These suggestions are for Divinity 3 and possibly other future divinity games...Please work off of these ideas and even modify them to fit into the landscape of future divinity games...

- Include more epic battles

- Reward player with epic spells near the end of the game to deal with those epic battles (This idea comes
from playing Neverwinter Nights) Some type of epic spells I'd want to see...

* Ambrosia of the Gods - Regenerate a huge amount of health per second for X seconds (Reference to ambrosia
comes from mythological lore...A powerful spell similar to health regeneration comes from playing Dark
Heart of Uukrul)

* Aegis/Shield of the Gods - Complete Invulnerability to all damage for X seconds (The reference to the
Aegis comes from mythological lore)

* Divine Concealment - Complete Invisibility for X seconds even when attacking (and no mana drain).

* Stasis Field of The Gods - All enemies in the area cannot move for X seconds (The idea for the stasis
stasis field comes from playing Starcraft)

* Lightning Storm of the Gods - All enemies in the area take huge amounts of damage for X seconds from X
lightning bolts (The idea for a lightning storm came from playing Age of Mythology)

* Summon Titan/Dragon/Dragon Knight/Demon Lord/Archdemon/Archangel/Divine Champion of the Light/Collosus/
Lord of the Light/Behemoth (The inspiration for this idea came from a summon dragon spell in Neverwinter
Nights, playing Master of Magic, playing the Dark Heart of Uukrul, and playing Titan Quest).

- Perhaps create some sort of divine intervention from a god or several gods in future divinity games.

- On the lighter side, include a leprechaun in the game (The inspiration for this idea comes from playing
Age of Wonders)

- In Beyond Divinity, there were no magical spells doing shadow damage. Perhaps in the future, create a
spell or several spells that will do shadow damage.

- Create an alarm system or some type of surveillance when navigating through rooms/dungeons (This idea
came from playing Deus Ex).

- Give consistent and balanced power to all skill types. (I might be wrong with what I am about to say here
because I have not completed DKS). In Ego Draconis, it seems as if the magic skills and ranger skills are
more powerful than the priest skills, dragon slayer skills, and warrior skills. I'd suggest making the
priest skills, warrior skills, and dragon slayer skills just as powerful as the ranger skills and magic
skills. When players go through the game again, they will be encouraged to try out other skills from a
different classification because those skills are also just as powerful against all enemies and can stand
on their own. Perhaps keep this in mind for future divinity games.

In a party system, the idea above might not apply. Some players like the idea of giving more weaknesses to different classes to encourage more diversity in the group. One member's strengths can cover the weaknesses of another member.

Again I'd like to emphasize:

Please work off of these ideas and even modify them to fit into the landscape of future divinity games...





Last edited by Rocky; 12/09/12 04:53 PM.