View Full Version : Tomes,Elixirs,Negative items, Rewarded Items and spells
Fleshvirus
25-07-2008, 06:06
Lets look back at what Diablo had. Tomes that teaches you new abillities and skills. Elixirs that boosts your stats by either 1+ or 3+ permanent.
Quest rewards that actually were worth dying for is allso a must.
So my ideas here are kinda different but involves these things we had.
Allow there to exist Tomes that have a Rarity level and Requirements.
They will only teach you one skill which later on can be leveled by more tomes but they will require lots more and might not be able to MAX.
As for Elixirs. Let Elixirs be able to boost stats but have a restriction depending on how many your character have used. Or let the Elixirs allso have their own requierements just to balance it out.
Negative items are stuff that didn't appear in D2 but it would be cool just to see a ring that drains you health slowly whille it grants you allot of good bonuses.
Rewarded Items needs to be different from what you get as loot.
I have nothing against the quests ive been doing but it seems as if the rewards were dull. Like hey give me a ring that only gives 5+ str cause i gave you back your bloody knife whille killing midgets in the forest.
I hope i didn't waste my time writing all that.
Tomes are in. Watch the vid and look at what drops from the bookshelf: "Tome illegible of vitality 1. I dont know what it does but I am pretty sure thats what it says.
Fleshvirus
27-07-2008, 13:21
Tomes are in. Watch the vid and look at what drops from the bookshelf: "Tome illegible of vitality 1. I dont know what it does but I am pretty sure thats what it says.
If thats the case. Then my hopes would come true.
Would be cool if they just put ideas from D1 into D3 where your skills really dont tie to eachothers and gear doesn't allways save your *** :D
Tomes could be cool
I thought of a neatish way they could do elixers, the game could basically have a level requirement on elixers that goes up every time you use one. For example, first elixer requires level 20, second level 30, fourth level 40, fifth lvl 45, 50, 55 etc.
OR, they could have a stat requirement on elixers that increases every time you use one. So first intellect elixir requires 100 int, second requires 125, etc.
Just a thought though.
OMG I thought of an even more interesting way to do elixirs.
Example, say there are the same 4 stats, Int, Dex, Str and Vit.
Make the Dex elixir require Vit, Make the Vit elixir require Int, make the int elixir require Require Str and make te the Str elixir require dex.... and have the requirements for each stat increase the more exilirs for a stat you use.
Tomes are in. Watch the vid and look at what drops from the bookshelf: "Tome illegible of vitality 1. I dont know what it does but I am pretty sure thats what it says.
You need glasses, mate. It says Elixir of Vitality 1. Or are you talking about a different bookshelf that no one noticed? (I am looking at 4:20 in the gameplay video).
You need glasses, mate. It says Elixir of Vitality 1. Or are you talking about a different bookshelf that no one noticed? (I am looking at 4:20 in the gameplay video).
Well would you look at that. The combination of me not hitting pause and it dropping from a BOOK shelf got the better of me.
Deuterium
30-07-2008, 07:22
You need glasses, mate. It says Elixir of Vitality 1. Or are you talking about a different bookshelf that no one noticed? (I am looking at 4:20 in the gameplay video).
4:20 awesomesauce.
pantherus
31-07-2008, 06:35
Well would you look at that. The combination of me not hitting pause and it dropping from a BOOK shelf got the better of me.
Well that's just vintage Diablo isn't it? :)
Bookshelves drop potions
Rats drop halberds
Weapon racks with big halberds on them drop little throwing knives...
I see it another way, let's make the elixirs permanent and drop at a pretty rare drop rate.. Let's say you get one each 25 hours of active killing, or something along those lines. That'd give us something to do after level cap. Or if you could buy them from a vendor would make a great money sink.
When you gulp one down you get a permanent stat boost that can't exceed a set number above your base stat. Ie. Let's say the cap is 10 elixirs that would pan out something like this: 100 str base / 110 with maxxed out elixirs / and further increase with items. I would be a neat way to save points in dex/str to get even higher vit.
All this is ofcourse based on D2's attribute system, we might see something else in D3. One never knows.
OR
You could have a set amount of elixirs you can drink, let's say 25 for simplicitys sake. That way the extremes would be either +5 to all or +25 to a single one, giving some space for additional tweaking.
I see it another way, let's make the elixirs permanent and drop at a pretty rare drop rate.. Let's say you get one each 25 hours of active killing, or something along those lines. That'd give us something to do after level cap. Or if you could buy them from a vendor would make a great money sink.
When you gulp one down you get a permanent stat boost that can't exceed a set number above your base stat. Ie. Let's say the cap is 10 elixirs that would pan out something like this: 100 str base / 110 with maxxed out elixirs / and further increase with items. I would be a neat way to save points in dex/str to get even higher vit.
All this is ofcourse based on D2's attribute system, we might see something else in D3. One never knows.
OR
You could have a set amount of elixirs you can drink, let's say 25 for simplicitys sake. That way the extremes would be either +5 to all or +25 to a single one, giving some space for additional tweaking.
I like the idea of capping how much the stats that elixirs increase, but I wonder if people would simply wait to spend their attribute points until they have reached the max attribute an elixir can increase, then begin spending their points.
I like the idea of capping how much the stats that elixirs increase, but I wonder if people would simply wait to spend their attribute points until they have reached the max attribute an elixir can increase, then begin spending their points.
I think you looked at it the wrong way.
Let's say player A has 10 base str, 5 elixirs of strenght (each with a +1 modifier) and 10 attribute points to use.
Either he can first boost up his strenght to 20 with the points and then add additional 5 from elixirs.
Which would leave him with a total of 25 str. Or he can add 5 from elixirs first and add the 10 points later, in any case he would end up with the same total of 25 str.
What I'm advocating is not a static upper cap of elixirs, rather a dynamic upper cap that changes with your base stat.. if you got 100 str the elixir cap is 105, if you get 120 base the cap is 125 etc. In any way the cap on the amount of elixirs you can use will always stay the same.
I hope that cleared it up for you somewhat, I'm still tired and at work so I understand if I don't make alot of sense at times.
So you're saying that as you level you can boost you stats a bit and that bit is limited by how High your level is minus the elixirs you've already used.
at level 10 you could use 10 elixirs
at level 12 you can use 12 elixirs, but if you've already used 10 you may only use 2 more.
Is this closer to what you meant?
So you're saying that as you level you can boost you stats a bit and that bit is limited by how High your level is minus the elixirs you've already used.
at level 10 you could use 10 elixirs
at level 12 you can use 12 elixirs, but if you've already used 10 you may only use 2 more.
Is this closer to what you meant?
Man, my writing skills must be flawed to the MAX :) Lemme try again:
Lets say the cap on how many elixirs you can use is 10. We got two players. One is level 1 and got 10 str, the other one is level 100 and got 300 str. Both could use 10 elixirs to boost their strenght. Regardsless of level/current base attribute you can always raise your attributes with additional 10 using elixirs.
You getting it?
Yeah, I guess if I wasn't also tired I'd have read your earlier response better.
Yeah, I guess if I wasn't also tired I'd have read your earlier response better.
Haha, yeah well.. It happens. So you likey? :P
Seems okay to me, since I believe that use of elixirs to boost stats should be capped. I wonder how rare they'll be. If they are permanent boost to abilities, then I smell another "Soj Marketplace" featuring elixirs.
Yeah a cap is needed but just make sure the cap is high enough to make a moderate difference so that you won't be gimped out if you just skip them. But the perfectionist as myself and many others WILL get gold enough to max them out.
And if sold from a vendor for a high price would initiate a fairly decent money sink, maybe not as stable as mounts are in WoW. But atleast it's a small foundation, something to build further on
Elixirs wouldn't bring much more then another stat quest if there's a cap to their usage + if they're easy to find.
If they could make them as rare as high runes, and totally disable bots/dupeing, so each player only finds a few in a d3 carer, but not have a cap, then they'd be awesome.
I mean ... think how it would be like if you find an elixir that increases one of your attributes by 5 points or so in D2 (assuming they're practically not possible to trade for, just like legit hr's aren't).
If they could make them as rare as high runes, and totally disable bots/dupeing, so each player only finds a few in a d3 carer, but not have a cap, then they'd be awesome.
Just because they would be for sale doesn't mean they're easy to get mind you.
stillman
08-08-2008, 17:38
What if elixers were basically portable shrines? You drink it and you temporarily get a significant stat boost. It would be like a combat shrine in a bottle. You carry the "shrine" around with you until you choose to use it.
Well that's just vintage Diablo isn't it? :)
Bookshelves drop potions
Rats drop halberds
Weapon racks with big halberds on them drop little throwing knives...
R O F L!
Too true :yes:
Yuri The Barbarian
14-08-2008, 21:58
I'm not a fan of permanent elixirs and tomes. It makes the game more noob unfriendly without really enhancing the game whatsoever.
jesterlolz
19-08-2008, 18:39
What if elixers were basically portable shrines? You drink it and you temporarily get a significant stat boost. It would be like a combat shrine in a bottle. You carry the "shrine" around with you until you choose to use it.
Honestly, I think this is the most likely. It seems like it would be a fun mechanic, and not that complicated. If you remember, the developers said this game is easy to pick up.
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