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  #11  
Old 06-20-2010, 08:22 AM
Lyranaar Lyranaar is offline
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Quote:
Originally Posted by Shadow View Post
Right now I'm thinking the wards/circles will get placed at your feet and kind of act like a temporary totem that effects everything in the area of effect (well all enemies or all friendlies depending on what the effect is).
Now that sounds great. I think adding more ways for Coop players to interact would be cool stuff!
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  #12  
Old 06-21-2010, 10:32 PM
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DeathKnight1728 DeathKnight1728 is offline
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I'm starting to think about this, will the demon hunter be another warrior class or a finesse warrior? If it's the latter than that would be awesome. The demonologist would be the mage/priest, the reaver could be the warrior/? and the warden would be the finesse warrior. It would be cool if that was it, because frankly the warrior class by itself is too dull due to low defense. Shields can help, but not always.
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  #13  
Old 06-21-2010, 11:23 PM
spacehog spacehog is offline
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A class that could dual wield daggers/swords would be pretty neat.
I concur with Lyranaar about the wards/circles and coop interaction.
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  #14  
Old 06-21-2010, 11:30 PM
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DeathKnight1728 DeathKnight1728 is offline
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spacehog said- A class that could dual wield daggers/swords would be pretty neat. I concur with Lyranaar about the wards/circles and coop interaction.

That's the problem though. Although it worked with kivi's underworld, shadow said it would completely imbalance this game. It's too bad, I would dual wield some scimitars Drizzt style
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  #15  
Old 06-21-2010, 11:31 PM
spacehog spacehog is offline
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What if there was some kind of penalty when dual-wielding?
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  #16  
Old 06-21-2010, 11:42 PM
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DeathKnight1728 DeathKnight1728 is offline
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If they did do a penalty it would work the same way in baldurs gate. Less damage overall, less chance to hit overall. But....when you get high up, it would be worth it.
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  #17  
Old 06-22-2010, 05:04 AM
Lyranaar Lyranaar is offline
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Usually I think skills should be interesting at any level (in different degrees). Especially as you can for some cash reskill at will.

So while penalties might be a good idea, best case the skill itself would be cool/useful from the start.

Dual wield could have a chance to attack multiple/two targets at the same time or something like that. That way even with penalties it there is a benefit you just want to have.
Or another idea you choose for the second weapon offensive or defensive skills. As you probably lose the shield that might be interesting as well.
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  #18  
Old 06-22-2010, 07:41 AM
Valgor Valgor is offline
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Some form of dual wielding for one-handed weapons like swords and daggers would be a neat addition indeed.

My suggestions :

- Uses the average dps between the two weapons dual-wielded
- Has a chance to hit two targets at once
- Has an improved chance for crushing blows, but reduces chance for a critical hit
- Adds a bonus to Parry, but lowers Defense.
- Increases Dexterity requirements on weapons viable for dual wielding
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  #19  
Old 06-22-2010, 07:58 AM
Lyranaar Lyranaar is offline
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Sounds very good to me Valgor, though I don't think raising Dex requirements is a good thing as some daggers already have quite the requirements.
As you have to be special class and have special skills that is probably requirement/sacrifice enough.
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  #20  
Old 06-26-2010, 04:45 AM
JSMany JSMany is offline
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This might be a nightmare to implement, but what do you guys think about a class that's somewhat similar to the wildmage class from the Baldur's Gate 2? Most of the active skills will have different results depending on how the random number generator rolls.

For example, let's call this class a ChaoMage and give him a spell called Chaosball. Depending on how the RNG rolls, the skill can execute Firemage's fireball, Icemage's FrostNova, or Druid's Earthquake. If the Chaosball rolls a critical hit (or equivalent to DnD's rolling a 20), then all three can go off simultaneous while a critical miss (or equivalent to DnD's rolling a 1) can either hurt the caster or even afflict him with various negative status effects such as being frozen immobile or burned over a period of time.

Or what about a healing spell that can heal a 1-100 hit point per skill level along with a small chance to cast random buffs as well but it also has a chance to heal your nearby enemies as well.

Another skill example would be some sort of summon spell, that can summon a friendly fire elemental, ice elemental, chaoslord or even all three but it also has a chance to summon hostile elite monsters.

In order to prevent abuses that can arise from so much randomness, most of the skills should have significant recharge time, at least long enough for the player to live with the consequences. This means unlike other classes that can focus on one or two main offensive skills, they will have to develop and utilize more than couple of skills. This can lead to complicated gameplay, and the playing style might not be for everyone.

Chaosmages can also have passive skills that can tilt the RNG to their favor so that having high skill level in it will allow more good things to happen while lowering the chances of bad things happening. Some other passive skills can be one that lets lower level skills to randomly discharge higher level skills.

So do you guys think such a class is feasible to implement? Personally, I think it would be very fun to play it in hardcore mode.
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