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crazy ideas you like to have (but most likely not get)


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#241
hilfazer

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I wish Obsidian return to their original idea and make Wildstrike add bonus damage to all damage instead of just spiritshift melee.
And also to this:
"Over the course of the game, druids can acquire additional spiritshift forms to give them more options."

Source:
http://forums.obsidi...p-with-paradox/

Edited by hilfazer, 14 April 2017 - 10:35 PM.


#242
Boeroer

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I hope not. Wildstrike damage got applied to Avenging Storms when that was introduced. And it was way too powerful so it got nerfed quickly. Imagine Returning Storm or Rot Skulls getting +60% shocking lash damage. Why play any other class then?  The druid would obliterate everything in solo mode. And imagine the complaints once a player has to fight such a druid and the whole party gets stunned and one-two-shotted by a Relentless Storm. Not funny...


Edited by Boeroer, 15 April 2017 - 01:56 AM.

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#243
Bloodshard

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How about people not walking right over a trap you just spotted, or instead of only being able to take the trap you can just turn it against your enemies. And maybe just maybe add bash to the appropriate list of ways to open a door or locked box
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#244
injurai

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How about people not walking right over a trap you just spotted, or instead of only being able to take the trap you can just turn it against your enemies. And maybe just maybe add bash to the appropriate list of ways to open a door or locked box

 

With their improved pathfinding, I'd think something like this would be quite possible.

 

One thing I'd like to see, is more environmental play in encounters. In fact, that would be at the top of my list for PoE3 improvements. Expand on how the environment plays into combat.


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#245
Regggler

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One thing I'd like to see, is more environmental play in encounters. In fact, that would be at the top of my list for PoE3 improvements. Expand on how the environment plays into combat.

 

At least some of this is in, isn't it? Confer Aloth wading through sand.



#246
Ninjamestari

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How about people not walking right over a trap you just spotted, or instead of only being able to take the trap you can just turn it against your enemies. And maybe just maybe add bash to the appropriate list of ways to open a door or locked box

 

With their improved pathfinding, I'd think something like this would be quite possible.

 

One thing I'd like to see, is more environmental play in encounters. In fact, that would be at the top of my list for PoE3 improvements. Expand on how the environment plays into combat.

 

 

You mean like in Original Sin?



#247
injurai

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How about people not walking right over a trap you just spotted, or instead of only being able to take the trap you can just turn it against your enemies. And maybe just maybe add bash to the appropriate list of ways to open a door or locked box

 

With their improved pathfinding, I'd think something like this would be quite possible.

 

One thing I'd like to see, is more environmental play in encounters. In fact, that would be at the top of my list for PoE3 improvements. Expand on how the environment plays into combat.

 

 

You mean like in Original Sin?

 

 

I guess, but only partially, Original Sin can get a bit gimmicky when pushing that. When I commented my mind was mostly on traps, and I was thinking of ways to expand Rogues. Then I started thinking of Mortal Kombat and Bioshock. You want to avoid level design where npcs have random explosive barrels lying about. But... I think it would be neat if there were better prospects to setup a killing floor via traps. Where the flow of battle is inverted into more of a kiting maneuver. Perhaps in a way that is dependent on the layout of the environment.


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#248
rjshae

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If, at a certain point in the game, you haven't recruited a particular character, then he (or she) turns pirate and you may have to deal with the resulting depredations.



#249
Osvir

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Another one:

Being able to enter a location Desperados style. Have one character disguise as a guard, one character climbs in through the balcony, one causes a distraction, etc.

Oceans Eleven style. Could potentially work in a scripted interaction.

Edit: And black powder. Can't unlock a chest? Blow it open with explosives or shoot it open.

Edited by Osvir, 23 June 2017 - 02:03 PM.

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#250
injurai

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Another one:

Being able to enter a location Desperados style. Have one character disguise as a guard, one character climbs in through the balcony, one causes a distraction, etc.

Oceans Eleven style. Could potentially work in a scripted interaction.

 

This could work if you started an event and it simply started your party spread out on a map. Certain paths are blocked unless other characters do certain things. Your success could depend on earlier decisions before the sequence.

 

I like it!






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