i think switching should be like town portal so you wait 3-5 secs before being able to change skills and breaks when hit, then wait 10-15 sec before using the skill.
edit: or maybe remove the 10-15sec before using a skill and replace it with 10-15 min cooldown that prevents you from switching the skill again.......
So....a 30 second cooldown is too long, but 5 * 6 = 30 second cast time to swap out 6 skills would be ok?
We will have a nice button like the town portal that opens the skill window that allows you to switch skills.
so you press that button wait 3-5 sec the window opens then you switch as much as you want then the skills that got switched get the cooldown... so it is one 3-5 sec cast time.
I really don't feel there is a need to change this again, the way it is now is *almost* perfect. Unless I'm missing something, there is no way this system can be abused, and it allows players to switch to new skills while leveling in the field. Just leave it at that.
With your 10 minute system, what am i supposed to do for 10 minutes after a boss fight, in which say i took as many defensive skills as possible? Just not have fun for 10 minutes? It creates way too many problems. This newest system (minus like say 15 seconds) is win. =D
assuming you one shot the boss then yeah you will have 10 mins of boring gameplay but then you wont need to switch to definsive skills in the first place.
but in a normal enviroment where you fight that boss without overpowering it, i think it will take more than 10 mins before you feel the need to switch again.
i think this misunderstanding is either because english isn't my native language (obviously) or because i am not in the beta...
Without sounding like an elitist or the like, I really think that's a main reason. When you actually play it, and feel the momentum of the action, and how long 30 seconds actually is, it's a whole different ball game =D
All posts in this thread regarding the 30 second wait time being to long are, in fact, irrelevant.
Thanks.
Thank god you provided solid facts and arguments on your position, because just blindly saying something without a shred proof / hypothesis, or even theory is just really harrrrrrd.
Without sounding like an elitist or the like, I really think that's a main reason. When you actually play it, and feel the momentum of the action, and how long 30 seconds actually is, it's a whole different ball game =D
it is crazy how my idea was to avoid these 30 seconds so i said lets remove them and add 4sec cast time since townportal and identifying use that already but then i added the 10min cooldown.... <_<
edit:btw i still think my idea is the best idea ever
Without sounding like an elitist or the like, I really think that's a main reason. When you actually play it, and feel the momentum of the action, and how long 30 seconds actually is, it's a whole different ball game =D
it is crazy how my idea was to avoid these 30 seconds so i said lets remove them and add 4sec cast time since townportal and identifying use that already but then i added the 10min cooldown.... <_<
edit:btw i still think my idea is the best idea ever
I think it's the 10 minute CD that you want that's bugging me =D
with your system, the skill would be usable immediately, making the system abuse able; Now If I find myself in a jam I can insta switch to a CC, or a defensive CD, which is what the actual system that's implemented is against.
Also, even though you say you don't want the 30 seconds because it's too long, you want a 4 second cast and a 10 minute CD making it even longer if you want to change your set up. What if I log in to do some runs, but realize I'm in my boss fighting set? Do I have to wait 10 minutes just standing in town before I can go fight with the setup I want?
This system, which has an instant switch but 30 second CD on the use of the skill, or a switch in the same slot (and you can't switch a spell that's on CD) Is the best version so far =P
Without sounding like an elitist or the like, I really think that's a main reason. When you actually play it, and feel the momentum of the action, and how long 30 seconds actually is, it's a whole different ball game =D
it is crazy how my idea was to avoid these 30 seconds so i said lets remove them and add 4sec cast time since townportal and identifying use that already but then i added the 10min cooldown.... <_<
edit:btw i still think my idea is the best idea ever
I think it's the 10 minute CD that you want that's bugging me =D
with your system, the skill would be usable immediately, making the system abuse able; Now If I find myself in a jam I can insta switch to a CC, or a defensive CD, which is what the actual system that's implemented is against.
Also, even though you say you don't want the 30 seconds because it's too long, you want a 4 second cast and a 10 minute CD making it even longer if you want to change your set up. What if I log in to do some runs, but realize I'm in my boss fighting set? Do I have to wait 10 minutes just standing in town before I can go fight with the setup I want?
This system, which has an instant switch but 30 second CD on the use of the skill, or a switch in the same slot (and you can't switch a spell that's on CD) Is the best version so far =P
casting is canceled when hit just like town portal so it is not abusable since you can't use it while in fight.
forget about the 10 min CD(it was an edit on my first comment anyway) but i still think that a 4sec cast time is better than the 30sec cooldown.
Here's why the new system is awesome (speculation only, no beta access):
We want to be able to swap skills where ever and basically when ever.
In-town swapping or the altars significantly restrict skill swapping. But having no restrictions on swapping at all will lead to people swapping skills in combat.
The new system lets us swap as we please but prevents from interchanging skills during combat. I.e., you can swap in combat but there's a penalty. You have to wait for your new skill for 30 seconds.
Sounds pretty much perfect to me.
Here's why the new system is awesome (speculation only, no beta access):
We want to be able to swap skills where ever and basically when ever.
In-town swapping or the altars significantly restrict skill swapping. But having no restrictions on swapping at all will lead to people swapping skills in combat.
The new system lets us swap as we please but prevents from interchanging skills during combat. I.e., you can swap in combat but there's a penalty. You have to wait for your new skill for 30 seconds.
Sounds pretty much perfect to me.
but now you do it out of combat, and have to sit there twiddling your thumbs for 30 seconds. I could make it to town and back in less than 30 seconds before.
Here's why the new system is awesome (speculation only, no beta access):
We want to be able to swap skills where ever and basically when ever.
In-town swapping or the altars significantly restrict skill swapping. But having no restrictions on swapping at all will lead to people swapping skills in combat.
The new system lets us swap as we please but prevents from interchanging skills during combat. I.e., you can swap in combat but there's a penalty. You have to wait for your new skill for 30 seconds.
Sounds pretty much perfect to me.
but now you do it out of combat, and have to sit there twiddling your thumbs for 30 seconds. I could make it to town and back in less than 30 seconds before.
Why do you have to wait doing nothing when swapping out of combat? You can engage the next group of demons or something while waiting on your CD. If you switched skills before combat because you need that newly swapped in skill as an opener, then maybe you swapped the wrong skill out in the first place.
Make it 30 sec cooldown on the skills and 30 min cooldown on changing the skill to another one => perfect.
Current system fails at giving any sort of permanency to your skill choices.
Make it 30 sec cooldown on the skills and 30 min cooldown on changing the skill to another one => perfect.
Current system fails at giving any sort of permanency to your skill choices.
they arent aiming for permanency AT ALL. not even a little bit. thats how D2 was and it was fail. they learn from their mistakes. so they want to make all skills easily accessible but want to to have at least a little bit of build "devotion" so you dont feel the need to constantly swap skills all the time. so they want you to make up your own build but have easy access in making it and tweaking it to what you want without being severely penalized
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Which is why its a bad system. It fails at the basic requirement of offering you different choices to pick from, and instead letting you pick everything all the time (with a silly 30 sec cooldown in between for random annoyance).
There wont be any build devotion in the current system, since there wont be any builds.
And unless you could level a character in 30 minutes in Diablo 2, my example wasn't exactly like Diablo 2
On permanence of a build, the point of the skill system is to provide skills for use in combat, and the iterations of the swapping mechanic of the skill system are for making you commit in the moment. Achieving long term permanence is the shared job of your gear (which can affect individual skills, and so over time you will gear up for a certain build of skills) and your runes (a system which is of course not finalized, but the purpose of them and the consequences of using high-level ones wastefully is already clear.)
On the topic of the swapping system itself, a little bit of light may be shed on the philosophy behind the current iteration when you hear that you can't swap skills that are on their natural cooldowns either. So in the current iteration, you cannot use your Barbarian earthquake and bypass its 120 second cooldown in favor of the 30 second cooldown of swapping so that you can quickly use another big skill quickly. This, of course, doesn't make the system any more good or bad, but the more we know about it, the more we can make accurate conclusions with it.
Having played through patch 10 quite a bit, and having deliberately swapped skills frequently while adventuring, I will simply say that it is a nice system that makes you think about what skills you dare have on you at any given time, since you can't predict huge mobs, elites, and the like. As an added bonus, you can now make adjustments on the fly, but with enough penalty to discourage abuse. While it is frustrating to have THE skill you need or want and having to wait half a minute, it certainly doesn't hurt my feelings, and isn't even a detraction from the gameplay, as I'm still armed with a perfectly useful weapon, and have at least one or two other skills to fend stuff off with in the meantime. And maybe if I've swapped out multiple skills, or one very important skill, maybe I wasn't supposed to be flinging myself into battle yet anyway.
Which is why its a bad system. It fails at the basic requirement of offering you different choices to pick from, and instead letting you pick everything all the time (with a silly 30 sec cooldown in between for random annoyance).
There wont be any build devotion in the current system, since there wont be any builds.
And unless you could level a character in 30 minutes in Diablo 2, my example wasn't exactly like Diablo 2
huh? you cant switch in combat to use another skill, you gotta wait to use it so theres no point in switching up your build unless you want to specifically test out another skill. so yes there is build devotion and there are builds. dont know what your talking about
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
You can switch between combat though. You can change the skills around depending on the enemies, bosses etc. you encounter.
Mostly the current system seems like a 30 second re-keybinding of your ~25 class skills at any given time.
Thus you do not have builds, you just have 25 skills, which you use depending on the encounter.
As Zealot mentions, +skill on gear might help (really really great they are adding those), but considering nothing stops you from carrying multiple item sets to switch with your skills, I doubt it will have any real effect.
Edit: I'm not saying respecs should not exist at all. The lack of respecs as in D2 (pre-1.13 anyway) would be a disaster in modern gaming. The system should just make sure that the optimal way of playing the game isn't to 'remap' your 6 skills often, as it ruins both the flow of the game and the very idea of having skills to choose between in the first place.
You can switch between combat though. You can change the skills around depending on the enemies, bosses etc. you encounter.
Mostly the current system seems like a 30 second re-keybinding of your ~25 class skills at any given time.
Thus you do not have builds, you just have 25 skills, which you use depending on the encounter.
As Zealot mentions, +skill on gear might help (really really great they are adding those), but considering nothing stops you from carrying multiple item sets to switch with your skills, I doubt it will have any real effect.
uhh no. you cant. have u played diablo? lol... you dont KNOW what your going to encounter EVER besides the 4 specific act bosses. you dont know if your going to encounter a giant group of molten enchanted or ice enchanted or how many. its 100% random. so if you encounter the monsters you dont have time to wait 30 seconds to switch to a skill to help you with that specific encounter, so it WILL force you to create and stick to a well rounded build. again you dont know what your talking about and theres no point in switching skills but to test or before 1 of the 4 major bosses. which they encourage. switch to a boss killing build then after back to your main leveling/farming build.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Are you arguing that the only 4/5 enemies you could predict in Diablo 2 was the end bosses? Since that was obviously not the case. In many areas the enemies were thematically placed, and predictable (act 5 being more random than the others though) .
Or are your arguing that you can only predict those supposed 4 end bosses in Diablo 3? (ignoring the fact there seems to be plenty of other mini-bosses as well).
Obviously we don't really know yet how predictable D3 enemy distribution is, though I'll bet pretty much anything that different types of enemies are thematically placed in areas just like in D2., and thus somewhat predictable.
Even without the guesstimates, being able to respec just for the 'predictable bosses' and nothing else would be ridiculous enough on its own.
Beside, seeing which enemies you get, remapping your skills, and running away for 30 sec while the cooldown runs out seems very possible with this system as well?
(Assuming Inferno will actually be difficult enough to make running away a viable option, and if it isnt difficult enough, then nothing really matters anyway)
Are you arguing that the only 4/5 enemies you could predict in Diablo 2 was the end bosses? Since that was obviously not the case. In many areas the enemies where thematically placed, and predictable (act 5 being more random than the others though) .
Or are your arguing that you can only predict those supposed 4 end bosses in Diablo 3? (ignoring the fact there seems to be plenty of other mini-bosses as well).
Obviously we don't really know yet how predictable D3 enemy distribution is, though I'll bet pretty much anything that different types of enemies are thematically placed in areas just like in D2., and thus somewhat predictable.
Even without the guesstimates, being able to respec just for the 'predictable bosses' and nothing else would be ridiculous enough on its own.
Beside, seeing which enemies you get, remapping your skills, and running away for 30 sec while the cooldown runs out seems very possible with this system as well?
(Assuming Inferno will actually be difficult enough to make running away a viable option, and if it isnt difficult enough, then nothing really matters anyway)
sure if you want to run away for 30 seconds to swap skills to help when you could of killed them all in a lot less then 30 seconds. knock yourself out
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
My argument to you would be that even in D3, you still are trying different builds by switching your skills, and you only have 6 active. Look at D2, the only difference was that I had to go to a vendor, then I could switch my skills to be exactly like you. It's the same thing, with less of a restriction on where your toon stands when you switch skills. Also, just because I'm ABLE to switch skills doesn't mean I don't want to stick with one build and try to make it work. Again, as I've said a million times on this topic, it boils down to a control issue for people with the same stance as you; Even though you'll never see me, I'm in a different game, and I don't effect YOUR gameplay, you want to control how I have fun with a video game.
Back when I was playing D2 we didn't have those "respecs". We picked a build at level 1 and stuck with that forever. If we wanted something else, we started a new character. I (and many other people) felt that this was one of the big things that made D2 replayable for so many hours over the course of many years. You can only do so many Hell Baal runs before you want to poke your eyes out, but having an incentive to level up another character and go through all the quests again and stuff was a nice change of pace (provided you didn't just have your friend rush you through everything).
The original system, however, was quite unforgiving. If you misclicked or didn't know what you were doing from level 1 you might be screwed. The respec system they added in 1.13 was a good compromise where you could get a limited number of free respecs and could get more a bit less easily by collecting the essence drops. This still meant that most characters tended to stay with a specific build. It wouldn't be crazy to have a MeteOrb sorc as well as a Lightning sorc for different things, but if you made a mistake, or decided you didn't like your build anymore you could always change it.
With D3 I don't think there will be really any incentive to have more than one of each character class. I can't really see people wanting to have an Arcane Wizard and a Fire Wizard (or whatever) as two separate characters when you can so easily switch skills at will. Its not that this is inherently a bad system, I just worry that it will remove some of the replayability that gave D2 such phenomenal longevity. Playing the game through again with a different set of skills provided different challenges that made things fun for many people.
huh? you cant switch in combat to use another skill, you gotta wait to use it so theres no point in switching up your build unless you want to specifically test out another skill. so yes there is build devotion and there are builds. dont know what your talking about
You absolutely CAN switch in combat if you want to with the current system. (There is no concept of in combat/out of combat in the game, so you can switch a skill as long as its not on cooldown whether you are fighting monsters or not). I personally probably wouldn't switch in combat because I'm too focused on trying to get those big kill streaks, but there's nothing preventing you from doing it if you want.
uhh no. you cant. have u played diablo? lol... you dont KNOW what your going to encounter EVER besides the 4 specific act bosses. you dont know if your going to encounter a giant group of molten enchanted or ice enchanted or how many. its 100% random. so if you encounter the monsters you dont have time to wait 30 seconds to switch to a skill to help you with that specific encounter, so it WILL force you to create and stick to a well rounded build. again you dont know what your talking about and theres no point in switching skills but to test or before 1 of the 4 major bosses. which they encourage. switch to a boss killing build then after back to your main leveling/farming build.
(Note: D2 was way more predictable than you claim...there were plenty of super uniques in predictable places and zones that would have benefited from being able to change your spec quickly--certain skills really just didn't work well in the Maggot Liar for example).
I'm guessing you haven't had the opportunity to play the beta at all (and probably haven't watched too many playthroughs on youtube). Even in the fraction of Act 1 that we have access to there are a ton of encounters that you know are coming way more than 30 seconds before you get to them. D3 is much more quest-driven than D2 was, and each quest has specific objectives that often take place in parts of the world that are specifically designed for that quest. Once you've played through a couple of times its very easy to tell what's coming next.
Besides specific quest objectives, I don't think the sort of randomness you encounter in D3 is something that would make you want to swap skills on a pack-by-pack basis. Specific types of monsters spawn in each area. Packs have a chance to randomly be a boss or champion pack, but that doesn't change the types of monsters that will be spawning there. They've also said there won't be immunities in D3 like there were in D2 so you won't come up to a boss back with an extra immunity and need to swap to be able to deal with them.
Overall, I'm fairly confident that if players feel like a different skill set will benefit them against specific monster types or encounters they will have ample time to switch skills without it really disrupting their play once they get a feel for the game.
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Without sounding like an elitist or the like, I really think that's a main reason. When you actually play it, and feel the momentum of the action, and how long 30 seconds actually is, it's a whole different ball game =D
Thank god you provided solid facts and arguments on your position, because just blindly saying something without a shred proof / hypothesis, or even theory is just really harrrrrrd.
edit:btw i still think my idea is the best idea ever
I think it's the 10 minute CD that you want that's bugging me =D
with your system, the skill would be usable immediately, making the system abuse able; Now If I find myself in a jam I can insta switch to a CC, or a defensive CD, which is what the actual system that's implemented is against.
Also, even though you say you don't want the 30 seconds because it's too long, you want a 4 second cast and a 10 minute CD making it even longer if you want to change your set up. What if I log in to do some runs, but realize I'm in my boss fighting set? Do I have to wait 10 minutes just standing in town before I can go fight with the setup I want?
This system, which has an instant switch but 30 second CD on the use of the skill, or a switch in the same slot (and you can't switch a spell that's on CD) Is the best version so far =P
forget about the 10 min CD(it was an edit on my first comment anyway) but i still think that a 4sec cast time is better than the 30sec cooldown.
We want to be able to swap skills where ever and basically when ever.
In-town swapping or the altars significantly restrict skill swapping. But having no restrictions on swapping at all will lead to people swapping skills in combat.
The new system lets us swap as we please but prevents from interchanging skills during combat. I.e., you can swap in combat but there's a penalty. You have to wait for your new skill for 30 seconds.
Sounds pretty much perfect to me.
Why do you have to wait doing nothing when swapping out of combat? You can engage the next group of demons or something while waiting on your CD. If you switched skills before combat because you need that newly swapped in skill as an opener, then maybe you swapped the wrong skill out in the first place.
Current system fails at giving any sort of permanency to your skill choices.
they arent aiming for permanency AT ALL. not even a little bit. thats how D2 was and it was fail. they learn from their mistakes. so they want to make all skills easily accessible but want to to have at least a little bit of build "devotion" so you dont feel the need to constantly swap skills all the time. so they want you to make up your own build but have easy access in making it and tweaking it to what you want without being severely penalized
There wont be any build devotion in the current system, since there wont be any builds.
And unless you could level a character in 30 minutes in Diablo 2, my example wasn't exactly like Diablo 2
On the topic of the swapping system itself, a little bit of light may be shed on the philosophy behind the current iteration when you hear that you can't swap skills that are on their natural cooldowns either. So in the current iteration, you cannot use your Barbarian earthquake and bypass its 120 second cooldown in favor of the 30 second cooldown of swapping so that you can quickly use another big skill quickly. This, of course, doesn't make the system any more good or bad, but the more we know about it, the more we can make accurate conclusions with it.
Having played through patch 10 quite a bit, and having deliberately swapped skills frequently while adventuring, I will simply say that it is a nice system that makes you think about what skills you dare have on you at any given time, since you can't predict huge mobs, elites, and the like. As an added bonus, you can now make adjustments on the fly, but with enough penalty to discourage abuse. While it is frustrating to have THE skill you need or want and having to wait half a minute, it certainly doesn't hurt my feelings, and isn't even a detraction from the gameplay, as I'm still armed with a perfectly useful weapon, and have at least one or two other skills to fend stuff off with in the meantime. And maybe if I've swapped out multiple skills, or one very important skill, maybe I wasn't supposed to be flinging myself into battle yet anyway.
huh? you cant switch in combat to use another skill, you gotta wait to use it so theres no point in switching up your build unless you want to specifically test out another skill. so yes there is build devotion and there are builds. dont know what your talking about
Mostly the current system seems like a 30 second re-keybinding of your ~25 class skills at any given time.
Thus you do not have builds, you just have 25 skills, which you use depending on the encounter.
As Zealot mentions, +skill on gear might help (really really great they are adding those), but considering nothing stops you from carrying multiple item sets to switch with your skills, I doubt it will have any real effect.
Edit: I'm not saying respecs should not exist at all. The lack of respecs as in D2 (pre-1.13 anyway) would be a disaster in modern gaming. The system should just make sure that the optimal way of playing the game isn't to 'remap' your 6 skills often, as it ruins both the flow of the game and the very idea of having skills to choose between in the first place.
uhh no. you cant. have u played diablo? lol... you dont KNOW what your going to encounter EVER besides the 4 specific act bosses. you dont know if your going to encounter a giant group of molten enchanted or ice enchanted or how many. its 100% random. so if you encounter the monsters you dont have time to wait 30 seconds to switch to a skill to help you with that specific encounter, so it WILL force you to create and stick to a well rounded build. again you dont know what your talking about and theres no point in switching skills but to test or before 1 of the 4 major bosses. which they encourage. switch to a boss killing build then after back to your main leveling/farming build.
Or are your arguing that you can only predict those supposed 4 end bosses in Diablo 3? (ignoring the fact there seems to be plenty of other mini-bosses as well).
Obviously we don't really know yet how predictable D3 enemy distribution is, though I'll bet pretty much anything that different types of enemies are thematically placed in areas just like in D2., and thus somewhat predictable.
Even without the guesstimates, being able to respec just for the 'predictable bosses' and nothing else would be ridiculous enough on its own.
Beside, seeing which enemies you get, remapping your skills, and running away for 30 sec while the cooldown runs out seems very possible with this system as well?
(Assuming Inferno will actually be difficult enough to make running away a viable option, and if it isnt difficult enough, then nothing really matters anyway)
sure if you want to run away for 30 seconds to swap skills to help when you could of killed them all in a lot less then 30 seconds. knock yourself out
Back when I was playing D2 we didn't have those "respecs". We picked a build at level 1 and stuck with that forever. If we wanted something else, we started a new character. I (and many other people) felt that this was one of the big things that made D2 replayable for so many hours over the course of many years. You can only do so many Hell Baal runs before you want to poke your eyes out, but having an incentive to level up another character and go through all the quests again and stuff was a nice change of pace (provided you didn't just have your friend rush you through everything).
The original system, however, was quite unforgiving. If you misclicked or didn't know what you were doing from level 1 you might be screwed. The respec system they added in 1.13 was a good compromise where you could get a limited number of free respecs and could get more a bit less easily by collecting the essence drops. This still meant that most characters tended to stay with a specific build. It wouldn't be crazy to have a MeteOrb sorc as well as a Lightning sorc for different things, but if you made a mistake, or decided you didn't like your build anymore you could always change it.
With D3 I don't think there will be really any incentive to have more than one of each character class. I can't really see people wanting to have an Arcane Wizard and a Fire Wizard (or whatever) as two separate characters when you can so easily switch skills at will. Its not that this is inherently a bad system, I just worry that it will remove some of the replayability that gave D2 such phenomenal longevity. Playing the game through again with a different set of skills provided different challenges that made things fun for many people.
You absolutely CAN switch in combat if you want to with the current system. (There is no concept of in combat/out of combat in the game, so you can switch a skill as long as its not on cooldown whether you are fighting monsters or not). I personally probably wouldn't switch in combat because I'm too focused on trying to get those big kill streaks, but there's nothing preventing you from doing it if you want.
(Note: D2 was way more predictable than you claim...there were plenty of super uniques in predictable places and zones that would have benefited from being able to change your spec quickly--certain skills really just didn't work well in the Maggot Liar for example).
I'm guessing you haven't had the opportunity to play the beta at all (and probably haven't watched too many playthroughs on youtube). Even in the fraction of Act 1 that we have access to there are a ton of encounters that you know are coming way more than 30 seconds before you get to them. D3 is much more quest-driven than D2 was, and each quest has specific objectives that often take place in parts of the world that are specifically designed for that quest. Once you've played through a couple of times its very easy to tell what's coming next.
Besides specific quest objectives, I don't think the sort of randomness you encounter in D3 is something that would make you want to swap skills on a pack-by-pack basis. Specific types of monsters spawn in each area. Packs have a chance to randomly be a boss or champion pack, but that doesn't change the types of monsters that will be spawning there. They've also said there won't be immunities in D3 like there were in D2 so you won't come up to a boss back with an extra immunity and need to swap to be able to deal with them.
Overall, I'm fairly confident that if players feel like a different skill set will benefit them against specific monster types or encounters they will have ample time to switch skills without it really disrupting their play once they get a feel for the game.