Diablo III Expansion 2 - Fan Proposal
About the author:
I've been lurking for a long time. I'm not a hardcore D3 player, but I love the game. I've seen multiple discussions on what players would like to see in another expansion, and some of those ideas I liked enough to include (specifically the name of the new class). So, with no further ado, I present my fan-wank idea for a new Diablo Expansion:
DIABLO III: Darkest of Days
Second Expansion for Diablo III
OPENING CINEMATIC:
From an inky black mist fades the text Blizzard Entertainment, only for it to be covered by the mist moments later.
A voice speaks from the mist:
Tyreal (voice over): The Black Soulstone
From the mist an object appears, floating alone. It is the BLACK SOULSTONE, an ancient artifact, crystalline in appearance. The stone is small, capable of fitting in the palm of the hand. Black in coloring, but creating a illumination of its own.
Tyreal (continues in V. O.): created by the mage Zoltun Kulle
The stone is covered in intense arcane energies, but isnt destroyed. Instead the stone absorbs the energy and grows in size. Its new shape is now familiar to us, with large jagged spikes emanating from the center.
Tyreal (continues in V. O.): corrupted by the witch Adria
*The scene changes, but the STONE remains the focus. Now we watch as the stone is thrust at a young woman, whose fear is vividly visible on her face. This is LEAH, and she screams in terror and pain as the STONE is forced (via magic) into her chest. *
Tyreal (continues in V. O.): used by Diablo
The scene changes again, as the STONE is now visible not inside the chest of the young woman, but instead a monstrous demon - DIABLO. We watch as the PRIME EVIL battles his way through the halls of the High Heavens. Multiple angels converge on the monstrosity, but are defeated handily.
Tyreal (continues in V. O.): and shattered by Malthael
The scene changes once more. The STONE is now suspended in the air, with the deadly but beautiful form of MALTHEAL visible behind. In 3 vicious slices of his weapons, MALTHAEL destroys the stone, shattering it into dozens of smaller pieces. Our focus remains on a single piece the same small piece we started with.
Zoltun Kulle (voice over): but its story is not over yet.
The single piece of the STONE falls, hitting the cold ground. As the black mist returns, a new light appears inside the STONE.
Zoltun Kulle (continues in V. O.): For if I could not be destroyed by the angels then I certainly cannot be destroyed by mortal hands!
The black mist clears, revealing the figure of a lone man, tall and gaunt. The shadows do not reveal his features, but we know that this is ZOLTUN KULLE, revived by the destruction of the STONE. KULLE laughs. Zoltun Kulle (continues in V. O.): It is time, then, for the Nephalem to claim their rightful place in Sanctuary, and I shall lead the way!
Fade to black.
Reveal the title text: DIABLO III: Darkest of Days
EXPANSION DETAILS - STORY:
With Diablo III: Darkest of Days players will face down the revived Zoltun Kulle as the ancient mage attempts to defeat the forces of Heaven. However, unlike previous Diablo games, player choice will play a larger role in the story.
This expansion will continue the story of Sanctuary through two new acts:
In Act VI: Darkest of Days, players will journey to the jungles of Kurast and the city of Travincal, mirroring the same journey made years prior, during the events of Diablo II. Environments here will include dense jungles, ruins of the destroyed city of Travincal, as well as various caves and tunnels created by the local fauna. Enemies will include the dangerous flora and fauna, local inhabitants defending their land, as well as arcane constructs left behind by Kulle as he marched into Travincal.
However, the Act will have a dramatic change of tone after defeating the first major boss (located in Travincal, guarding the portal to the Burning *****). Once this boss is defeated the heroes will enter the portal and find themselves in the Burning *****, but with a new companion: Zoltun Kulle himself.
It is here, in the chaos of the Burning *****, that Kulle will present his case to destroy the Angiris Council and end the rule of the High Heavens. And he wants or needs the heroes help. And so the heroes will battle through the Burning *****, fighting demons, spirits, and other horrors, while Kulle presents example after example where the angels were actively acting against the good of mankind. Note, though, that this is a Burning ***** without a commander. All seven of the Prime Evils have been defeated, so the heroes will witness a full blown civil war in progress as demons of all types fight each other for dominance. Kulle will actively assist the hero, even though he is unaware of the heros goal. That goal: to reforge a fragment of the Black Soulstone, not to hold the spirits of angels or demons, but to hold the spirit of its creator.
So the hero will fight through hell and ultimately arrive at the Hellforge. And it is at this location that Kulle will make his final appeal: join forces with him against the angels, or die. And for the first time in a Diablo game, players will be allowed to make a choice, which will change the story of the next Act. With their choice made, Act VIII: Rise of Man begins. Regardless of choice, though, one constant remains: the heroes have a working Black Soulstone fragment, attuned to the spirit of Zoltun Kulle.
For those heroes who continue to defy Kulle, they will continue to pursue the mage into the Pandemonium Fortress. This Fortress will be as different from the environment of Act V as that Fortress was from Diablo II Act IV. This is because, for the first time in history, Dominion over the Fortress will be held by neither angel nor demon, but by man. Kulles influence will be apparent throughout, creating a mishmash of imagery from his Archives (visited in Act II), the majesty of the High Heavens, as well as the chaos of the Burning *****. Enemies of the Fortress will include angels trying to retake the Fortress, seeing all Nephalem as enemies, demons trying to take advantage of the angels, as well as arcane constructs and men who have sided with Kulle. Fights in this realm should be the most chaotic of anything seen previously. The overall feeling of this portion of the Act will not be one of victory, but of escape Pandemonium will remain under the Dominion of Man even after our hero leaves. However, Kulle will make it to the High Heavens and begin to wage war on the Council. Mirroring the activity of Act IV, the heroes will fight through the High Heavens to stop him. Note, though, that this is not a Heaven that has been corrupted by Diablo, this is a Heaven in full splendor and glory. Also, instead of aiming for the Pinnacle (where Diablo was defeated), Kulle will instead move into the court of the Angiris Council, with the goal of defeating Imperius himself. The heroes will ultimately face Kulle in this location, but only after Imperius has been defeated by Kulle.
For those players who have joined Kulle, they will participate in the conquering of the Pandemonium Fortress. This will be a Fortress reminiscent of Diablo IIs Act IV. Angels will be the primary enemy, though there will be some men who have responded in defense. Some of these men will be warriors encountered by the hero, as allies, in Acts I-VI. The final boss of the Fortress will be Kormac, Lyndon, and Eirena (for gameplay reasons, equivalent followers will join the hero shortly after joining Kulles crusade). Once the three have been defeated, Pandemonium will convert to the Dominion of man (as described above) and this will be the new town for the heroes1. The remainder of the Act will be the logical conclusion as Kulle and the heroes invade the High Heavens, defeating Imperius (as the final boss of the Act) in the Angiris Council chambers. And so the story of Diablo III will end: the near total destruction of the High Heavens, the Angiris Council shattered, and Pandemonium under the Dominion of man. Auriel, Itherael, and Tyrael have survived, and the Prime Evils souls have been released, but the Nephalem have left their mark on the Eternal Conflict. Thus we set the stage for Diablo IV.
EXPANSION DETAILS - NEW CLASS:
After assisting in the defeat of Diablo and his brothers, one of the Druids of Scosglen returned to the jungle Kurast. His goal: the restoration of nature in a land scarred by the passing of the Dark Wandered. His efforts were initially promising, and the jungle began to see new growth. Indeed, several other of his Order joined him in this endeavor. However, as the years passed it became clear that the corruption was too deep, and so long as the portal to the Burning ***** remained in Travincal, could never be completely removed. However, while efforts to bring new growth proved futile, some discovered they had the ability to command decay itself. While this was viewed as an abomination, a small number began to focus and develop this ability. Their goal was simply to force the decay and corruption out, which would allow growth to continue. The result was some of the corruption becoming a part of them. Their skin began to pale, their bones became brittle, and their hair began to fall out. Using their ability to shapeshift no longer resulted in recognizable creatures of nature, but instead stretched and sloughed their skin into abominations. And so was born the Skinwalker. With the falling meteor visible in the sky, a member of this group has journeyed to Tristram, hoping to find a way to heal both the land and their own body.
Skinwalkers will fill the shapeshifter paradigm that is missing in the current Diablo III class selection. Additionally, by taking advantage of this mechanic, the class can benefit from each of the primary attributes in the game: Strength, Dexterity, and Intellect.
For their resource, Skinwalkers will use either Growth or Decay:
Growth is a resource that operates similar to the Barbarians Rage: the player will gain more Growth as certain abilities are used, and then use that Growth to use different abilities. Skills that use Growth will almost always have a side-effect of healing.
Decay is a resource that operates similar to Witch Doctors Mana: Decay will generate slowly over time, and can be used at any time once enough of the resource is available. Skills that use Decay will almost always have a side-effect of damage-over-time. Shapeshifting is the primary class specialty, and it is through shapeshifting that the player chooses which of the primary stat they wish to use. Additionally, shapeshifting may completely drain one of the two resources, thus limiting what abilities are available (though some passives abilities, or gear choices, may allow those abilities to be used).
Skill examples:
Abomination Absorb all Growth to transform into a creature of decay. While in Abomination form your Growth >resource cannot generate and your Decay resource is doubled. Damage and Armor is increased by XX% of your >Strength.*
Thus the Skinwalker can shapeshift into a body that utilizes Decay skills and the Strength attribute. Because Decay skills are nearly short-ranged abilities, this Transform will be have melee focus.
Lich Absorb all Decay to transform into a creature of Growth. While in Lich form you cannot generate Decay >and you generate additional Growth with each skill. Damage and Life per Second is increased by XX% of your >Intellect.*
Counterpoint to the Abomination is the Lich, which eschews Decay skills for Growth, and this operates akin to a ranged spell caster.
Revenant Drain all Decay and Growth to transform into a creature of balance. While in Revenant form your >Decay skills gain additional range, but you generate less Growth with each skill. Damage and all Resistances are >increased by XX% of your Dexterity.*
A third transformation will allow the player to choose to utilize both Growth and Decay, as well as adopt a more mid-range combat paradigm.
The goal of this class is to provide an option for players who might like to switch gameplay styles without having to level a whole new class. Its possible that, through gear affixes and passives, we could see a class that might shapeshift between multiple forms in a single build, using certain skills in one form and then other skills in another.
EXPANSION DETAILS NEW / ALTERNATE GAMEPLAY MODES:**
PvP: The author of this document has no interest or desire in PvP, but recognizes that other players would like to have that option. Suggestions Ive seen include arenas, team battles (Blizzard had this at one point), as well as optional World PvP multiplayer games.
SURVIVAL: Rifts provide a single challenge that ends after a certain number of kills. Another proposed mode would be a survival game where-in the enemies never stop, but continue to increase in damage / health. The already available Leaderboards compliment this mode.
RACES: Many players have commented that the races of Path of Exile provide an interesting alternative or break from the established rifts / bounties / keys gameplay modes. Leaderboards, again, compliment this option.
1 For players who have sided with Kulle, completing bounties after the completion of the game will be done on behalf of Kulle, not Tyreal. Players can change this by using the Reset Quests option and playing through the story mode again, choosing to defy Kulle at the end of Act VI.
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