Nju
Mitglied
- Registriert
- 29 Dezember 2005
- Beiträge
- 494
Es wurde nun auf Wunsch von Bashiok ein Thread im Battle.net Forum erstellt,
wo jeder seine Ideen zu neuen Affixen aufschreiben kann.
Ich wäre dafür, dass wir gemeinsam als Community eine große Ideenliste /
Wunschliste anfertigen und sie dann in wenigen Tagen abschicken!
Ich hatte sponton im Forum gepostet: + % Fury Regeneration ( Barbs Mana Pool ) .
Das könnten wir ja dann nochmal miteinbringen.
Hier der genaue Link:
http://forums.battle.net/thread.html?topicId=13275299242&sid=3000
Würde mich sehr freuen, wenn ihr alle mitmacht
####### Edit #######
Ich hab nun mal eine Liste angefertigt, allerdings sind da hauptsächlich meine Vorschläge aufgelistet
Ich bitte euch von nun an eure Ideen auf englisch zuverfassen und formuliert es bitte deutlich,
damit ich auch alles richtig verstehe und es richtig aufnehmen kann.
- % Fury Regeneration ( Barbarian's mana )
- Chance to get extra Fury after recieving damage
- Chance after block the enemy knocks back ( Knockback for melees against ranged heroes )
- Chance to counter an attack ( missile ) with a weapon
- Chance to reflect a missile after block
- Increase extra attribute in exchange for an other attribute
Example: limited Vitality on rings 20; then the stats could be:
plus 30 Vitality
minus 10 Dexterity
- Increase extra attribute in exchange for an other attribute ( increased per level )
Example:
plus 8 Vitality ( +0.2 per level )
minus 4 Dexterity ( -0.2 per level )
- Gain life or mana when summon hits a monster
- Recieve life/mana when summon dies
- Chance to cast next spell without mana costs
- Chance to ignore percantaged damage reduce
- Running faster after recieving fire damage
- Faster Hit Recovery on all items
- Increased Attack Speed on all items
- Faster Run / Walk on rings, if it is still an affixe on amulets
- Chance to avoid many attacks when hp is lower than 30% to collect a life orb ( there must be an orb in the area )
- increased health/armor/damage/speed/life-regeneration/etc. of pets and conjured creatures
- x% chance on strike to decrease targets life by x%
- x% chance on strike to decrease targets attacking speed by x% for x seconds
- x% chance on strike to decrease targets movement speed by x% for x seconds
- x% chance on strike to immobilize target for x seconds (can't move, but still attack)
- x% chance on hit to absorb x% of damage taken (absorbed damage increases health, instead of decreases)
- x% chance on hit to reflect x% of damage taken
- x% chance on hit to reduce damage taken by x%
- x% chance on hit for increased health/mana regeneration for x seconds
- reduce chance for being hit by x%
- x% chance on hit to summon a random pet for x% seconds
- x% chance on strike to increase attack speed by x% for x seconds
- x% chance on strike to increase damage by x% for x seconds
- x% chance on strike to add x (elemental/poisson) damage for x seconds
- x% chance on strike to deal unblockable damage
- x% chance to reduce targets immunities by x% (for that particular strike only) on strike
- x% chance to reduce targets immunities by x% for x seconds
- x% chance to pierce immunities (phys, elemental, etc.) on strike
- x% chance to take over targets resistances and immunities (positive and negative ones) for x seconds
- x% chance on strike that target drops an item (target is still alive)
- increased melee attack range by x / x%
- x% chance on strike to convert target monster into a boss monster
- x% chance on strike to convert target monster into a different monster (weaker or stronger, maybe randomly)
- x% chance on hit to reflect spell/curse
- x% chance on strike to deactivate a target ability (e.g. the ability to use a special attack) for x seconds
- x% chance on strike for a reduced chance that target uses it's special ability for x seconds
- x% chance on strike to let target flee while attracting other monsters to it
- x% chance on hit to add a x% chance of blocking for x seconds (even if character does not carry a shield)
- x% chance on strike to teleport target away to a different location
- x% chance on hit that attacker is teleported away (this could be a strong defensive ability)
- x% on strike, that target monster is doublicated into two or more monsters, but each of them with less hitpoints than the original monster
- x% chance on strike, that two or more close by monsters fuse into a single stronger monster
- x% chance to change targets immunity (random)
- x% chance to cast "knockback-nova" (enemies around char get knocked back)
- x% chance to build up elemental-chains (after kill targets elemental immunities become elemental damage - added to your weapon damage - that can't be prevented by immunities; lasts for one hit only)
- XX% increased attack speed when health < XX%
- XX% increased melee damage when health < XX%
- XX% increased melee range when health <XX%
- XX% increased running speed when health <XX%
- X to maximumed summonned creatures
- XX to summoned creatures health
- X% chance to change X% dmg into elemental-Dmg (randomly)
- X% chance to cast skill (Unique Skills that can not used by Chars or Monsters at any other Way)
- X% chance to increase running speed when health is under X%
-X% Chance for knockback (if an enemy hits a wall he will take X phys-dmg)
-increases attack speed by +x% after receiving a critical hit (chance xx%)
-increases "Attribute" by +x after receiving a critical hit (chance xx%)
-increases Life/Mana by +x% after receiving a critical hit (chance xx%)
-increases running speed by +x% after receiving a critical hit (chance xx%)
- x% chance to turn an enemy into stone
- x% chance to smash an enemy into pieces (only when freezed / stoned) / these pieces deal X dmg when hit another enemy
- % chance that the weapon of the opponent stuck in the armor after hit
- attacker suffers xx-xx lightning damage on hit and will be stunned
- %chance that the armor will be springs back and halved suffered damage
- %chance that the armor triggers a blast on hit that will be knocks back all near enemies
- %chance to confusing an opponent on hit so he can't no longer distinguish between friend or enemy
- %chance to throw the opponent on the ground, choke him and take xx% of his lifeenergy
- %chance that the weapons or weaponable limbs of the opponents will be destroyed on attack
(daggers only)
Weaponname: Black Knife
Property: Pumping negative energy in the opponent on stinging. If there is too much negative energy in the opponent he will be explode.
wo jeder seine Ideen zu neuen Affixen aufschreiben kann.
Ich wäre dafür, dass wir gemeinsam als Community eine große Ideenliste /
Wunschliste anfertigen und sie dann in wenigen Tagen abschicken!
Ich hatte sponton im Forum gepostet: + % Fury Regeneration ( Barbs Mana Pool ) .
Das könnten wir ja dann nochmal miteinbringen.
Hier der genaue Link:
http://forums.battle.net/thread.html?topicId=13275299242&sid=3000
Würde mich sehr freuen, wenn ihr alle mitmacht

####### Edit #######
Ich hab nun mal eine Liste angefertigt, allerdings sind da hauptsächlich meine Vorschläge aufgelistet

Ich bitte euch von nun an eure Ideen auf englisch zuverfassen und formuliert es bitte deutlich,
damit ich auch alles richtig verstehe und es richtig aufnehmen kann.
- % Fury Regeneration ( Barbarian's mana )
- Chance to get extra Fury after recieving damage
- Chance after block the enemy knocks back ( Knockback for melees against ranged heroes )
- Chance to counter an attack ( missile ) with a weapon
- Chance to reflect a missile after block
- Increase extra attribute in exchange for an other attribute
Example: limited Vitality on rings 20; then the stats could be:
plus 30 Vitality
minus 10 Dexterity
- Increase extra attribute in exchange for an other attribute ( increased per level )
Example:
plus 8 Vitality ( +0.2 per level )
minus 4 Dexterity ( -0.2 per level )
- Gain life or mana when summon hits a monster
- Recieve life/mana when summon dies
- Chance to cast next spell without mana costs
- Chance to ignore percantaged damage reduce
- Running faster after recieving fire damage
- Faster Hit Recovery on all items
- Increased Attack Speed on all items
- Faster Run / Walk on rings, if it is still an affixe on amulets
- Chance to avoid many attacks when hp is lower than 30% to collect a life orb ( there must be an orb in the area )
- increased health/armor/damage/speed/life-regeneration/etc. of pets and conjured creatures
- x% chance on strike to decrease targets life by x%
- x% chance on strike to decrease targets attacking speed by x% for x seconds
- x% chance on strike to decrease targets movement speed by x% for x seconds
- x% chance on strike to immobilize target for x seconds (can't move, but still attack)
- x% chance on hit to absorb x% of damage taken (absorbed damage increases health, instead of decreases)
- x% chance on hit to reflect x% of damage taken
- x% chance on hit to reduce damage taken by x%
- x% chance on hit for increased health/mana regeneration for x seconds
- reduce chance for being hit by x%
- x% chance on hit to summon a random pet for x% seconds
- x% chance on strike to increase attack speed by x% for x seconds
- x% chance on strike to increase damage by x% for x seconds
- x% chance on strike to add x (elemental/poisson) damage for x seconds
- x% chance on strike to deal unblockable damage
- x% chance to reduce targets immunities by x% (for that particular strike only) on strike
- x% chance to reduce targets immunities by x% for x seconds
- x% chance to pierce immunities (phys, elemental, etc.) on strike
- x% chance to take over targets resistances and immunities (positive and negative ones) for x seconds
- x% chance on strike that target drops an item (target is still alive)
- increased melee attack range by x / x%
- x% chance on strike to convert target monster into a boss monster
- x% chance on strike to convert target monster into a different monster (weaker or stronger, maybe randomly)
- x% chance on hit to reflect spell/curse
- x% chance on strike to deactivate a target ability (e.g. the ability to use a special attack) for x seconds
- x% chance on strike for a reduced chance that target uses it's special ability for x seconds
- x% chance on strike to let target flee while attracting other monsters to it
- x% chance on hit to add a x% chance of blocking for x seconds (even if character does not carry a shield)
- x% chance on strike to teleport target away to a different location
- x% chance on hit that attacker is teleported away (this could be a strong defensive ability)
- x% on strike, that target monster is doublicated into two or more monsters, but each of them with less hitpoints than the original monster
- x% chance on strike, that two or more close by monsters fuse into a single stronger monster
- x% chance to change targets immunity (random)
- x% chance to cast "knockback-nova" (enemies around char get knocked back)
- x% chance to build up elemental-chains (after kill targets elemental immunities become elemental damage - added to your weapon damage - that can't be prevented by immunities; lasts for one hit only)
- XX% increased attack speed when health < XX%
- XX% increased melee damage when health < XX%
- XX% increased melee range when health <XX%
- XX% increased running speed when health <XX%
- X to maximumed summonned creatures
- XX to summoned creatures health
- X% chance to change X% dmg into elemental-Dmg (randomly)
- X% chance to cast skill (Unique Skills that can not used by Chars or Monsters at any other Way)
- X% chance to increase running speed when health is under X%
-X% Chance for knockback (if an enemy hits a wall he will take X phys-dmg)
-increases attack speed by +x% after receiving a critical hit (chance xx%)
-increases "Attribute" by +x after receiving a critical hit (chance xx%)
-increases Life/Mana by +x% after receiving a critical hit (chance xx%)
-increases running speed by +x% after receiving a critical hit (chance xx%)
- x% chance to turn an enemy into stone
- x% chance to smash an enemy into pieces (only when freezed / stoned) / these pieces deal X dmg when hit another enemy
- % chance that the weapon of the opponent stuck in the armor after hit
- attacker suffers xx-xx lightning damage on hit and will be stunned
- %chance that the armor will be springs back and halved suffered damage
- %chance that the armor triggers a blast on hit that will be knocks back all near enemies
- %chance to confusing an opponent on hit so he can't no longer distinguish between friend or enemy
- %chance to throw the opponent on the ground, choke him and take xx% of his lifeenergy
- %chance that the weapons or weaponable limbs of the opponents will be destroyed on attack
(daggers only)
Weaponname: Black Knife
Property: Pumping negative energy in the opponent on stinging. If there is too much negative energy in the opponent he will be explode.