Really wild game change ideas
#2
Before the expansion, Act IV was great how it was. It was short, climactic, and hectic, with the strongest monsters in the game, with the most powerful abilities (Doom Knights spectral hit and blocking; the inferno demons, the oblivion knight's curses and bone spells). And the lack of a mercenary added to that (back in the days of mercenaries that you couldn't equip, revive, or take between acts) climactic feel.

But, nowadays, all that's down the tubes anyway. Making it bigger and with more stuff could only help, really.
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Messages In This Thread
Really wild game change ideas - by Minionman - 05-07-2004, 11:58 PM
Really wild game change ideas - by Bob the Beholder - 05-08-2004, 02:26 AM
Really wild game change ideas - by Guest - 05-09-2004, 01:56 AM
Really wild game change ideas - by Minionman - 05-09-2004, 03:53 AM
Really wild game change ideas - by Minionman - 05-09-2004, 03:59 AM
Really wild game change ideas - by lfd - 05-09-2004, 08:30 AM
Really wild game change ideas - by NiteFox - 05-09-2004, 07:30 PM
Really wild game change ideas - by Bob - 05-10-2004, 10:16 PM
Really wild game change ideas - by Minionman - 05-11-2004, 01:59 AM
Really wild game change ideas - by ogot - 05-11-2004, 02:48 AM
Really wild game change ideas - by NiteFox - 05-11-2004, 07:47 AM
Really wild game change ideas - by Minionman - 05-11-2004, 06:38 PM

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