Originally posted by Kamon_Icetongue
[...]
- Barbarians really need a skill for unarmed combat to accentuate their bruteforceishness, like a combination of frenzy, concentration with a chance to knock the enemy back or to stun it, accompanied by a hearty "smack"-sound and "SMACK! POW! BIFF!" popping up over the target's head. It would deal absolutely crappy damage while making up for it with it's comical value.
- Personally, I never saw the use of the skill "blaze". I mean, setting your feet on fire after running through hell all day? Change it to "Cool Feet" instead and make it castable on you allies as well. You could prevent nasty rashes on your feet while making the hordes of evil slip in puddles of water. It'll be hilarious!
- The amazon can use the skill "Magic Arrow" to create her own arrows. Unfortunately they only appear directly on the bowstring and have to be shot immediately. Make it so, that the skill creates small magic quivers magically filled with magic amazonic arrows, which (miraculously) only the amazon can use. With increasing skill level the amount of arrows and the strength of the arrows increase.
- The same idea with the necromancers "Bone Spear". The only thing more hardcore than shielding yourself with bones while throwing bones at enemies is obviously clubbing the hordes of evil to death with a giant bone. It could have a chance to break, producing either a bone longsword with a chance for bleeding or multiple throwing bone spears which would give a bonus to the spell bonespear.
- An Amazon with the skill "Penetrate" should cause all paladins on sight to get confused.
- Make the amazon jump from one side of the screen to the other while using strafe, slowing down time and making all fired arrow leave a nice trail of special effects.
Alternatively let it happen when a barbarian tries to use "Leap Attack" while having a bow equipped.
- The necromancer should be able to cast "Teeth" on summons like the druids wolves, the sorceress' hydra or even the "Grim Ward" of the barbarian to either give a dmg bonus (wolves with teeth on their teeth, it would be like a shark, but on land), extra dmg type (hydras that spit flaming dental pain) or simply an increased effect (the grim ward becomes either even more frightful or - with a small chance of course - so hilariously deformed that the monsters simply call it a day, drop their stuff and go home. This would decrease the amount of potions dropped for a short duration since demons like to end their working days with a bottle of booze).
- Make the assasin periodically drop a lockpick when attempting to open a chest. The lockpick should break in the process, producing two pieces of a broken lockpick, which can be cubed to produce a key which can be given to another player. This would greatly improve the teamplay-situation on Battle.net.
- The Druid's "Summon Grizzly" should have a small chance to summon a cute teddy bear instead. The Teddy would fall to the ground, attract the enemies with its unbearable cuteness and summon an empowered grizzly, after a certain amount of monsters have gathered around it, while a "RAAAR, MOTHER BEAR ANGRY!" soundclip plays, leaving the monsters stunned and puzzled for a short duration.
Possibly add a trashcan that will be tipped over by the bear.
- The druids "Poison Creeper", when used in PvP should give the enemy player a debuff called "Poison Ivy", making the player's character harder to control due to nasty itches in certain bodily areas.
- The druids dire wolves should get different effects, depending on which corpses they eat. Poison damage after eating an undead for example or playful behaviour after devouring the corpse of a desert cat.
After eating a Vile Mother's corpse a Vile Child should burst through the wolf's ripcage, dealing physical and poison damage to all nearby monsters.
Eating a Regurgitator (spelling?) would give the wolf a ranged attack simillar to the monster's.
- (Druid) Stepping into the puddle of water a Frozen Scourge leaves after death should cause all enemies in the vicinity of the druid to be poisoned since wet dogs smell.
- The Necromancers skill "Iron Maiden" has, despite it's name, become obsolete and useless. Make it so that monsters affected by this curse either run away in terror, start bleeding or get stunned because of a sever case of headbanging followed by puking all over the place and passing out after making a succesful melee attack.
- The Necromancers skeletons should become confused after the skill "dim vision" has been cast. They've been raised from the dead shortly and surely haven't realised that certain bodyparts are missing and a blinded enemy stumbling around should remind them of their own missing eyes. I mean, I would be shocked by such a realization.
- The skill "Blessed Hammer" should obviously require a hammerlike blunt object to be cast if no undead or demons are in the paladin's vicinity. The Story behind the skill mentions a holy artifact hammer relic thingy that responded to an undead horde and flew around wrecking their shit and no guys in skintight chainmails summoning a spiraling phallic compensation tool made out of "magic".
- The Barbarians skill "Stone Skin" makes no sense to me. When your skin gets as tough as stone, it should not make you nimbler and therbey increase your chance to dodge an enemy's attack. Make it damage reduction instead while slightly decreasing AC.
- Don't give the barbarian a dagger mastery. Whoever thought this would be a good idea is out of his mind. Barbarians are supposed to be big tough burly men, who can't go straight because of all the muscle and manliness. They are supposed to use twohanded weapons and no fucking silverware your grandmother would put on the table because it's "such a nice occasion".
Meh, mir fällt nichts mehr ein.