All resistances are reduced by 50%. Corrupter: While dual wielding, attacks have a 4% chance to turn target into an undead ally who will randomly attack any nearby opponent, the undead cannot be controlled and can turn against you, however their damage is greatly reduced. Undead last for 20 seconds before dieing, slain undead will not drop loot or grant xp. Giants Wrath: Marauder only, increase player size by 25%. Increases melee damage by 25%. Due to the increase in size, player becomes more likely to take critcal hits, and has a much harder time avoiding attacks. Player speed is also reduced. *edit* Had a thought while on the can.. I think some keystones that introduce "crafting" abilities would be neat. So here goes.. Armor Master: Armor shards will now increase the quality of an item by 5% regardless of the items status (rare/magical/white). Player can no longer increase the quality of flasks. Flask Master: See Armor master, but reverse it. Weapon Smith: Upgrading a Weapons base quality to 20% will automatically turn it into a magical version, 2% change to turn it rare. Player can no longer increase the quality of armor or flasks. My reasoning is this.. Players who choose these keystones become a useful source in the community, their abilities may even warrant other players giving them items in exchange for there services. For example, you find a kick ass rare piece of armor at 0%, trade it to a Armor Master who raises it to 20%, in exchange the armor master player asks for X amount of orbs.. or whatever. You could even expand this idea further... Wisdom: Player is now able to self-identify all items, buying items from vendors will result in a 50% increase, self-identifying incurs a 30% chance to "get it wrong" which turns all of the positive bonuses that WOULD have been on the item, into negatives.. so +50 IAS becomes -50% IAS ect... this will force people who choose this option to value scouring orbs greatly. "the premier Action RPG for hardcore gamers." -GGG Happy hunting/fishing Last edited by Wittgenstein#0994 on Jan 14, 2012, 7:34:43 PM
|
![]() |
"The problem I see with these is the encouraged player behaviour in a game with these is for everyone to rush one character per crafting keystone enough levels to get each of these, and then never have those characters leave the town - just use them when upgrading the applicable types of items from the shared stash. | |
Royalty
All equipped items act as though they have 20% (maximum) quality All equipped flasks act as though they have 0% (minimum) quality IRON MAN
|
![]() |
More like
Weapon Master Adds +20% Quality to your Weapon(s) while equipped Removes -20% Quality from all protective Gear Players would still be encouraged to orb to maximum, but this means Items must be able to have negative quality when equipped. https://www.youtube.com/watch?v=drDs-Y5DNH8 Last edited by Lachdanan#4036 on Jan 15, 2012, 5:22:39 AM
|
![]() |
" Well, wouldn't that be the case for any game that has some kind of crafting component? You could put level restrictions on the passive nodes to hinder the rushing a bit I suppose. Still, was just an idea, trying to find ways to "force" player interaction outside of "hey, want to kill Brutus?". "the premier Action RPG for hardcore gamers."
-GGG Happy hunting/fishing |
![]() |
" The opportunity cost of said keystones would make the character too weak. I, however, am wondering if these effects could work for a skill-gem. There is already Town Portal Gem that doesn't work with support and has nothing to do with damage-output or defensive capabilities. I appear to be living in "Romance Standard Time". That has to be good! :)
|
![]() |
Firelighter %chance to ignite for monsters nearby the one attacked with fire spell
Thunderstormer %chance to flash over for lightning (spell) damage to nearby monsters (chain-lightning effect) Eskimo %chance to detonate into cold shards for a frozen monster invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
![]() |
Here's a thought.
Keystone - Defensive Bowman - Allows the use of an Armguard instead of a Quiver Just a thought Reposted here, thanks dust7 Modulate -Skullfuck , tune to play POE
|
![]() |