A New Adaptive Combat System for Diablo 3

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The Adaptive Combat Speed System

…by: CallsignAPOLLO

.                          In these Diablo 3 speculation threads I’ve seen many combat tweak suggestions; the one that inspired my idea is called “Tackle Diablo” and is by Stillman. The system I have come up with has two parts:

  1. Enemies can slow your character’s ‘combat speed’.
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  2. At some point your ‘combat speed’ not only returns to normal but accelerates.

.                      I propose that enemies can ‘cling’ to your character; your character would have ‘cling points’. These are basically places where enemies can attach themselves to you. Each character class could have 5 or some could have more than others. These would act like a slot system to be filled with enemies. Each character class could have distinct points or they could be similar; ex. head, left leg, right leg, back, right arm. Now I would like to give a fleshed-out set of rules that could be implemented by Blizzard in a similar system.

The Rules

Part 1: Clinging
  1. Some enemies take up multiple clinging points.
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  2. Some enemies encumber your character more than others.
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  3. The more clinging enemies the slower your Combat Speed.
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  4. Combat speed is the response time it takes to perform spellcasting, walking, running, combat moves, item pickups, and any other similar actions.
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  5. Some characters are more easily encumbered by clinging enemies than others.
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  6. Some characters have fewer clinging points than others.
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  7. Extricating your character from a clinging opponent is a function of how long the enemy has been clinging to you, how much damage you are dealing in HP to other enemies, and how much your character is moving.
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  8. Modifiers and skills and armor can effect how many clinging points your character has and reduce the effectiveness of enemies while clinging.
Part 2: Acceleration
  1. After breaking free from a clinging enemy your character’s Combat Speed is accelerated.
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  2. Combat Speed acceleration depends occurs every time an enemy falls off.
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  3. Your character can be accelerated even if other enemies are still clinging to you.
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  4. Acceleration is decreased depending upon the number of enemies clinging to you, how long the thrown enemy was clinging to you.
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  5. Acceleration is increased depending upon item modifiers, skills, and how quickly the clinging enemy was thrown.
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  6. Combat Speed is increased by increasing stats like attack speed, cast rate, and run/walk speed.
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  7. The length of time that you are accelerated is also a function of how long an enemy was clinging to your character and how many enemies are clinging to your character presently.
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  8. Modifiers and skills and armor can effect how much Combat Speed acceleration your character has and increase your weapon/skill damage while accelerated.

*Explanation of Clinging: This combat effect is not meant to slow down combat. It is meant to increase the player’s sense of being overwhelmed and add a new way to utilize the game’s physics engine.

*Explanation of Combat Speed: This lumps several different speed values into one and allows your character as a whole to be sped up or slowed down. It is very important that this can effect all of your character’s rates/speed values otherwise the player would feel a disconnect in being able to for example move slowly but use spells quickly.

*Explanation of Acceleration: This allows for the pace of combat to actually be increased by clinging enemies which is something that I think Blizzard would find very appealing. Acceleration also serves to further stress the impact enemies have on the player’s character; you are slowed more than normal and then sped up more than normal. This should make combat more engrossing.


Let me know what you think!

Comment, but don’t hate!

-CallsignAPOLLO
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*This post is an extracted selection from one of my threads at diii.net forums for which the link can be found below; please feel free to comment but be constructive!

http://forums.diii.net/showthread.php?t=710571

A New Skill Redistribution System for Diablo 3

 

The Dynamic Character Growth System

…by: CallsignHUSKER

In these Diablo 3 speculation threads I’ve seen spammed across the multitude of Diablo fansites and strategy/news sites two main suggestions for how skills should work in Diablo 3:

1. Once assigned skills cannot be moved or modified.
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2. Once assigned any and all skills can be removed and/or reassigned.

I propose a third system: Skills are assigned as normal throughout gameplay and can be reassigned at a later time. However, some skills cannot be reassigned after certain conditions have been met.

The Rules

1. Skills can be made open for reassignment at a cost of gold.
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2. The amount of gold scales to reflect your character’s level.
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3. After 5 points have been spent in a skill you may only remove 1-4 points.
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4. After 5, every 5 additional points into a single skill becomes permanent.
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5. If you only put 1 point into a single skill it can moved without factoring into rule 6.
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6. Out of every 3 points assigned to a skill tree only 2 may be reassigned to a different skill tree.
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7. Some high level skills cannot be reassigned.
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8. There is special quest which can be completed three times which allows the reassignment of 5 skill points from any skill to any skill tree. (Excluding the skills covered by rule 7).

*Explanation of Rule 3: once 5 points have been assigned to the same skill, you can only remove up to four of those points. This prevents skill abandonment after a player has shown interest in that skill. This also trains the player to be cautious when assigning more than one point to a skill as does Rule 6.

*Explanation of Rule 4: if you have 5 points in a skill and put 3 more in you can reassign those 3 skills although 1 must be reassigned to the same skill tree. However, if you put 5 more points into a skill that already has 5 points in it, you may not reassign any points in that skill. In other words, after 5 points skills are ‘permed’ in 5 point increments.

 
Let me know what you think!

Comment, but don’t hate!

-CallsignHUSKER

 

*This post is an extracted selection from one of my threads at diii.net forums for which the link can be found below; please feel free to comment but be constructive!

http://forums.diii.net/showthread.php?t=710571

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