Re: Ideas for 4th and 5th classes
No healer, no mounting and not another dark character. Those things just don’t fit in the Diablo universe. Sure, dark characters are common in Diablo, but we already have one: the Witch Doctor. An extra dark class would be a nice addition for the expansion.
As for the healing: There shouldn’t be any need for it, especially since they introduced the health orbs thingies dropping on the ground after killing a monster. If the skills would make this mechanism more effective, like some of the Barbarian skills, then that’s fine by me, but it shouldn’t be what a whole class or a whole skills tree is about. This is a hack ‘n slash game, and also a game with a single player mode where you can’t party with someone (except a merc or some random NPC like in the gameplay video). This would render you incapable of killing monster without having to waste a whole day killing a single Fallen One.
Another reason why I think healing wouldn’t work is because this will allow you to keep your Barbarian or other classes alive without trouble, because they are already capable of keeping themselves alive WITHOUT the use of another healing source. It would make the game way too easy and HC a joke.
And the last reason (for now) I don’t like the idea of healing classes is the fact that it would be a rip-off of a lot of other MMORPG’s and I want Diablo III to stay as unique as possible. So one or a skills devoted to healing is fine by me (the Paladin in Diablo II could do this too by using Prayers, Meditation, Holy Bolt and Redemption), but a whole class or even a skill three would be too much imo.
A support class on the other hand would be a really nice addition, because Diablo II also had those. And of course that would mean a aura type character like the Paladin, which had the best support skills without having to worry about becoming incapable of killing. As a matter of fact, the support skills boosted the killing speed of not only the Paladin himself, but the whole party as well.
And last, and one of the worst ideas that I heard: mounted character. Serious, are you serious? What would this mean for the gameplay if this was used like the mounted characters in other games? A faster moving character, with high damage attack, additional defense and a mount that could level up and become even more durable and stronger. This would cause major balance issues if you ask me! And I hear you scream: ‘But then we won’t make it any stronger, faster, and more durable so you won’t be any stronger but just look
[email protected]!’ But I think that would just be lame. It would be the same as Sir Lancelot riding a Shetland pony or a donkey.
However, and this I must add because else I would lie to myself: if it is integrated in the skills, for example by making a ‘Mounted Combat’ skill tree or something like that, it could work out just fine. But that would be something for an expansion because it would fit in the open character spots as well as the character that I have in mind.
This is what I think should happen to the 4th and 5th characters after looking at the known characters:
Strength: Barbarian
Magic: Wizard
Dark/Summoning: Witch Doctor
Ranger: The Desert Assassin (as mentioned)
Support: The Dervish (as mentioned and this would be the GW look-a-like, except for the skills)
I would like to explain a bit how I would like to see these to classes being made and played:
Desert Assassin
The DA should be a Assassin/Amazon hybrid. He/She would be able to use small weaponry like daggers, claws etc. With the possibility to dual wield, since it would give the DA more hits per second and a faster look (the look of a character is important! Where a Barbarian feels like power, the DA should feel like speed). The skill tree would consist of a couple of active skills, allowing charge-up, kicks and buff skills (think BoS, Fade and Venom). Since Diablo III will make use of skill runes and passive skills of synergy, one or two charge-up skills, kick skills and buff skills would be enough. Because, f.e. the kick skill: one rune makes it a rapid (multi) kick, the other rune makes it an explosive kick and the third makes it a teleporting kick. For the charge-up skills the same thing: normal charge-up is extra damage, but with a rune in it, it causes fire damage on charge one, a fire explosion with AoE damage on charge and a meteor shower to drop on and sets monster ablaze charge three. Another rune does these things except with could damage and frost and yet another does this with lightning damage and stun. Simple, noh?
The DA should also be able the use a ranged attack. A bow or spears for example. Merging all the Amazon skills in one tree would be a possibility, since you would be able to use a skill rune to make a bow attack skill either a multi shot or a strafe. Same with magic arrows: one skill will make the arrow search its target (Guided Arrow), the other makes it possible to show without arrows (Magical Arrow). The same could be done with the spear attacks. This way you have enough room for the passive skills (either standalone (dodge f.e. or synergy for the attack skills) and skills like Valkerie/Shadow Master.
The last skills tree would be traps. The same as the current traps, but with some additions and variations. Perhaps Arcane Traps, Ice Traps, Strom Traps etc. Or traps that inflict conditions (like the Witch Doctor trap). This tree could also be used for simple magic related to his element and attributes. Either way, enough options here.
Oh, and this look plezzzthanksalot :loving:
Dervish:
Scythe attack tree + Paladin aura’s tree (offence and defense). Make it possible to use small scythes in combination of a shield with addition skills and you are all set to go.
As for the Dervish look, for those who don't play Guild Wars: