Friday, April 13, 2012

The wizards familiar... - Page 2

[:1]Nice site. Would like to see an update here for the Diablo Wiki as well.

Familiar definition: "An attendant spirit, often taking animal form." This sounds a bit like the summons from Diablo 2 druid, spirit wolves. But what kind of spirit would fit with the wizard? From what i have read about the wizard until now, its kind of hard to imagine him/her with an animal spirit companion. Might be more something that might be related to its resource. Some arcane spirit assisting with resource generation linking the resource plane of the wizard closer with its appliance in the "real" world.|||Quote:








Mongrels don't suck up experience and I don't think the Familiar will, too.

It probably won't too a TON of damage and if your only goal is to run around with it and let him kill things for you, you'll take forever and a day, or die trying.

Also, they could make it so that he only attacks when you attacks and if you are idle he does nothing.




I think they are joking, in dnd based games like neverwinternights your companions (summons, mercenaries) lowered amount of xp you would get from fight.

It just Blizzard spell ideas has obvious source but they said itself that they love DnD so... it just they could use more imagination instead of copy/paste.|||Oh...yeah. Because lack of imagination is so obvious in the current state of development? Seriously, I've never come across anything so freaking innovative like the entire rune system. I doubt they will find examples to copy/paste from for all the ~750 skills with runes they have to invent and design.|||Nice way of missing a point, I was talking about core spells here....

But honestly new rune system is buffing altering your spells when older was making same but with items, is that much different? No! Is this give you more options and fun? Yes.

WoW already had talents that were altering spells so no this is not that innovative like you are trying it to sound...

And please do not make me laugh about this ~750 skills to invent and design, from what i saw most of time they are just changing stats like higher damage, bigger aoe, cheaper cost, that are simple things to do. Go to wc3 or sc2 editor pickup core spell and you without problem will alter it in many different ways.|||1) Alright, if I missed your "point" of talking about core spells, you say that the D3 development team is uninnovative and resorts to "copy/paste" from D&D for their skills. This just doesn't make any sense to me. D&D is a pen&paper rpg and also the universe used by dozens of fantasy games as basis for their own adaptions of it. There are 0 visuals for skills, especially concerning the example you referred to...the "familiar" is not even an invention of D&D, it's a part of european medieval history. Plus you don't know anything about the skill design yet, apart from attacking the player's enemies. Seems pretty farfetched to call it a copy if there's nothing known about it, yet .... o_0

2) How did D2 items ever alter the function and visuals of skills? And if there are any at all, how many of those items were there? Comparing this to D3's rune system is ridiculous.

3) WoW's talents improve skills. They almost never change their function and if so, to a minimal extend. And after 5 years of WoW I can't think of any talent that ever changed a skill's visuals.

4) You've got a point concerning the resource reduction rune that many skills will most probably have. Let's say, 70% of the skills have one resource reduction rune and a pure +dmg/+number/+aoe rune. Out of the 4 examples we already know this seems to be a pretty good estimate. This still leaves ~500+ rune effects changing visuals and function. Try to copy/paste those somewhere o_0...|||Quote:








I think they are joking, in dnd based games like neverwinternights your companions (summons, mercenaries) lowered amount of xp you would get from fight.

It just Blizzard spell ideas has obvious source but they said itself that they love DnD so... it just they could use more imagination instead of copy/paste.




Well for starters Familiars are older than DnD, and there's many meanings the one that applies here as a Spirit being that helps magic users (it dates to the 1500 at lest), also where your proof it a copy and paste from DnD? It only a copy and paste if it's a bat, cat, rat, snake, weasel or some other small animal, (from DnD wiki info) which don't match with the known skill info.

All that is known about the skill for now "Creates a companion that accompanies the Wizard, attacking enemies for X-X damage. This companion cannot be targeted or damaged by enemies" so it basically a moving Hydra.

^ Sound like a little bat, cat, rat etc?|||I can tell you now that it's more like the Druid's Raven in D2 than anything in D&D.



I DM'd a group when they started. The ranger had a companion (functionally similar to how they'd use a familiar, so bear with me here).

Oh, it could be injured all right.





He sent it under a door to scout ahead. Enter the Flamestrike trap he triggered. I had his empathic link make him feel like he was on fire. XD















Point is: This is no copy from D&D. The name's the same. Similarities stop there.|||Still, some ideas from DnD could be fitting here. Assuming it basically just pews pews at the base skill, it could have skill runes to cast spells (perhaps even ones that the Wizard has).|||So basically, a Shadow Master.|||Yes and no. It would still remain unhittable. And the skills used should be carefully selected.

Damage rune - just increase familiar damage. Maybe make it shoot explosive stuff. Whatever.

Efficiency rune - make it restore some AP to the Wizard with attacks.

Now, for the last 3 runes, I am thinking 2 unique familiar spells/abilities to choose from (like, a curse it casts, or a defensive spell like catching projectiles and converting them to Wizard's HP, whatever). For the third rune, it would be something like Shadow Warrior, where it casts a skill assigned to a certain mouse button (probably L1 for balance reasons) with some sort of limitation to keep it balanced with the damage increase rune. Like draining Wizard's AP per cast, etc.

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