"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)."
Golems seem like they would make these mercenaries too powerful. They already have curses which are like the auras from town guards, and adding a damage absorber seems like too much, since golems have more hp than mercenaries. I could see this if the golems were low level and the mercenaries didn't use their curses that much. With golems, the types might be elemental (fire golem, lower resist, bone attack), physical (amplify, clay golem, bone attack), and leeching (blood golem, life tap, bone attack). That way they at least have patterns in the spells.
"1) multiple mercenaries, so long as they are of different types. A barb could have a might merc & a cold wolf following him around."
Another way to do that might be having up to something like 3 mercenaries, but having the extra ones use skill points, such as the first one being money only, the second one being money and 3 skill points, and the third one being money and 7 skill points. That way support charaters might have some way of doing damage by themsevves by helping an army of mercenaries. Actually, having several mercenaries is something I'd hope they do if they make Diablo 3.
What were some of your ideas for this 6th act?
Also, how do you get those boxes around the quotes? Nothing in the typing screen seems like it would work.
Golems seem like they would make these mercenaries too powerful. They already have curses which are like the auras from town guards, and adding a damage absorber seems like too much, since golems have more hp than mercenaries. I could see this if the golems were low level and the mercenaries didn't use their curses that much. With golems, the types might be elemental (fire golem, lower resist, bone attack), physical (amplify, clay golem, bone attack), and leeching (blood golem, life tap, bone attack). That way they at least have patterns in the spells.
"1) multiple mercenaries, so long as they are of different types. A barb could have a might merc & a cold wolf following him around."
Another way to do that might be having up to something like 3 mercenaries, but having the extra ones use skill points, such as the first one being money only, the second one being money and 3 skill points, and the third one being money and 7 skill points. That way support charaters might have some way of doing damage by themsevves by helping an army of mercenaries. Actually, having several mercenaries is something I'd hope they do if they make Diablo 3.
What were some of your ideas for this 6th act?
Also, how do you get those boxes around the quotes? Nothing in the typing screen seems like it would work.
I may be dead, but I'm not old (source: see lavcat)
The gloves come off, I'm playing hardball. It's fourth and 15 and you're looking at a full-court press. (Frank Drebin in The Naked Gun)
Some people in forums do the next best thing to listening to themselves talk, writing and reading what they write (source, my brother)
The gloves come off, I'm playing hardball. It's fourth and 15 and you're looking at a full-court press. (Frank Drebin in The Naked Gun)
Some people in forums do the next best thing to listening to themselves talk, writing and reading what they write (source, my brother)