Even though Dota might by "hated" by "pro" Warcraft III players, I think it's a cool game. It uses the potential of Warcraft III more than the game itself does it.
Warcraft III and Diablo III could learn a lot from DotA imho. There are many very well implemented and original skills and spells - like fury swipes - which could be used in a new Diablo as well.
Things which could be used for Diablo, e.g. would be the Yasha affix, which gives faster running when carrying the sword, or Linken's sphere which negates 1 targeted spell every 20 seconds or so...
Neither of those items are examples of ideas that could be borrowed from DotA:
Amulet of Spell Shield negates targeted spells every 60 seconds.
Boots of Speed increase movement speed.
Both items from Warcraft III - The Frozen Throne.
In fact, very few of the items in DotA have original effects (there are a few original abilities, however - such as the destroyer hero that can remove units from the game for X seconds)
And even less with effects that would work in D3... I can't think of any at all.
Some ideas (not necessarily original :D):
Chance on hit to teleport a random enemy (within X radius) to next to your hero.
'Ghost Blade' - basic attacks and weapon based abilities are performed twice at the same time with the secondary one dealing less damage. Not necessarily on the same target.
Chance on hit to 'bind' a number of enemies together, so that when one dies, they all die.
Chance to transmute an enemy into extra gold (yeah direct rip from wc3!)
Effect: increases attack speed but lowers damage on hit. (stackable) (maybe vice versa?)
Effect: Ditto, but works on enemies instead of you. (with integer damage reduction, this could be a useful mod)
'Counter' - Upon parry; block; dodge; whatever, of an enemy attack, instantly attacks back.
**A modified version of a Diablo 2 ability- a percent chance to cast spell upon a hit. The modification is, the level of the cast spell varies. For example:
Wizard's Long Sword -> 5% percent chance to cast Magic Missile level 1-10 This will make your weapon more exciting in battle, and more importantly, extremely effective when you get lucky.
**A new idea- after a certain number of successive hits are landed, attack speed is increased and continues to increase with more and more hits. For example:
Ranseur of Rage -> Ever-increasing attack speed while in battle 3%,5 This indicates that with every 5 hits, attack speed is increased by 3%. This of course will not last forever but only until the specific battle has ended (until attacks have stopped for a period of time).This will be particularly effective while encountering swarms of enemies the old Diablo's are known to have.
- of Awe
Monsters see your mighty armor and are weary, they move cautiously towards you.
(Monsters are slowed within a given radius of your character, or when they are targeting your character).
- of Barricade
Your shield withstands all initial attacks by monsters.
(The shield blocks 100% of attacks for X seconds starting from the first attack by a monster in combat).
- of Endurance
You endure pain and get hurt slowly.
(Your life doesn't drop instantly after hit, instead it drains slowly at a given rate, but in the end you get the same damage to your life, just not instantly).
- of Flint
The weapon causes a small explosion when it is blocked.
(Monsters are dealt fire or explosion damage when they block your weapon).
A weapon has a % chance of engulfing on attack. When this happens, the monster becomes engulfed in flames and burns the monster til death. Also, any monster that comes in contact with this becomes engulfed in flames.
Armor has a % chance of casting a supernova when struck. The supernova can just be a huge fire nova and lightning nova combined as one.
With set pieces, where the name of a the set suggests that it belonged to someone previously, make it possible to summon a spirit of that previous set owner, perhaps with a small percent chance on attack or when struck.
Elemental conversion: convert all offensive elemental damage from one element to another (eg. fire bombs become cold damage, lightning becomes poison damage...). This could be a random thing (any element to any other, differing from attack to attack), or a set conversion (Converts 50% fire damage into lightining damage, Converts arcane damage into random element).
I know I've seen the topic in other threads at least.
[Weapon] of Parry
Chance to parry attack.
On single handed weapons the percent would be available in low ranges (Single digits)
On two handed weapons the percentage would be able to reach somewhere around 20%, but this would be a very high level item.
It would never be nearly as good as a shield.
Hmm when I read Bashioks post, I thought they are looking for something special and unique (new, innovative ideas).
But a lot of people here are writing letters about just the usual @%%%, which Blizz probably has already included for ages. Don't you think the Devs have already built up a big system of "Item Affixes & Modifier" and about 50% of everything written here is just useless to mention again and again?
[ Post edited by Arisethedark. ]
The future belongs to those who believe in the beauty of their dreams
- Eleanor Roosevelt
of mental agility x% chance on cast to reduce cooldown/casting delay on spell cast by y%
black [melee weapons] X% bonus damage when used out of sunlight and -Y to light radius
of violent odds chance on attack you miss to cast something
bonuses which depend on other bonuses and stats
of mind focusing channeling spells gain extra damage (healing) based on mana regeneration
of swift striking special attacks performed in motion (such as charge, leap attack, whirlwind) gain bonus damage based on faster run/walk%
how about something like a random type of damage. like each time the weapon hits it does a "level" of a random type of damage (ie. lightning, fire, cold, poison, magic, physical, etc), and the amount of damage is done by like the level of the ability, like level 1 would do 3-4 fire damage, 2-3 cold, 1-5 lightning, 5 poison over 5 seconds, etc, and level 2 would do like 4-5 fire, 3-4 cold, 1-8 lightning, 10 poison damage over 10 seconds, etc, know what i mean? we can call it like a weapon of "randomness" or like "uncertainty"
also how about like an intelligent weapon, that instead of randomly choosing a damage type chooses a type based on what you are hitting, like it would not do fire damage against a fire golem, but do cold damage instead, or it could be more general like it wouldnt do poison damage against classic undead (skeletons, mummies) and it wouldnt do physical damage against ghosts and stuff but does extra holy damage, and wouldn't do fire damage against demons, but these are specific, like a sword can't do "smart damage" against undead, golems and demons, but only against one type. something like that might be a bit powerful so i imagine it would be a very high level item. lets call it like the "Inverted sword/axe/mace".
another thing i was thinking about is items of stealth. i know diablo is a hack and slash game but i feel like we should be able to pick our battles, rather than run around in circles until we have enough life/mana to get back in. we can have items of cloaking that make the player "less visible" so they either have a chance to go undetected by an enemy or maybe just make it so that the enemies can only see you if they are closer to you, like a permanent dim vision curse or something, call it like the armor of stealth. probably put a cap of 50% on it, so even if you try to be really stealthy, an enemy still has a 50/50 chance of spotting you. it might be a lot of work but maybe make it so that the enemy who failed to spot you can only attack you if it sees like more than 3 other monsters attacking something, then it realizes you were there.
those are some of my ideas, they are a bit abstract but i think they were some of what was missing in d2, especially the first one.