Keystone Brainstorming
" Yeah, I posted it a bit to soon without thinking it through. Already modified to specifically prevent instant flask abuse. |
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Some gameplay changing ones:
Trinity Halves the maximum of all charges (rounded up). Whenever you get a charge of any type, you get one charge of every type instead. Cursed Body You cannot use flasks. Increases the mana and life regeneration rate by 300%. Divine Intervention: You cannot lose more then 25% of your total life in one hit. |
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" Those are some pretty heavily gameplay modifying changes O_o Since the first one removes the whole flasks mechanic from the characters game and the other... well the other isnt as much game changing. I would change it slightly though, Divine Intervention: You cannot lose more then 25% hp from any source of damage Chaos damage ignores this ability and does 15% increased damage Just feels like it needs some type of negative effect also o_O |
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Heh, I forgot how fun this can be. Moar spellcasting passives:
Fiery Might Fire spells now do 50% of their damage as physical (subjected to armor damage reduction, of course). Ignite effects with fire damage now knock things back instead of igniting them. All cold damage spells are weaker and can no longer freeze. Tempest All lightning spells have 100% chance to apply the shocked status on enemies and yourself. Heart of Ice Getting hit in melee reflects the damage on enemies in cold form with a guaranteed chill and a high chance of freeze. Life Flask Recovery rate halved. Necromantic Rituals Summons made from corpses now rapidly lose x% of their max health per second. You absorb a fraction of that health per second as a heal or a temporary health shield. Wand Catalyst Offensive spells no longer directly damage enemies. Instead, they store their energy inside targets hit that is released by Wand attacks. Up until a certain threshold this stored energy, the energy release will harm only the target. Once the said threshold is surpassed, the energy release will be in form of an AoE explosion. P.S. - Elemental Hit with Multi Proj and Pierce Supports is intended to count as a Wand attack to keep this effect competitive late game. (mark, that one was for you <3). @Kor Or perhaps make that passive scale with +% spell/elemental damage, or some other solution. I am sort of thinking that passive would be more useful to melee/mage hybrids anyway - people hardy enough to fight in melee with enough spell power to make use of spells. Last edited by konfeta#2391 on Dec 30, 2011, 9:16:04 AM
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korosuu deserves a cookie
" i dont think so ? Daggermaster: press shift to shoot problem: intended melee-strikes(viper-strike) could become ranged attacks, or lock it to default attack-usage. onos: the monster gets removed from the instance when you attack it. Removed monsters cant drop items. There is no way to control not to remove monsters besides the 10sec cooldown. problem: what if there are important small-monsters involved in a bossfight, that are necessary to kill to trigger something. + Unintended removing of uniqe-small monsters, .... https://www.youtube.com/watch?v=drDs-Y5DNH8 Last edited by Lachdanan#4036 on Dec 30, 2011, 9:20:25 AM
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One
Any damage taken by your character is partially taken by your minions instead. 5% per minion. GGG would need to fix the minion gem abuse however. Build of the week #2 : http://tinyurl.com/ce75gf4
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" I would never say no to a cookie :) |
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Hm, I think we should have a whole set of curse related keystones. Why? Because MOAR!
Desecration Curses are 50% more effective. Curse are no longer cast on enemies but rather created the ground they are cast upon. Enemies standing on the accursed area are subject to its effect, enemies that run off it no longer so. The curse limit also translates to a single instance of cursed ground at any time. Ritual Tools Curses are now temporary buffs cast on your character. Your melee or bow attacks now apply them on every enemy hit you hit. Raises curse limit by 1. Curse Inversion Curses are now inverted - they are buffs that turn all negative effects into positive and are cast on yourself or your party members. For example, Temporary Chains would now be an area buff that instead boosts cast, attack, and movement speed of yourself and your allies. Reverberating Amplification Reduces curse effectiveness and radius by 75%. If a cursed target dies while under effect of a curse, it is recasts the curse centered on its own location with its previous effect and radius doubled. The curse amplification can occur 3 times - it will take two deaths for it to match the effect of a stand curse, and by the third death the effect of the curse is doubled. Corruption Curses, in addition to their regular effect, deal 4% of the target's max HP per second as Chaos Damage. The caster of the curse loses 1% of his HP per second per enemy affected by the curse. Enemies that die while affected by a curse heal life and restore mana of the caster of the curse. Last edited by konfeta#2391 on Dec 30, 2011, 9:41:08 AM
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Whoah Desecration is a really good idea. Keep up the good posts.
Disregard witches, aquire currency.
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