Diablo 4 Hero Ideas

What heroes are we gonna get for D4? Thoughts? Here are my predictions:

  • Amazon - (Melee/Range): Combine both the Assassin from D2, the Demon Hunter from D3, and the Amazon itself from D2, someone who can master both range and melee, but not be an expert of either. Should have a range of skills related to % chance for critical strikes, stuns, lifesteal, whatever. Also skills for actually throwing any weapon of their choosing.

  • Barbarian - (Melee/Tank): Because no Diablo game is complete without a Barbarian. Your standard melee/tank. Just update for D4 as needed. Would like to see a lot more potential for dual wielding of weapons in this one. Maybe some counterstrike abilities too. Absolutely no range abilities - it doesn’t fit him.

  • Conjurer - (General/Support): This new class should be your primary “general” in D4. A master of summoning minions to do their bidding. There should be lots of different summon combinations that synergies, like spiders and poison elementals that work with each other to bolster each other’s strong suits. Golems and earth spells. Stuff like that. No other class should have more than 1 or 2 summons as opposed to this one, where you can have dozens. As expected, this class should also be the weakest in terms of defense.

  • Dark Knight - (Melee/Spell): This new class guy should be a mix of Fighter and Necromancer skills. Basically, someone who uses their own health to generate very powerful attacks, and maybe some corpse skills too, but not a lot of “raise dead” type spells. Leave that to the conjurer. However, the DK might have an ability to “Revive” a single fallen enemy that shares damage with you. I would like to see this guy at his strongest when at 50% or less health.

  • Druid - (Melee/Range/Spell): Just bring this guy back from D2 and update him for D4 but with 1 twist - all primary elemental spells (lightning, cold, fire, poison, arcane) come from this guy. No standard wizard role. This means the Druid will play back glass cannon as needed as well as emergency powers to transform into creatures, not unlike Archon form today. The difference here is your creature transforms should synergise with spells you cast before you transform. Like a wolf has poison attacks that synergise with poison augment spells. I also would love to see his elemental/nature spells again like Fissure.

  • Technomancer - (Range/Support): This new class would be an engineer of sorts. A master of summonning traps like the DH from D3 or Assassin from D2, this guy also has a strong support role and can bolster allies armor/weapons, enchant them to add buffs as the situation calls for it, and the best of all - can use gold to power abilities. So for example - to fire a special powerful rocket - it cost 10 gold per cost. To build a massive machine to fight for you - it cost 500 gold per cast. Stuff like that. The more abilities/power, the most gold needed.

  • Holy Warrior - (Melee/Support): This role’s lore will be an angel who left the High Heavens during Diablo’s attack and decided to remain on Sanctuary. Lots of lore can be against this person’s whereabouts in episode 4 and 5 of D3, and the relationship this person has with Tyrael. Generally, this person would be the Crusader/Paladin type. Beyond needing the “holy knight” type guy, I want to see a wide array of auras to be used for allies again. It would be fun to see what abilities can come out of someone who has native wings and literally from heaven. Maybe use those wings to entrap enemies? Would love to see a lot of warp-jump attacks like the Crusader had and cutscenes with Imperius.

Default Hero (Anything) - Conversely to the entire above, I’m also wondering if Blizzard will simply have you build a hero from scratch at start. You choose male/female, hair, height, weight, face, voice, etc. This hero can then be customzied with pre-set skill points with various things like STR/INT/AGI/VIT, etc. As you play the game, you gain more skill points like in D1/D2 to invest in the points of your choice. The more STR you invest in, for example, the more melee/defensive type abilities you get. The more INT you invest in, the more spells you can get. This means you can have a WIDE range of customized heroes and no 2 heroes would be the same. Want a Barbarian to cast offensive spells? Or a Wizard to set traps? The possibilities could be endless…

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That one wouldn’t really fit the Diablo lore tbh. The game is extremely medieval-themed with no steampunk or anything in it (there are some gimmicky maps but those are associated with magic rather than technology)

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To be fair - I’m not saying he can build a car and drive around. This is all stuff established in D3, which include crossbows, rockets, traps, etc. And he is considered a master “blacksmith” to reinforce or enchant weapons

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While I admire your thoughts in bringing this thread up I can’t say I agree with your choices. Mostly based on what Diablo lore that I know (Which is pretty shallow I admit)
I would think the classes would be pretty much the same as D3 with some chance of slight alterations and possible addition of the druid.
Amazon is supposedly a female only fighter. I think the demon hunter covers this class.
Maybe Blizzard could add some form of class specializations to give greater depth in how players customize their characters. A lot of ARPG’s do this now days.
Your other suggestions just don’t seem to fit into the lore as I know it.
But you never know… Besides it’s my opinion only and that and a dime won’t buy coffee! Ha!

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To be fair - most of this is directly based on lore sans the Technomancer and Conjurer, but that said, Blizzard lore is about as stable as the san andreas fault line. They could add a Starbucks barista class and make it fit by saying Oh…ya…Diablo opened a portal to Seattle

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I actually get most of the lore from the game itself, the tomes picked up in D3 and the tomes on pedestals in D2. A couple of times I’ve gone to fan sites to learn a little more on some of it. I’ll have to look up Technomancer and Conjurer as I’m not familiar with it.

I hope there will be class like crusader or warrior, that will be pure melee primary skill oriented and spells would just buff his defensive/offensive abilites, no damaging spells buffed by sets to have another wizard ingame, but true hack and slash arpg character.

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How about a new system? Instead of pre-made classes - let the players start out with a neutral, base-class and then through choices as they level, pick abilities and skills that suits their play-style, and THAT is your class.

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You forgot nature, that must be like his prime element :slight_smile:

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interesting idea, and sets would buff general stats instead of particular spell

I also wouldn’t mind another magic using class. Maybe some “left over” of the Vizjerei Mage clan before they completely forbid all kinds of summoning. Some class that could,- unlike Necro or WD, summon actual demons into the fight. Maybe a mix of Demon + Spirit Summoner class. One that can be melee and fight along side the summoned demons.

Basically a more “dark/ evil” summoner. Maybe one of your big CD’s (like WotB or Archon etc) could even be to transform into a Demon yourself? :o

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I like playing with ideias like these.
So, for instance, lets assume that Sanctuary is in deep development after D3.

THE ENLIGHTED

An exceptional savant who’s brilliance has been a strong ally to his small village, that was destroyed for whatever reason. So he’s travelled the world after D3 and before D4, trying to gather information and mimic magic with machinary.

But…

  1. He’s not quite there yet
  2. Magic only exists, because of magic.

So all his “magic through tech” only start working after he engages whatever D4 story is.

How?

His role is a mix of Wizard, Summoner and Druid.
He’s basically discovered a way to use Demonic/Angelic essence to power his ideas, mostly a ranged character.

Skills:

  • Take control over enemy (like Ressurect, but no need to kill it first. Has to have a counterpart)
  • Mimic, to a point, enemy’s hability
  • Turn into a Demonic/Angelic avatar (by consuming the respective essence)

He doesn’t have a “Mana pool”, but a Madness meter. Dealing with magic, by not using magic (which he can’t), tends to make you mad.
So skills make you mad.

How does that impacts the gameplay?
If the goes mad (fill the madness meter), he loses control and any tech can turn against him and he can really hurt himself while mad.
After X times going mad, he numbs out, and stays numb/stunned/unresponsive for a period of time and has to get 100% health restored before being able to fight again.

Well, this is all coming to me on top of my head while I’m in a bus going home from work…
So it is RAW as hell…

Also, you don’t need to think tech as steam punk/da Vinci stuff, it’s Diablo… There is room for some sort of darktech. Be creative :slight_smile:

I’m mad you even suggested that.

Would love to see the same trio of power attributes - Strength, Dexterity, Intelligence, but with some hybrid classes that require 2 of them. For example, you will have the Paladin that requires Strength & Intelligence, and the Amazon that requires Strength & Dexterity. This would boost itemization diversity.

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In my document i wrote about Diablo 4 i envisioned about 20 classes, many returning and many new.
This is a list of classes i would like to see in the next Diablo, with their first apparition, main stat and imagined origin also:

  • Barbarian D2, D3, Str, Northern warriors, melee

  • Warrior D1, Str, Western warriors, melee

  • Paladin D2, Str, Western holy warriors, melee

  • Monk D3, Str-Dex, Eastern holy warriors, martial arts, melee

  • Crusader D3, Str, Western holy warriors, melee

  • Rogue D1, Dex, Western archer, only ranged

  • Amazon D2, Dex, Western woman fighter, melee/ranged

  • Demon Hunter D3, Dex, Western hunter on demons, only ranged

  • Assassin D2, Dex, western assassin, martial arts, melee/ranged

  • Ninja N Dex-Int, Eastern assassin, martial arts, melee/ranged, spells

  • Sorcerer D1, Int, Middle East Vizjerei mage spellcaster, ranged

  • Sorceress D2, Int, Arabian Esu clan elem. mage spell caster, ranged

  • Wizard D3, Int, Eastern arcane mage spell caster, ranged

  • Necromancer D2, D3, Int, Western, dark mage, death summonings

  • Witch Doctor D3, Int, African mage, jungle, tribal summonings

  • Druid D2, Str-Int, Northern shapeshifter, spells, melee/ranged

  • Samurai N, Str, Eastern warrior, melee/ranged

  • Invoker N, Int, Arabian summoner, djins and spirit summonings

  • Cleric N Int-Str, Western holy healer and mage. melee/ranged

  • Warlock N Int, western shadow/dark mage, demon summonings and powers.

All the classes that are not melee or ranged only, should have some option to play as ranged or melee, but of course they would have many more to play the way the class is intended.

Melee – Barbarian, Warrior, Paladin, Crusader, Monk, Assassin, Druid, Amazon, Ninja, Samurai, Cleric

Ranged – Rogue, Amazon, Demon Hunter, Sorcerer, Sorceress, Wizard, Druid, Cleric, Warlock, Witch Doctor, Necromancer, Invoker

Summoners – Necromancer, Witch Doctor, Invoker, Warlock, Druid,

Spellcasters - Sorcerer, Sorceress, Wizard, Invoker, Necromancer, Witch Doctor, Warlock, Druid, Ninja, Cleric

Strength – Barb, Warrior, Paladin, Crusader, Samurai, Monk*, Cleric*, Druid*

Dexterity – Monk*, Rogue, Amazon, Demon Hunter, Assassin, Ninja*

Intelligence – Sorcerer, Sorceress, Wizard, Necromancer, Witch Doctor, Invoker, Cleric*, Warlock, Druid*, Ninja*

DoubleStats – Monk (str-dex) Ninja (dex-int) Cleric (int-str), Druid (str-int)

Quick description:

  1. Barbarian - it should mainly be like in D3. A northern warrior, with immense strength. War cries, berserk, overpower and defensive abilities should be his trademarks.

Trait - Enrage, slightly increase his overall damage after being hit, and also shouts a cry that do the same increase of damage to allies for 5 seconds. Energy type - Fury, gained from doing or taking damage, out of combat it goes down quickly.

  1. Warrior - it should be a revisited D1 character. Classical Western warrior. Weapon master, increased abilities with weapons. Discipline abilities for defense or support. High resistance and resilience and abilities around that. Taunt of enemies and attacks that cause them bleeding.

Trait - Repair, repair part of his or an ally’s armor.

Energy type - Retaliation, a vengeful energy gained from taking damage, it grows fast and it doesn’t fade out of combat until you spend it.

  1. Paladin - it will be a revisited and improved D2 version. Western Holy Warrior. Auras should return. Abilities that imbue their weapons with holy magic. Some minor spells to shield or cure himself or allies.

Trait - Mercy, everytime he uses some holy spell or attack, cure himself and everyone in a small area for a small amount of life.

Energy Type - Faith, gained by doing holy imbued basic attacks and by blocking enemy attacks. Out of combat it grows slowly.

  1. Monk - returns from D3. It should be mainly the same with some tweaks. It would be a dual main stat class so the abilities should reflect that. Mantras and Martial Arts abilities should return. Add more abilities that grow stronger if you do more hits, like a combo. Also more abilities that combine evade and attack mechanics together.

Trait - Focus, when evading attacks return some resource to himself and allies. Or if hit the first time by an enemy, reduce that damage by 20%

Energy Type - Spirit, as in D3

  1. Crusader - returns from D3. It should be the same. It is like a more fanatical and specialized version of the Paladin. The Laws should return. Also more abilities around the horses, shields and flails. Sky wrath abilities. Some holy magic, healing and shielding but less than the Paladin or the Monk. Instead, a lot more defensive abilities. It should be the most tankiest class both with the warrior.

Trait - Shield, everytime he is hit and takes more than 30% of his life, he envelopes himself and the allies with a shield that protects them for a small amount of damage, it lasts 5 seconds.

Energy type - Wrath, as in D3

  1. Rogue - returns from D1. It will be a new, more complex and more detailed version of it’s D1 version of course. It should be a ranged only class, having all it’s abilities around archery with bows, crossbows, throwing weapons like knives and javelins and magic abilities from their Sightless Eye sisterhood like power and weapons enhancements.

Trait - Sixth Sense, before being hit the first time by an enemy increase by 30% the ability to totally evade an attack. By communicating with allies give them also a 15% of increased evasion. After being hit, this ability will reset after 5 seconds of not taking damage.

Energy type - Insight, the ability to focus the eye and the mind to greatly increase the reality’s perception and to answer quickly to dangerous situations from the distance. It grows quickly as you are not taking damage while doing damage from distance. Or grow less quickly by standing away at certain distance from enemies in sight. It grow very slowly out of combat without enemies in sight.

  1. Amazon - back from D2. It will be a revisitation of the old Amazon but with some new flavour to it. I see her as a mixed warrior/archer type, with good proficiency with some sword weapons and shields, but also throwing weapons like javelins, spears, and of course bows and crossbows. Abilities to imbue elements in her weapons and to enhance her physical abilities and evading.

Trait - Evasion, while moving or evading, increase also the armor by 30% for herself and by instructing her allies also increase their armor by 15% while they are moving or evading.

Energy Type - Concentration, it grows by doing focused, concentrated attacks on enemies without moving. Having higher concentration gives a higher % of critical hits. Out of combat it fades slowly if moving, but grows slowly if standing still.

  1. Demon Hunter - back from the D3. A revisitation of the D3 class with little to change. Their main aspects should be massive aoe damage from a far with bows and crossbows, shadow evasion and support abilities, damage or debuffing trap abilities.
    Trait - Pursuit, the DH’s are obsessed with taking down the demons they hunt, so everytime in a fight they do damage to an enemy until it’s life is lower than 50%, it’s movement speed is increased shortly (5 seconds) by 30%. They also incites the allies to finish off the enemies so increasing their movement speed also by 20%. Also, if DH’s takes more than 50% of his life damage, they get the same movement speed increase in order to flee and reorganize their attacks.
    Energy type - Hatred/Discipline as in D3.
  2. Assassin - back from the D2. I see it as a stealthy class specialized in doing one hit high burst damage or a combo of increasing damaging blows with a bonus for finishing the combo. It should have devices to stun or immobilize enemies. Abilities to run freely through enemies undetected for small amount of time. Great use of little throwing objects like knives, grenades, burning potions etc. and great use of short swords in melee, or claws etc. Great mobility skills and evasive tricks. It should do the biggest single target damage, or great damage but only in a very small area. It should be the class where the first strike, and also the last in a combo, counts very much when doing damage, with devices to distract enemies and mobility tricks to evade attacks and become undetectable in order to strike again from the shadows. They should be good at poisoning, bleeding and blinding enemies also.
    Trait - Stealth, if out of combat for more than 5 seconds, the assassin becomes undetectable to enemies. It becomes detectable in a very small radius around the first attacked enemy for the first 3 seconds of combat, and to all after that. By warning his allies they too have a 30% reduced radius of detectability when near an assassin.
    Energy Type - Shadow, an energy only the true assassins can master by constantly training to merge themselves with the shadows. It’s their shield and their main weapon. It grows very quick while being undetectable to enemies.
  3. Ninja - a new entry. I would like to see it as a Diablo reinterpretation of the classical ninja. It should be a dual main stat character with Dex-Int because i see ninjas as fast and specialized warriors but also great spellcasters. They should be excellent weapon masters but only with their trademark weapons like katanas, sticks, short swords, kunais, and throwing weapons like kunais and shurikens. They should possess also some good martial arts abilities and evasive or illusion skills like clones etc. And also a good amount of elemental spells typical to the ninja’s japanese folklore, maybe even some spirit summoning from their rich folklore.
    Trait - Intonjutsu (or Concealment) it’s a ninja special ability after their training to be highly aware of their surroundings and be able to evade physical and spell damage when entering a fight for a short amount of time. Increase their evasion rate by 30% and reduce spell damage by 30%. Extend this bonus by 15% to the allies. It’s active for the first 5 seconds when entering in combat, and resets after 5 seconds of being out of battle.
    Energy type - Chakra, is a spiritual and physical energy mastered only by ninjas. It grows by evading attacks or by doing trademark generator magic spells. Out of combat it grows slowly.
  4. Sorcerer - the return of the Vizjerei mages from Diablo 1. It should be a class with a good variety of elemental spells but also good in manipulation of his mana and life. A trademark from D1 as Mana Shield should return. Vizjerei was known as good enchanters and creator of elixirs. Let them enchant weapons and item by giving them some temporal buffs. They have to be very proficient with staves. Let them assign a magic ability to the stave and cast that ability a numbered times when using the stave, that would function as a dmg multiplier also. Let them recharge also the staves when we finish the number of casts of that ability. Let them enchant the potions with some minor defensive or support buffs or create elixirs with the same effect.
    Trait - Energy Shield, when attacked by spells or elemental attacks, take 30% of that damage from his energy resource for the first 5 seconds of combat. Also apply a shield on allies resource that would take 15% of resource instead of 15% of the damage.
    Energy type - Mana, a energy very common among magicians across Sanctuary, used to do all their magics. Their mana is very deep and regenerates at a medium rate while out of combat or after 3 seconds of not using it.
  5. Sorceress - back from D2. The mages from the Zann Esu clan should be womans of great elemental power. I see them as the peak of elemental damage dealing. They should have a great variety and a great specialization in elemental magic only. Fire Cold and Lightning should be their means to attack, defend or escape enemies. I’m thinking if adding other 1-2 elements like Water and Earth to have a bigger diversity and a sense of improvement from her D2 version.
    Trait - Elemental Shield, while out of combat, increase the resistance to all elements by 10% for her and the allies, it goes down 5 seconds after engaging combat, and returns after 5 second of being again out of combat.
    Energy Type - Mana, the same as the Sorcerer but with a twist. It will be generated also with some elemental generator abilities.
  6. Wizard - the mage from D3. It should be mainly as in D3. A very good long range glass cannon spell caster with a more diverse spectrum of magic abilities, like elemental, arcane, space/time manipulation, but without having the same damage potential in his elemental department as the Sorceress. To be close to her he should buff himself with other abilities in order to increase its damage. A base Wizard’s Fireball will be always a little less powerful than a Sorceresses.
    Trait - Exposure, while the Wizard is at a certain distance and out of combat, increase his spell damage by 20% and also for his allies by 10% and let it last for 5 seconds after engaging a combat. It resets after 5 second of being out of combat.
    Energy type - Arcane Power, as in D3.
  7. Necromancer - the fan favourite from D2 and also D3. It should return and be mainly as it is now in D3. There is little to change there as it is already very well done. His themes must be dark death controlling magic. Summoning of skeletons, skeleton mages and golems. Elements like cold, poison/decay and blood and bones should return in all their glory. Also the control and use of the corpses and the reviving of enemies.
    Trait - Death Hunger, while using a corpse, increase the spell damage resistance by 20% for him and allies for 5 seconds during a combat. This can verify only once per combat, to consider a combat finished you have to be 5 seconds out of combat.
    Energy type - Essence, as in D3.
  8. Witch Doctor - back from the jungle, i mean, from D3. It should stay mainly the same. A voodoo and hexing specialist, summoner of zombies, fetishes and other zombie abominations. User of exotic animals also with a strong emphasis on poisoning abilities. It should be great for spreading diseases also with great AOE damage or effect. Controller of ghosts and spirits also.
    Trait - Ritual, the doctor is always prepared with some dark ritual in order to do great harm to his enemies, even if he has to pay a little price for it. He will do 30% more damage the first 5 seconds in a battle in exchange of 5% of his remaining life, he will gladly do this ritual for his allies also, but they will do only 20% more damage. It resets after being 5 seconds out of battle.
    Energy type - Mana, as in D3, but with a twist, let it regenerate faster as his pets damage and consume enemies.
  9. Druid - from D2 with love. Another very requested class among fans because of its uniqueness. It should be a very versatile class, if not the most versatile class, as it could fit almost any playstyle. It should be also another dual main stat class with Str-Int as his mains. Strength will be needed for his shapeshifting and feral combat abilities. It should have many forms, the wolf and the bear should return of course, but i would also add some new one like a feline and bird form. Bear for the tank, high physical damage and high lifepool, Wolf for the movement speed, and attack speed, Feline for the higher evasion and higher critical hits, Bird form for higher magic resistance, some invulnerability while in air (seconds only) between the attacks and magical imbued strikes. Also as a spell caster he should control some unique natural elements like water, wind, earth and wood so it should be based on that. Other abilities of a Druid should be his pet taming, having some wild animals to control and gain their help and some buffs from them.
    Trait - Nature Protection, enemies around the Druid at first sight are slowed for 30% and have their damage lowered by 30% while he’s keeping himself out of combat. After entering combat this effect lasts only 5 seconds. It resets after 5 seconds of being out of combat, at the next enemy sight.
    Energy type - Wild Rage/Nature Power, a dual type energy as the DH. It’s Wild rage should work as the Barbarian’s Fury, seeing as their are related, but will be generated only while in some animal form. The Nature Power instead will regen as the Mana of the Sorcerer, with a faster regeneration if there is some tamed pet by the Druid.
  10. Samurai - another new class with oriental inspiration. They should be very proud warriors from the east, that are devoted only to their code and their sword. It should be a somehow unique class as it’s only weapons should be their traditional weapons: Swords (long and short) Poles (long sticks with a sword at the end) and asymmetrical bows. They should do all kind of attack only with that weapons, fast attacks, wide aoe attacks, ranged attacks etc. Their “magical” abilities should be from their code of bushido, that will strengthen their bodies in many ways like increasing the endurance, the resistances, the movement speed etc. A Samurai should be also able to do wide AOE attacks or slashes in order to fight efficiently with a lot of surrounding enemies.
    Trait - Bushido, while surrounded by more than 5 enemies, increase for 5 seconds the damage and armor by 15%, also apply it to their allies if very near to them and surrounded. Resets after ending the combat and being out of combat for 5 seconds.
    Energy type - Zen, an energy derived from the Samurai’s hard training, discipline and meditation. Only a samurai devoted strictly to his valors and teachings can attain to that energy. It grows slowly while standing still and attacking from distance or while surrounded by enemies. More enemies surround the Samurai, faster his Zen will generate as it’s a reflection of his valor and calmness in a difficult battle.
  11. Invoker - another new class. It will be a new summoner class of arabian/middle east inspiration. His main speciality should be invoking Djins. They should be powerful spirits that the Invoker should bind to his gear in order to summon. The gear should function as a multiplier to the Djins abilities, so for a more offensive Djin, bind it to weapons, to more defensive, to armor, to more specialized use, to other gear as rings, amulets, or other small pieces of armor. There should also be not so many types of Djins, like 3 or 4, with some distinctive trait to them, be it elemental, support or some utility.
    Also the Invoker should be able to invoke spirits and make them posses the enemies. A possessed enemy should be buffed in some way by the spirit and fight for us until his death or for a certain amount of time. Other trait of this mage should be the control of inanimate objects. The Invoker should be able to use this ability on existing items, or it would be implicit that he has those items. Passively it should mean that the ability already have an object to use and you only activate its effect. A great mobility spell would be Flying Carpet for example, where you would summon a carpet to move fast for a limited time or space. It will be implicit that he has that carpet always with him. The other way is to take some weapon, enchant them, giving them life for a certain amount of time and buffing their abilities and damage, and invoke them in the fight as your pets. By leveling this ability we should be able to enchant more weapons at once. It should be interesting to see as we fight surrounded by swords and knives and staffs who fights by themselves near us. Some elemental magic of fire and wind and earth (sand) would also fit him.
    Trait - Open Sesame, as the Invoker is a controller of objects he always needs to find some new objects to use, so he has a higher experience of searching treasures and items in his travels than anyone. With this trait he has a 20% higher chance of drop rate for 10 seconds after engaging a battle, this also extends to his friends for 5 seconds.
    Energy type - Ruuh, the Invoker is a master of souls, he controls them and his soul also, he trains a lot to expand the limits of his soul in order to use it to animate the objects around him, or to infuse it in other spirits and elements to control them. It should grow slowly while out of combat, or very fast after items drop from the enemies.
  12. Cleric - another new class. And the last dual main stat class also. His stats should be Int-Str. It should be the power support and healer of the bunch. His healing abilities should be the greatest of all, in strength and numbers also. But it doesn’t mean this has to be a support only class. It should have also a good armor and tanking ability. And his healing must often has some dual nature like, while healing allies, or himself, do damage to enemies. A perfect ability in that sense would be a holy nova. Or the summoning of angels for some amount of time, angels of many types, that heal, do damage, or to shield. Holy fire should be another trademark of this class with high damage output and burning effect as the fire, but if an ally is near the burning effect passes to him as a slow regen. They should do some powerful aoe buffs, i should call them Miracles. All this while enchanting his weapon and armor in holiness and kicking the s**t out of the demons.
    Trait - Piety, after entering combat and suffering more than 30% life damage, activate a regeneration that will regen 30% of his life and 15% for his allies, over 10 seconds of time. It will activate again only after being out of combat for 5 seconds.
    Energy type - Holy Power, the Cleric made a pact with the angels and swear to help them in their endless war against the Demons. He follows them blindly, and was bestowed by them with a portion of their holy light powers.

Warlock - the last new class. A mage brave and reckless enough to put his fear of the demons aside and desiring to control them instead. He will use and summon or control demons. He should have abilities to corrupt or convert demons that will switch sides, or should do summonings of demons from the hell directly when there are none to control. His elemental abilities should be hell fire, void, shadow, gravity. His more powerful magics should be risky somehow, he has to pay some additional price by using them, like a life cost, a timed decrease in armor or resistances etc.
Trait - Fear, Warlock should instill fear in everyone around him, demons and allies. Enemies should lose 20% of their resistances and armor for the first 5 seconds when engaging combat. Resets after 5 second of being out of combat.
Energy Type - Soul, the Warlock should always bargain part of his soul in order to achieve greater power or to control the demons, but he also found ways how to restore it with a careful use. It will grow slowly while out of combat or will grow while doing damage with soul sapping abilities.

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I hope most of the D3 heroes end up in D4, they don’t need to have the same skill sets, I just really like their voice actors and would like to see them in the next game

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All classes that have previously appeared on previous Diablo games should be in D4, plus add new ones.

D1: Warrior, Rogue, Sorcerer, Monk, Barbarian, Bard
D2: Amazon, Barbarian, Necromancer, Paladin, Sorceress, Assassin, Druid
D3: Barbarian, Witch Doctor, Wizard, Monk, Demon Hunter, Crusader, Necromancer

I’d like the classes to be divided into 4 main stats: STR, DEX, INT, CHA (Charisma)

STR: Barbarian, Warrior, Paladin, Crusader, Druid
DEX: Rogue, Monk, Assassin, Demon Hunter, Amazon, Druid
INT: Sorcerer/Sorceress, Bard, Wizard, Druid
CHA: Druid, Witch Doctor, Necromancer

New Classes:

STR: Brawler
INT: Cleric
DEX: Ninja
CHA: Summoner

Additionally I’d like each class to be differentiated by weapon types and fighting style.

STR
Barbarian - axes, spears, flails, maces, halberds, war hammer. Cannot equip shields. Has bonus for one-handed weapons. can buff/debuff.
Warrior - swords, axes, and maces. Cannot equip shields. Has bonus for dual-wielding.
Paladin - swords. can equip shields. has bonus for shield skills. can buff/debuff.
Crusader - swords, flails, and maces. can equip shields. has bonus for shield skills. deals holy damage.
Brawler - cannot equip weapons and shield. fights bare-handed.
Druid - Claw, Fist weapons. bonus for dual wielding. Shape-shift into Werebear or Werewolf.

DEX
Rogue - Daggers, Knives, Shuriken, Traps. Can throw weapons.
Monk - Daibo and fist weapons. Cannot throw weapons. Deals holy damage.
Assassin - Daggers, Knives, Claw, Fist weapons. Cannot throw weapons. Can use poison skills.
Demon Hunter - Bow and Crossbow.
Amazon - Spears, Javelin. Can throw weapons.
Ninja - Samurai, Shuriken (throwable).
Druid - staff, bo staff, vine whip. can use poison skills and nature magic.

INT

Sorcerer/Sorceress - wand, staff, orb. specializes in crowd control magic (freeze, stun, slow, fear, confusion, blind, immobilize). weak elemental spells.
Bard - harp, guitar, lute, flute, bagpipe, fiddle. can heal. can buff/debuff.
Wizard - wand, staff, orb. elemental magic. no access to CC spells.
Druid - staff, bo staff, tree branch. shapeshift into Raven. can heal (even poison). has access to elemental and nature magic.
Cleric - bo staff, prayer beads, fist weapons. best healer in-game. deals holy damage. cannot heal poison.

CHA

Druid - staff, bo staff, tree branch. can summon spirit wolves (5), dire wolves (3), ravens (8), grizzly bear (2), and a choice of one of the ff: oak sage (1), poison creeper (1), carrion vine (1), solar creeper (1), spirit barb (1)
Witch Doctor - ceremonial knives, mojos. can summon zombie dogs (3), gargantuan (1), Fetish Army (5), Fetish Sycophants (15). Can use poison skills and hex skills.
Necromancer - scythes, phylacteries. can summon skeletal warriors (7), golem (1), skeletal mages (5), zombies (corpse-dependent). can use curses.
Summoner - wand, staff. summons elemental beings. earth elemental (1), air elemental (1) and one of either fire elemental (1), water elemental (1) or cold elemental (1). can cast weak elemental magic.

re poison: can only be removed by antidote potions or Druid herbal healing.

2 Likes

I’m not sure if this has been done before in other ARPGs, but how about some kind of combo mage? Kinda like how they envisioned the monk, but with spells. A series of smaller attacks to set up a big finisher, perhaps a mix of distant and close range attacks.

Lore wise, it could be a new cutting edge school of mages who want to harness the magic of both demons and angels. The two types of magic are powerful separately, and even more potent when combined. Hence during gameplay you might cast a few holy spells, then mix in some shadow for a big burst.

Pah! Next game will be Diablo 40,000 or Diablo 40k, where one plays as a space inquisitor! :stuck_out_tongue:

In fact, I think I could have been more explanatory.
By “hurt himself” I meant being reckless, as a mad scientist if you please.

Maybe, like D2 Paladin’s Sacrifice skill, from the moment the Madness Meter fills up, you start paying the cost of skills with Health Points. As a consequence of your carelessness.

That’s what I meant.