Turn into Zombie. A skill which allows the Witch Doctor to become one of the most fearful creatures in the world. Speed penalty at first (higher levels / passive skills will increase speed or reduce penalty) and only a limited choice of spells (range will increase with more ranks), but the WD will gain defense bonus, resistance bonus and will regenerate health.
At an early level, the WD would be a slow zombie (as seen in night of the dead), but at higher levels he will become a fast-moving zombie (28 days later / 28 months later). And since bullets are not done in d3... |||Quote:
Naja could you make a list of the proposed spells in the first post?
Sure! This is all organized by skill tree.
Plague Tree
1. Spread Illness: A passive ability that creates a perpetual aura of disease around the Witch Doctor. All enemies caught within the radius suffer poison damage. As a passive ability, this cannot buff your minions with poison damage. More points increase the radius of the aura, the poison damage, and the length of time your enemies are poisoned.
2. Taint Weapon: The Witch Doctor contaminates any melee or ranged weapon with disease, granting poison damage to it for a limited period of time. Extra points increases the duration the weapon remains poisoned, poison damage, length of poison, and increases the chance that a successful hit will prevent monster healing.
3. Pestilence: A top-tier spell that creates a field of decay for a period of time. All enemies who enter into the radius of this spell suffer significant disease damage; enemies' skins melt off if they are killed by this spell. Extra points increase poison damage, the length of poison, and the length of time the field of decay lasts on screen. The graphic of this spell would be similar to the Undead faction from Warcraft 3; picture blight spreading across the ground.
Spirit Tree
1. Flame Armor: The Witch Doctor summons an elemental spirit of flame that surrounds his body, shielding him from some melee damage, absorbing some fire damage, and dealing fire damage to all monsters who score a melee hit on him. Extra points increase the amount of melee damage blocked, fire damage absorbed, and fire damage dealt to melee attackers.
2. Will of the Dead: Cast on your minions to temporarily increase their speed, attack rating and damage at the expense of some of their hitpoints. Extra points increase this bonus while reducing some hitpoint loss.
3. Incinerate: A top-tier spell that casts a gigantic nova of flame around the Witch Doctor. Has a small percentage of casting a firewall at a random part of the screen. Extra points increase fire damage, increase the likelihood of creating a firewall, and increase the number of potential firewalls that can be randomly cast.
Voodoo Tree
1. Sacrificial Totem: The Witch Doctor casts a totem that heals the Witch Doctor and any other party members if they are around it. The catch is that in order to heal, the Witch Doctor's minions must also be within the radius: the totem gradually siphons hit points from his minions and transfers them to the Witch Doctor and his party. Extra points increase the radius of the totem, and the percentage of minion hitpoints that get transferred to the Witch Doctor and other players.
2.Zombify: The Witch Doctor places a curse on a monster. If that monster dies while it is cursed, it re-awakens as a zombie minion to fight for the Witch Doctor for a limited time before expiring. The Witch Doctor may cast "Sacrifice" on zombified monsters. Extra points increase zombie lifespan, attack rating, damage and hitpoints.
3. Possess: A top-tier mind control spell that, when cast on an ordinary monster, possesses that monster with the spirits of the dead for a limited period of time. Possessed monsters attack the Witch Doctor's enemies, and can be detonated with the "Sacrifice" spell while possessed. The monster regains its AI and resumes attacking the Witch Doctor and his allies after a limited period of time. Extra points increase the duration of possession.|||Naja thnx for revising the totem idea!!
in addition to that...
Spirit Tree Division
4. Ballad of Leaves - The witch doctor conjures a razor sharp leaves that drifts around him/her and blurs enemy's sight thus increases the chance to avoid with a knockback effect to enemy attacks in close combat & also increase the % to dodge ranged attacks for the duration of the spell. The increment of this skill pumps the % of parry rate of both melee & range and the knockback's duration.
This certain skill will not turn the WD invulnerable, morever, it serves also a protection buff like the "flame armor" and may do critical damage IF and ONLY IF its specifically the demons or humans who are possessed by it since WD are demon's archenemy. That critical is a non-elemental damage (if with flame armor on it adds up to damage & may do critical) in line to that knockback effect until the spell expires or re-casted again.
Note 1: the term "ballad" isn't for bard/s only since witch doctors in reality chants in poetic manner (eventhough it sounds like screaming or moaning!).
Note 2: It is stackable to solo buff skills (i.e. Flame Armor) since the description never conflicts to it & both synchronize in power upping the WD.
Note 3: Fire special effects of the Flame Armor never "BURNS" the leaves of the skill since both are spirit invocations and never oppose with one another. Same is also applicable to other future skills.
Note 4: We, as creators of such great ideas never forget to "Balance" the skill not over exaggerate it and differentiate party buffs to solo ones. Why? party buffs enhances only one or two essential attributes for the "party" while in solo buffs should be much more complicated and in great enhancement since it is the character's very own skill (means it is intended for him/her only).
hope you guys agree with me =)|||Maybe some sort of Bubonic plague like skill. It'd be a very high mana cost, AOE type of skill that is meant as a delayed dot to bosses. It would start slow (the first 20 seconds are only 5 dps), then starts wearing down the affected targets, slowing their movements and attack movements, with dps increasing by 2 every 10 more seconds after 20 (so 5, then 10, then 20, then 40....). It would last 2 minutes, for a total possible damage of 102400 over 2 minutes, or about an avg. of 850 dps.
on second thought, the skills sounds nice... but that's way too much damage for such little effort. It needs to be reworked, but the idea is there|||Quote:
Maybe some sort of Bubonic plague like skill. It'd be a very high mana cost, AOE type of skill that is meant as a delayed dot to bosses. It would start slow (the first 20 seconds are only 5 dps), then starts wearing down the affected targets, slowing their movements and attack movements, with dps increasing by 2 every 10 more seconds after 20 (so 5, then 10, then 20, then 40....). It would last 2 minutes, for a total possible damage of 102400 over 2 minutes, or about an avg. of 850 dps.
on second thought, the skills sounds nice... but that's way too much damage for such little effort. It needs to be reworked, but the idea is there
I get the gist of your suggestion, though: a damage-over-time poison skill that also has the effects of Decrepify. I think it would make a nice addition to the Plague skill tree.
You could call it "Afflict." The Witch Doctor throws a potion at his enemy (sort of like Skull of Flame, except shorter range, and poison rather than fire). The potion explodes in a cloud of poison. All enemies caught in the cloud suffer poison damage over time, and temporarily suffer a decrease in movement speed and attack speed, a decrease in melee damage, and a decrease in defense rating.
Naturally, this would have to be a top-tier spell.|||I love the idea about the trance-kind-of-spell. The WD could consume herbs to reach a state, where his spiritual powers increase. Imagine the screen becoming blurry, colours and shapes distort, maybe it would be harder to control your charachter. It would decrease your vision, but your skills double in damage and your mana regeneration and cast rate increases. The WD would run around in a wild trance throwing extra deadly firebombs in every direction
This skill probably needs to have some negative effects besides the distortion of vision. Draing health or something like that.|||My favorites so far are the leaf dance one and the voodoo doll where you create a decoy that enemies attack and hurt the traget of the spell.
Path of the Spirits-Transcending into the spirit realm the WD can pass thru this world with impunity. Basically the the WD "ghosts" for a short period of time where he can walk thru all enemies but cannot be hurt and cannot attack either (his summons stay behind and can still fight)
This would be the WDs transport ability since barb and wiz got one.
Black Mamba Mambo-The WD dissolves into several black snakes and one silver snake (this is the player), the black snakes randomly target enemies and deal poison damage, the silver snake is controled by the character he can attack (no spells) but recieves damage as normal the player can return to normal form either by waiting for the duration to end or by targeting a corpse to posses. If you posses a corpse the black snakes still stay until killed but you can attack as normal.
Call the Loa-The WD summons a spirit which will posses the targeted corpse for a short time, the loa can use all the abilities the corpse had. The one twist is that the the loa can even posses the corpses of other fallen players.
This spell is similar to revive so it might need some addition work since they want to stay away from being a necro. Also the possesion of the player character's corpse is dependent upon how the final death mechanic works in D3, if the player has to touch his body like in D2 to get his stuff back then you cant have this spell unless it leaves like a marker or something for the other player.|||Quote:
My favorites so far are the leaf dance one and the voodoo doll where you create a decoy that enemies attack and hurt the traget of the spell.
Path of the Spirits-Transcending into the spirit realm the WD can pass thru this world with impunity. Basically the the WD "ghosts" for a short period of time where he can walk thru all enemies but cannot be hurt and cannot attack either (his summons stay behind and can still fight)
This would be the WDs transport ability since barb and wiz got one.
Black Mamba Mambo-The WD dissolves into several black snakes and one silver snake (this is the player), the black snakes randomly target enemies and deal poison damage, the silver snake is controled by the character he can attack (no spells) but recieves damage as normal the player can return to normal form either by waiting for the duration to end or by targeting a corpse to posses. If you posses a corpse the black snakes still stay until killed but you can attack as normal.
Call the Loa-The WD summons a spirit which will posses the targeted corpse for a short time, the loa can use all the abilities the corpse had. The one twist is that the the loa can even posses the corpses of other fallen players.
This spell is similar to revive so it might need some addition work since they want to stay away from being a necro. Also the possesion of the player character's corpse is dependent upon how the final death mechanic works in D3, if the player has to touch his body like in D2 to get his stuff back then you cant have this spell unless it leaves like a marker or something for the other player.
I like your "Path of the Spirits" idea a lot, although it would need some kind of counterbalance to not make it too overpowered. Maybe you could accomplish this by only granting immunity to melee damage, but enhancing the damage he would take from elemental attacks for as long as he is "ghosted." This would still make it a very worthwhile spell, since it's basically your "escape from being surrounded" skill.
Keep in mind with your other two suggestions that there will be no corpse-based spells in Diablo 3.|||Quote:
I like your "Path of the Spirits" idea a lot, although it would need some kind of counterbalance to not make it too overpowered. Maybe you could accomplish this by only granting immunity to melee damage, but enhancing the damage he would take from elemental attacks for as long as he is "ghosted." This would still make it a very worthwhile spell, since it's basically your "escape from being surrounded" skill.
Keep in mind with your other two suggestions that there will be no corpse-based spells in Diablo 3.
I thought about the damage from magic while ghosted but then i thought it would be too much like whatever that tauren does in warcraft. As far as balance i really thought of this as more of an "oh crap" kind of skill that would have a long cool down so you couldnt stay ghosted while your minions fight.
Is it really true theres not going to be any corpse targeting spells? That seems like a wasted opportunity.|||Yeah, no corpses sad to say. But at least we get cool ragdolls!
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