Alchemy, an active skill to use flasks offensively

This was inspired by CliveHowlitzer's idea of an offensive unique flask in the style of Diablo II's offensive potions. I'd like to read any opinions, as the idea is very crude in its current state.

Alchemy: An active skill that lets you use your flasks offensively. When cast, you can toggle between normal and offensive flask mode using a hotkey.

Selecting a flask in offensive mode will let you spread its enchanted liquids (somewhat like using Incinerate), depleting its flask charges over time, dealing damage according to the type of flask. Gem level determines the amount of damage.

Life: Physical degeneration (Bleeding).
Mana: Mana degeneration.
Granite: Physical damage.
Amethyst: Chaos damage.
Ruby: Fire damage.
Sapphire: Cold damage.
Topaz: Lightning damage.
same name in-game
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I think to make it work more like other skills, you wouldn't want to disable flask use (the loss of charges is cost enough), or have mode switching of any sort. Instead, have it choose a flask randomly, or cycle through them (as many skills already do with dual wield).

Instead of mana degeneration for mana potions, what about energy shield degeneration? Or a blood-magic-like effect where they take damage when they use spells? You also forgot quicksilver flasks: Dramatically slows enemies movement and attacks.

Another alternate idea: Make this an aoe similar to a short duration aura, perhaps (in the style of RF / AA) have it not (easily) cancelable, and keep draining flask charges until the randomly selected potion runs out. As an aura/buff, it would not be 'hitting' the mobs and so make flasks which gain charge on crit less exploitable for the skill.

Unrelated - did you ever try a potion thrower build in d2? That was a painful experience, just about the only d2 build I ever gave up and declared unviable.
Honestly I completely forgot about this thread! I came up with the idea, wrote it, and posted it right before I passed out on my bed. =p

There wouldn't be any disablement, just a quick switch of modes. It may be better to have the hotbar filled with offensive flask options though, rather than just choosing a flask normally. I don't think flasks should be chosen randomly, as you'd want to be able to choose which flask to use.

About mana degeneration caused by mana flasks, I think it's appropriate. However, it'd mainly be an option for PvP. Perhaps it could also have something to do with energy shield, though.

Yeah, I did forget about Quicksilver Flasks. You're right, perhaps a slowing effect would be good.

Another alternative is a thematic change to the skill so that you really do throw flasks. The idea would be that, as a grenadier (rather than an alchemist), you conjure glass grenades that encase the flask liquid/charges and can throw them. Your aura idea is quite an interesting as well.

And yes, I did try a potion thrower build, back in the day... It really wasn't very well developed aspect of the game, I'll tell you that much.
same name in-game
This seems easier to borrow from the minetrap skills only without the detonate trigger option. Sorta like a grenade, explode on contact. This would also mean that there will be more level or rarity (uniques?) to give it that offensive edge for people to want to use it. But if the stats are going to be improved I think there needs to be a risk reward gamble in here somewhere. I agree random selection is not that appealing (there is enough RNG stuff in the game and with lags and desyncs you need more luck than skill to survive.) but say the there is a chance to lose that flask completely with the last charge. The last charge would be throwing the whole bottle at the enemy for additional damage but the enchantments are gone forever till you get lucky with another roll.

The alternate idea is to have it just as it was in D2, with them being those occasional items that you can swap in to the flask slots and use them by simply clicking on them. This basically means they have their own class which is geared towards the offensive side instead of yet another skill gem. That way finding a particular type would be random and uses would be minimal. Personally I like the first idea better because this can wildly change the economy and a hoarder can win the battle.

While we are also on this point, what about throwable weapons for melee and hybrid classes? Mostly dexterity with exception to strenght class (not counting accuracy rating)

The down side of all of this is the market economy, the feasibility of existing skills (ethereal knives) and lowering the appeal of ranged (ranger) classes since now you can just use this skill for your lack of ranged attacks, and its effectivity in PvP battles.

But GGG can tackle this, it would be a neat little wrinkle to the fold. However, at this point I am more concerned with lags and desynchronisation of the servers at much more frequent rate.
"How would you like it if I snuck into your country and did this job over there... and not cash in any of your friggin checks?!! You WONT!! Because you will be right here!!" - Master Shake.

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