05-10-2004, 10:16 PM
Quote: One quest could probably be a way to get necromancer type mercenaries. Mercenaries in non-expansion D2 seemed based on the D1 characters, and with barbarians added and lut gholein mercenaries getting auras, All the original D2 characters were mercenaries except necromancers. These adt 4 necromancer mercenaries would probably be ranged, use wands and shields, use low level bone spear or bone spirit to attack, and use curses like amplify damage, lower resist, maybe life tap or iron maiden. The story would probably be that they were warriors who got stuck in hell, and got partially corrupted or just learned their skills to survive. You would get this quest from Izual, and would have to free the mercenaries from a dungeon farther on.
Thief! Criminal! vagabond! robber! pilferer! etc!
That's my idea. Well, almost. My idea was based around a 6th act even further to the east, fighting the two remaining lesser evils as the boss, together. Necros were going to be the mercs. (actually, that's about as far as our ideas are similar, I take back my insults.)
One thing that I would suggest though, is that they have a summon (read golem). You could then have various types (like offensive, defensive & combat on guardsmen) to decide on what golem they had. Clay, blood, or fire. (Iron's out, since it requires an Itamplzplz).
Another feature I'd like to see is an improvement of mercs. (possibly requiring a quest completion to be allowed ot access it)
1) multiple mercenaries, so long as they are of different types. A barb could have a might merc & a cold wolf following him around.
2) full arming of mercs - I want to be allowed to arm them with other cool stuff. Gloves with crushing, or a prismatic ammy of the squid (can that exist?)
-Bob