Diablo 3

Tone, Stats and Classes

diablo13 - Tone, Stats and Classes
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Fellow Peasants, feedback here is not of good quality.

The following feedback is what I see the most of:

  • Tone
  • Stats
  • Classes

Lets start with Tone. Diablo is a naturalistic, horror themed, Isometric, Roguelite, Hack & Slash, aRPG Looter. What we are currently seeing is a romantic horror theme. The theme in Diablo isn’t just grounded, the ground is swallowing you as you stand there, there are eyes creeping out of the mud and teeth knowing at your legs. Diablo is too real. Diablo is naturalistic.

Lets get it right.

Next stats.

Unpopular opinion: Stats are fine. The problem is the level of abstraction. They are too abstract and need to be “brought down” to a more intuitive level. What Diablo 2 did, and Diablo 3 didn’t do, was to make players compare items with different levels of abstraction. +1 to skill is a different level of abstraction to +15 to Dexterity. Dexterity is instantly computable, +1 to Skill is not because you need to break down the skill first, and then you can compute the ‘power’.

When Diablo 2 did this, it was unheard of. When WoW did it, it was getting into vogue. Now it is getting rarer again.

Lets get it right.

Finally, Classes:

Currently we have Barbarian, Sorceress and Druid.

Base archetypes for classes are the following:

  • Fighter
  • Ranger
  • Mage

Visualized: https://imgur.com/a/MJ6yGBo

Which can then be broken down into at least these subdivisions:

Fighter:

  • Brute
  • Warrior
  • Rogue

Ranger:

  • Bow User
  • Thrower
  • Pet Keeper

Mage:

  • Spell Caster
  • Summoner
  • Shapeshifter (Changes Class or Archetype)

Visualized: https://imgur.com/a/hV6vwEt

There are likely more subdivisions you can do.

These in turn can be divided further into:

Fighter:

Brute:

  • Tank (Shield)
  • Slammer (Big Two Handed Weapon)

Rogue:

  • Trickster (Daggers)
  • Monk (Unarmed)

Warrior:

  • Swashbuckler (Swords)
  • Spearman (Spears)

Ranger:

Shooter:

  • Crossbowman (Crossbows)
  • Archer (Bows)
  • Gunner (Guns)

Thrower:

  • Javelinist (Thrown Weapons)
  • Trapper (Traps in general, mines, nets you name it)
  • Bomber (Bombs, Poison Bottles…)

Pet keeper:

  • Zookeeper (Smaller Pets)
  • “Big Boy” keeper (Big Pet)

Mage:

Spellcaster:

  • Caster (Damaging Spells)
  • Healer (Healing Spells)
  • Curse-er / Debuffer (Curses and other Debuffs)
  • Buffer (Positive Buffs)

Summoner:

  • Minion Summoner (Small Short Time Pets)
  • Boss summoner (Large Short Time Pets)
  • Totems / Turrets (Stationary Pets)

Shapeshifter

To give these bases flavor you give them attributes such as:

Dark – Light:

Dark:

  • Demons
  • Death
  • Shadow
  • Eclipse

Light:

  • Light
  • Faith
  • Sun
  • Moon

Nature – Technology:

Technology:

  • Mechanical
  • Turrets
  • Tanks
  • Trains
  • Helicopters
  • Metal
  • Loud Sounds

Alchemical:

  • Poison
  • Potions
  • Gas
  • Oil
  • Smoke

Nature:

Forests / Jungle / Vegetation:

  • Vines
  • Grass
  • Trees

Animal:

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  • Beast
  • Critter

Weather:

  • Storms
  • Lightning
  • Hurricanes
  • Cyclones

Physical – Magical:

Physical:

  • Swords
  • Hammers
  • Pikes

Magical:

  • Elemental
  • Pure Magic
  • Corrupted Magic

It’s more a question of how far you want to take the specialization of each class. Currently we have Barbarian, Sorceress and Druid. They are broken down like this:

Barbarian = Physical + Brute

Sorceress = Magical + Spell Caster

Druid = Nature + Shapeshifter + Spellcaster

This makes the following possibilities less likely to reappear:

Fighter:

Brute:

  • Tank
  • Slammer

Rogue:

  • Trickster
  • Monk

Warrior:

  • Swashbuckler
  • Spearman

Ranger:

Shooter:

  • Crossbowman
  • Archer
  • Gunner

Thrower:

  • Javelinist
  • Trapper
  • Bomber

Pet keeper:

  • Zookeeper
  • “Big Boy”-keeper

Mage:

Spellcaster:

  • Caster
  • Healer
  • Curse-er / Debuffer
  • Buffer

Summoner:

  • Minion Summoner
  • Boss Summoner
  • Totems / Turrets

Shapeshifter

Dark – Light:

Dark:

  • Demons
  • Death
  • Shadow
  • Eclipse

Light:

  • Light
  • Faith
  • Sun
  • Moon

Nature – Technology:

Technology:

Mechanical:

  • Turrets
  • Tanks
  • Trains
  • Helicopters
  • Metal
  • Loud Sounds

Alchemical:

  • Poison
  • Potions
  • Gas
  • Oil
  • Smoke

Nature:

Forests / Jungle:

  • Vines
  • Grass
  • Trees

Animal:

  • Beast
  • Critter

Weather:

  • Storms
  • Lightning
  • Hurricanes
  • Cyclones

Physical – Magical:

Physical:

  • Swords
  • Hammers
  • Pikes

Magical:

  • Elemental
  • Pure Magic
  • Corrupted Magic

Leaving us with:

Fighter:

Rogue:

  • Trickster / Daggers
  • Monk / knuckles

Warrior:

  • Swords /swashbuckler
  • Spearman

Ranger:

Bow User:

  • Crossbowman
  • Archer
  • Gunner

Thrower:

  • Javelinist
  • Trapper
  • Bomber

Mage:

Spellcaster:

  • Healer
  • Curse-er / Debuffer
  • Buffer

Summoner:

  • Minion Summoner
  • Boss Summoner
  • Totems / Turrets

Dark – Light:

Dark:

  • Demons
  • Death
  • Shadow
  • Eclipse

Light:

  • Faith
  • Sun
  • Moon

Nature – Technology:

Technology:

Mechanical:

  • Turrets
  • Tanks
  • Trains
  • Helicopters
  • Metal
  • Loud Sounds

Alchemical:

  • Poison
  • Potions
  • Gas
  • Oil
  • Smoke

Nature:

Forests / Jungle / Vegetation:

  • Vines
  • Grass
  • Trees

Physical – Magical

Magical:

  • Pure Magic
  • Corrupted Magic

I’m not saying this is what we’re going to get, I’m say that this is the unexplored territory. Have a blast thinking up classes, but…

Lets get it right.

Edit: Spelling mistakes and visualization.

Source: Original link


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