![]() |
![]() |
![]() |
![]() |
|
#31
|
||||
|
||||
|
They are similar. When blood rage is active, each time you are hit you get another melee bonus (up to some max). Blood sacrifice is just a straight up melee damage bonus paid with health. Both of these are still in the concept phase so things might change.
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, & Din's Curse |
|
#32
|
||||
|
||||
|
Oh, that's awesome. I think they will both be a good specialty to have for any fighter class. I guess the demon hunter class is like a warrior/priest class. Buffs/ protections+ Brutal Weapons. Sounds great to me
![]()
__________________
No Name-"Arrogance is the fall of many" No Name-"Trust is the fall of all..." |
|
#33
|
|||
|
|||
|
What might be nice is a skill for the Reaver that is either a hold-down mobile whirlwind to slice through a group of opponents without stopping (though weaker than the Weaponmaster's whirlwind, and costs mana as long as you hold it down), or a charge through attack that damages enemies along your path and lets you bypass them, which would be particularly useful while playing with friends in clustered corridors. Use it at the beginning of the fight and attack a mob from both ends. Or it could be a simple movement power that just lets you clip through a mob, useful for both attack and escape.
Regarding the placeable temporary totems, being able to summon up those elemental turret traps might be handy, as long as they are a little more intelligent. As sacrifice and ritual seems like a theme here, a spell you cast on yourself that keeps track of how much damage you take over a few seconds, then releases it as a nova or single, high damage strike. If holding down any ability is even possible, it could be a matter of holding it as long as you want, gambling between your death and theirs. For the Warden, a Wall spell. A warden needs a prison, after all. Finally, and I'm not sure this is really specific to the new class, but any kind of spell that can be charged up. It could drain mana/health as long as you charge it, and either simply have greater effect, or different effects altogether depending on how long it's charged (totems are stronger the more blood you give them, charge farther the more mana you spend, more projectiles but same damage, etc). |
![]() |
| Thread Tools | |
| Display Modes | |
|
|