Diablo 3

Diablo 4 – Ideas from someone who has played nearly every ARPG

diablo11 - Diablo 4 - Ideas from someone who has played nearly every ARPG

This is a large pool of Ideas.

Diversity Diverse equipment and Items, Talent/Skill trees that include both skills and passives. If you need examples of games to look at for this simple idea you can go to Classic World of Warcraft, Diablo 2, Titan Quest, Grim Dawn.

A large variety of magic affixes, both suffixes, and prefixes that are relative and useful that appear on a variety of blue and rare items. With special prefixes and suffixes that may be build defining on certain uniques or even chase base items.

Charms – The random blue and Yellow ones, they were a great way to enhance and further improve a character in Diablo 2 endgame, while at the same time not being mandatory. They also allowed people to fix faults in their gear/build by supplementing certain attributes, resistances, health or even mana. I know to have a limited inventory space due to carrying a bunch of charms was annoying, however to many people that trade-off was worth it and it was great. A Separate limited inventory or bag for charms could be implemented, to expand on this further you can limit the initial size of the inventory and increase the charm bag through gold and possible challenge completions, aka creating possible more end-game features.

Skill Charms – Unique charms that when stored for use, slightly modify or alter skills or abilities or even add special non-class exclusive skills much like Runewords. You can add a rarity of rarities and levels to the schools to enhance bonuses or improve ranks. for example, a Skill Charm can have the ability (Summon Bound Fallen I) with (II, III, IV, V… X) being possible future ranks that can be found. The skill can be exactly what many would believe it to be, a skill that would summon a fallen as a pet for either a duration or for as long as it lives. The Skills should be affected by passives in the talent trees creating a variety of choices for players, for example a player that chose to build a minion or summoning character will attempt to collect the Summoning Skill Charms to further enhance his arsenal, whereas buffs, auras, movement skills, and many other possibly generic skills could be added as Skill charms that could also be used. Now for Modifying skills you could create a variety of prefixes for skills and add them to skills for example (Cloning Frozen Orb +2) which would be a +2 to the skill level of Frozen Orb with the additional bonus effect of Cloning, the cloning effect could be a duplicating effect with a reduced damage % on the secondary casts effect, for example with said charm your sorcerer would cast 2 frozen orbs rather then 1 with every cast however the second one would only be at 30% effectiveness. These charms should also have a limit on how many can be had or in use.

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Rare Spawns – I don't know why, but you don't often find or see rare bosses or rare spawns often in ARPG's, Having Special Unique bosses that are challenging and difficult randomly appear in various locations across the world in various playthroughs or travels. These said creatures could have not only unique legendary items but also unique base items that have special prefixes that become certain chase items that people would try to farm to get "Godly Rolls".

Skills being Locked and costing points and Tied to a Skill/Talent Tree

Talent/Skill Trees – Large Branching Talent/Skill tree. This is the bread and butter to character customization and growth, There need to be choices and actual decision making, this is an RPG by heart, not a shooter game that has no thought process required. (Even Borderlands 3 Has a Talent/Skill Tree). Every level doesn't have to be completely meaningful when it comes to your skill tree, however with items, and an actual attribute point system it will all come together to be meaningful. Skills should require actual investments to become stronger and possible. A Respec Function should be allowed and be possible, but the worry that players may mess up their characters with too much choice being a reason not to allow choices is completely wrong.

Cooldowns should be limited and few – Cooldowns are a way to slow down the gameplay or limit it and are by no means fun. If an ability needs a Cooldown in an ARPG, then should that ability really exist? A High Resource cost or possible cast time or requirement is better not a cooldown that is unable to be gotten around. If Cooldowns are a must make them into talents/possible passives that improve the ability further making it stronger.

Free Trade – Besides Quest or Story Items, everything else should be tradeable, Do not limit or break the community. Why make an Open Multiplayer World Diablo game and then limit trade so it feels like a singleplayer game when it comes to player interaction.

Make People Think About Items and Their Character – Hoarding IS Good!

Account Stash – A Shared Stash is Required.

Crafting – Crafting should be Diverse and random, to further enhance it you can create a cursed or blessed feature that uses certain rare ingredients that are completely optional in crafting that would have a unique random effect. These Random effects could be both build defining or enhancing, it is also possible for these effects too simply be fun or cool that benefit a character.

(Cursed – Stronger Unique Effect with a possible Unique Negative Effect) (Blessed – Average Random unique effect with no negative that takes a modifier slot)

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Best Items – 8 out of 10 times Should be Random .01% chance to appear Rare Items….. Not Uniques or legendaries. However, Uniques or Legendaries should be best in certain slots and never the same to help support or define a certain character build, but full set items or legendaries should not be the best choice if that is the case everyone, in the end, will be the same. I'd even argue that Set items are a trap and shouldn't even exist outside of flavor text and lore. The idea that set items have to give bonuses and become stronger as they come together makes no sense to me. Why would a sword suddenly become stronger when you put on a new pair of shoes, by that logic the same or stronger magical effect could happen if you put on anything that is more powerful.

Remove Time Attack Feature from Endless Dungeon, but limit portals and revives.

Attributes – Should be very simple and feature simple bonuses, they should exist to help define a character or build or to help decide what items a character can use as requirements, this can be seen in Path of Exile, Diablo 2, Titan Quest, Grim Dawn and almost every other ARPG to date. Attributes should grow based on class and be improved with player's choice through levels so a player can further define themselves.

What to Avoid – Taking away character customization and choices and becoming D&D 4th Edition. No one likes D&D 4th Edition.

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