Hi fellow players. Think I have an idea for a class that would fit the dark/more-primitive thematic of D4 with an interesting/different concept of a class
Alchemist + Obedient/Brute assistant
Something of the likes of this:
https://daily.jstor.org/wp-content/uploads/2016/05/Alchemist_1050x700.jpg
https://i.postimg.cc/Xv6BsFqL/giant-hd-for-the-brute-8-04-daz3d.jpg
As opposed to the Necro/Witchdoctor, this class is all about having a “Permanent partnership” interraction between the Alchemist and the Brute itself… The Giant/Brute cannot be summoned, but CAN be ressed (when not attacked)
The skilltrees would differ between these few:
1 = Alchemy & Enhancement
Create potions to consume or throw down on the ground for an effect (think of fulminating potion, choking gas). Combine/Interract/upgrade the alchemy to greater effect/s [for example potion rather than spilling goes into a vapor of X], vapor of freezing potion could create an area where fire projectiles would not pass OR even a solid object (wall) if highly concentrated
2 = Metalwork & Traps (yes, kinda had to include traps here cause what happens when your Brute dies, kinda have to defend yourself)
Enhancement = Alternate/Enhance your weapon (nothing too crazy, a one hand short hammer with highly-intermixed enhanced effects of your choice per hit), or your brute’s gear (much shorter buff) or an ally’s weapon (even shorter)… Yes I know it sounds boring (somewhat) but think it’s possible to apply cool/unique effects (that no other class has). For example weapon makes a chemical reaction and greatly knocks everything back per hit, or drop/create a cart with throwing Spears that deal A LOT of piercing damage
Basically = ALL those things most didn’t like in D2 (throwing spears, throwing knives, throwing potions) be ALL COMBINED in a one class, and as long as the “reward outweighs the effort” think it’s doable
Third skill tree could (should) be related to basic skills that either you or the brute can perform… Say you jump on the Brute’s back and he charges forward, or you dismount way back and throw all kinds of potions on the ground, you could “hide” inside a cauldron temporarily while the brute clears out the “mess”
The COOL PART of having a “naturally deformed” Brute interraction with the Alchemist (IMO) is cause you can go EVEN FURTHER with brute-force and environmental/monster destruction (think of perma-Gargantuan skills/cooldowns) than the Barbarian but is not spammable by nature but much more strategic rather
And finally = Traps, mix potions and metal-throwing stuff with trees, lanterns, doors, anything, heck even put those things on the back of your Brute if need be
Ultimate could be something like “Overdose” where you yourself become just like the Brute that assists you (the Dr. Jekyll & Mr. Hide theme a bit) but that’s only temporarily and when in most of trouble (boss fights maybe for ex.)
What I like the most about this concept/idea is mainly 2 things
1= It’s totally different kind of playstyle compared to “summoner classes” before that existed
2 = Totally embraces the “mystic darker side” of the dark/mideval age, nothing too crazy with lightnings & laser show or anything, just completely alchemy/chemical reactions (or overreactions even depending on dose/s and such ?) to either the ground itself or other (self-created or crafted) not necessarily metal but best when metal tools/objects
About resources = Let’s say I’d give the class 3 kinds of primary resources:
1 = Acid (goes up just by not over/using it)
2 = Reagent (collect drop them, no click required, just gather them automatically on a gathering radius like gold was in D3)
3 = Any kind of crafting material you can buy (wood, metal, or even a gem)
When you combine Acid with Reagent you create potions (use to consume when clicking with the skill on yourself or drop when clicked on the ground)
When you combine Acid with crafting material you create an enhanced throwing weapon (X charges based upon crafting material numbers), your skills selected imbue this weapon with X (high knockback rate, IDK, high split rate, heck even make these catch fire)
When you combine reagent with a crafting material then you create a buff/enchantment you can use on any kind of metal object in the game, either cast on self to buff your gear, your brute to make it have crazy amounts of X damage effect per hit or maybe X resistance, an ally to buff their weapon with a higher amount of (otherwise perma-socketed with a gem) effect
The only thing that remains are Traps, and kiiinda think would be best to have these (as well as Brute’s combat skills on the primary skillbar selected)
This is just the “primary concept” idea of the class, skills not included (yet) in the skilltree, but kinda like (and even gameplay style) of the theme of the class
ONE cool thing that MIGHT be unique for the class is maybe have the ult not be ready on a CD but rather be ready when both the Reagent and the Acid resources are at their max, so you could/would decide whether to use things to be better early on or be more “savy” at using extra power early on and have the “2 Brutes on battlefield doing crazy unimaginable things to the environment” kinda more often than other classes but take your time to “slowly hit” your way through monsters with a (well-enhanced/imbued with utility but lower/ish damage) short sword, or tiny dagger/hammer used mainly to create chemical reactions rather than hack & slash 