First of all - I know that developers have some budget and their own concept and wont rewrite it. So my ideas are not some random thoughts. Instead its based mostly on things you - Larian staff - already did in D2. Its like an enhanced version of D2. I omitted obvious things (better quests, more loot, more types of monsters) - those add some variety, some fun, but dont do much to game as a whole (except more elaborate quests). I will focus only on three main ideas.


Blocking in fights:

Fight system used in D2 is outdated for a big RPG. Active blocking would do MUCH to whole experience. Something like Risen would be ok. Its not hard to learn for non-hardcore players yet it adds new tactical and action element to fights (reflexes and experience will learn you when to block and how to move/attack) - much better feel of accomplishment when you defeat strong opponent.
But it could be extended. Each type of weapon could differ in several cathegories - ability to block (!), speed, damage. For example:
- Shields - by far the best in blocking, can block strong attacks (strong humans/monsters), partially blocks giant punches of bosses (wyverns/behemoths/giants) - they are so strong they will knock you down even in block, but its better than no block at all. Ability to strike with shield (very low range strikes)
- Swords - "balanced" weapon, moderate damage, moderate speed, moderate blocking - partially block strong attacks (depends on weapon), cant block giant punches
- Axes/Maces - big damage, slow/moderate speed, weak blocking - can block normal attacks (depends on weapon), cant block strong attacks or giant punches
- Spears/Polearms - big damage, moderate speed, weak blocking - in low range cant block at all, very weak attack in low range - you must keep distance from enemy, but if you hit in right moment, you will score critical strike (spears are deadly vs armor if used properly)

Two handed weapons have usually bigger damage and a little better blocking (you are holding them in two hands), but slower speed.
Fight with two weapons can be deadly, but hard to learn and sometimes very risky vs giant opponents - they can crush you in seconds if you dont use shield. In depends also on enemy skills - his speed, range of attack etc.
To balance advantages of shield - it will make your attacks or moves a little slower thus harder to hit. Better defense - a little worse attack.

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Let players attack ground units in dragon form:

This is feature all fans are waiting for! Of course it means that mobs should react to your dragon. Normal mobs will run to shelter but you would be able to burn it. If they will hide in a wood, you could burn them along with a trees. If they will hide in cave, you will have no other choice than to kill them as human. Also it could be great if players should make havoc in enemy castles or camps -burn tents, damage towers etc. (of course with limitations, no completely destructable terrain - I dont expect Larian to have as big budget as Bioware).
- To make it balanced, dragon form could have time limit (and longer cooldown). If player exceeds limit, he will fly down and transform back to human.
- Another level of balancing could be bigger difficulty. Make more enemies able to hurt a dragon - for example lesser giants will attack human in close combat, but if you use dragon form, they will throw big boulders to you. Create more towers with balistas on hilltops.
- Third level of balancing - as a human you are mostly "forgettable" but if you use dragon form too often, rumors will spread. Concequences - enemy leaders would be forced to hire some formidable group of dragon hunters or more stronger flying foes. Human warrior dont attract such attention and can hide much more easily than dragon.
- Fourth level of balancing - make some enemies partially resistant to fire or give them ability to heal.

So the dragon will remain powerful, yet players couldnt act like uber-strong machine. They will often choose - use dragon, kill bigger targets in a group and finish the rest as human or dont use dragon at all and save your skill to more dangerous adversary (cooldown, cooldown...).

Last edited by Farflame; 26/01/10 12:33 PM.