The rune system might be reworked, which I think accommodates two sides of the skill debate.
No skill points, skills on/off, and access to all skills but limit of 6 leave people feeling as though particular 'builds' aren't going to be a part od D3 gameplay. It feels kinda cheap. Like the game has training wheels to accommodate new players to the game/genre by letting us swap skills on the fly and not giving the player choice in which path to specialize in.
Flip side...trying different builds with same character, respec, and skill experimentation make that game mechanic enticing!!! if I have access to all skills, I can take whatever route I want!
It's not that they're taking skill points away, they're actually giving you skill points. All accessible skills will be maxed to it's potential, relative to your clvl and skill tier, as it scales to your clvl. This does leave that empty taste in your mouth that a character will not have an identity, role, or specialization like a WW Barb or Zeal Pally did in D2. If I have access to all skills, and I don't spend points in certain skills to fulfill a desired role, what kind of 'builds' and identities do they think can actually be created?
With the rune system possibly being reworked, I think a great compromise has been brought to the table between the differing opinions. Retaining the skill system, but implementing a new rune feature that adds affixes or them being attuned to a skill will give players (who want more precise build control) the ability to make a particular build possible. Where you used to create a build by going down a certain skill tree, you will now be creating that build by finding particular runes to amplify/modify your desired skills. (gems will probably play a role as well).
That, in combination with selected actives and passives, will give you your unique identity in D3 that we all strive for.
They want for items to be tied to your skill decision. So keep swaping skills in low level is surely viable. When you're character start to get stronger and gear start to play a bigger role in your character, swaping skills will not be that easy because you also have to swap gear.
The old rune system did not capture this effect all items are suppose to have. Runes, enchantments, gear and gemstone will sorta be the "specialized" part of your character.
well take it that way. The less you know, the more youll WANT to know. Let say you got a rune, you say to yourself.. hmmm i never saw what magic missile could do with a yellow rune! That push yourself to try it out, making the game last longer!
As I said in another thread - as long as they don't make me play a guessing game about which skill I want to attune my rune to, I'm fine with it. Tell me the rune is a crimson rune before I attune it to my skill and I'll be happy with the attunement and the random stats.
As I said in another thread - as long as they don't make me play a guessing game about which skill I want to attune my rune to, I'm fine with it. Tell me the rune is a crimson rune before I attune it to my skill and I'll be happy with the attunement and the random stats.
+1, I could live with that. I did like the old "swap your runes to 'change your skills'" setting, with skill points being the "commitment part" of the build, instead of runes.
When they announced the system I thought runes were going to be slightly rare (like a Legendary) so you wouldn't have hundreds of runes (like you have gems) and would have to choose where to put them wisely cause you'd have very few. Apparently Jay thinks differently about the system, plenty of runes to experiment.
Again, I could live with knowing the rune and the effect on the skill, and then having an "attuned" rune after putting it on the skill, with "random stats" to add "randomness", as long as the stats are never something like +2 to skills.
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The rune system might be reworked, which I think accommodates two sides of the skill debate.
No skill points, skills on/off, and access to all skills but limit of 6 leave people feeling as though particular 'builds' aren't going to be a part od D3 gameplay. It feels kinda cheap. Like the game has training wheels to accommodate new players to the game/genre by letting us swap skills on the fly and not giving the player choice in which path to specialize in.
Flip side...trying different builds with same character, respec, and skill experimentation make that game mechanic enticing!!! if I have access to all skills, I can take whatever route I want!
It's not that they're taking skill points away, they're actually giving you skill points. All accessible skills will be maxed to it's potential, relative to your clvl and skill tier, as it scales to your clvl. This does leave that empty taste in your mouth that a character will not have an identity, role, or specialization like a WW Barb or Zeal Pally did in D2. If I have access to all skills, and I don't spend points in certain skills to fulfill a desired role, what kind of 'builds' and identities do they think can actually be created?
With the rune system possibly being reworked, I think a great compromise has been brought to the table between the differing opinions. Retaining the skill system, but implementing a new rune feature that adds affixes or them being attuned to a skill will give players (who want more precise build control) the ability to make a particular build possible. Where you used to create a build by going down a certain skill tree, you will now be creating that build by finding particular runes to amplify/modify your desired skills. (gems will probably play a role as well).
That, in combination with selected actives and passives, will give you your unique identity in D3 that we all strive for.
I support the suggested rune reworking.
DKR
They want for items to be tied to your skill decision. So keep swaping skills in low level is surely viable. When you're character start to get stronger and gear start to play a bigger role in your character, swaping skills will not be that easy because you also have to swap gear.
The old rune system did not capture this effect all items are suppose to have. Runes, enchantments, gear and gemstone will sorta be the "specialized" part of your character.
When they announced the system I thought runes were going to be slightly rare (like a Legendary) so you wouldn't have hundreds of runes (like you have gems) and would have to choose where to put them wisely cause you'd have very few. Apparently Jay thinks differently about the system, plenty of runes to experiment.
Again, I could live with knowing the rune and the effect on the skill, and then having an "attuned" rune after putting it on the skill, with "random stats" to add "randomness", as long as the stats are never something like +2 to skills.