Disclaimer: I’ve only seriously played diablo 2 and a small flash game called Ladder slashers. I haven’t played anything else such as WoW, or Guild wars, so if this gameplay mechanic has been used somewhere else I’m sorry.
I’m 100 hours into the game with my barbarian and I’m clearing my way through A2 inferno. I have to say, the first 100 hours has been great and I look forward to making my way to inferno Diablo. However, my excitement for this game has been exponentially decreasing as I go along. I understand that this is a gear dependent game (I’ve been playing diablo 2 since it came out) but there’s just something missing. I think it’s the fact that the game is ONLY dependent on gear. New builds that are discovered can be easily swapped without any consequences and there’s no real progression once hitting the level cap of 60 – which ends after 40-50hrs. So what am I going to do with the next 100 hours of playing? Farming items is fun up to a point… but it only caters to a certain type of gamer. What about the people who enjoy being rewarded for just playing the game?
To bring back the feeling of reward with grinding (other than random item drops) I am suggesting implementing a proficiency system (a leveling system) attached to each skill. Each skill would level up as you used it and would give incremental increases to the skill’s abilities. The game is set up perfectly for this I believe. Take for example Bash for the barbarian: There are 6 possible ways to use this skill (5 runes, no rune). Lets say there are 10 proficiency levels for each rune. Each level in proficiency will increase the stats for that skill.
Base: Brutally smash an enemy for 150% weapon damage with a 20% chance to Knockback.
Clobber
Instead of Knockback, each hit has a 35% chance to Stun the target for 1.5 seconds. - Increase 0.5% chance to stun for 0.1s longer for each proficiency level
Onslaught
Add 2 reverberations that cause 22% weapon damage per strike. Removes the chance for Knockback. - Increase 1% damage for each proficiency level
Punish
Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times. - Increased 0.1% damage for each proficiency level
Instigation
Generate 6 additional Fury per attack. - Increase 1 addition fury for each proficiency level
Pulverize
Cause a shockwave that inflicts 38% weapon damage to enemies in a 26 yard line behind the targeted enemy. - Increase 1% weapon damage for each proficiency level
The actual numbers are just examples. This would need to be balanced, but you can get my idea.
Also, the overall skill ability could get a boost: Brutally smash an enemy for 150% weapon damage with a 20% chance to Knockback
- Increased 1% weapon damage for each proficiency level
The proficiency for the base would be calculated by adding up all the skill points from all the runes for that skill (5 runes + no rune = max lvl 60… it matches with character level 60!)
This will also allow blizzard to buff skills that aren’t that great right now by giving larger increases with increased proficiency. It will also open players to new builds and skills that they may not even think of using. If you think this will make overpowered skills even more powerful, then blizzard can always adjust the time it takes to get to lvl 10 proficiency, eg) 50hrs, 100hrs, 1000hrs…
I know this idea will need a lot of work and will take a lot of time, but it might be a good way of increasing the longevity of this game without implementing cliché mechanics such as raising level caps. It might be implemented during a major patch, or even for the expansion. This is such a simple idea and its not merely adding more stuff to the game, its adding complexitiy to the game. It is very similar to when diablo 2 added synergies to the skills. Without adding new skills, they were able to add new character builds.
Also, this idea will sprout a bunch of other things that you can do with this. For example, there could be gem/blacksmithing proficiencies that may lower costs/time for crafting items. Item affixs may also include it, eg) +1, or +2 to all proficiency levels… etc
Let me know what you think! I put this together pretty quickly so don’t pick on the small details. Try to understand the overall idea.
So if I understand this correctly, you want to further trivialize whatever skill requirement this game has by bestowing even more power upon those with enough playtime?
I think the only way this could work is if you only hit the proficiency stage in Inferno/once you hit 60. Otherwise it has basically the same effect as skill points, just more annoying.
Also, if this where implemented, Blizzard would have to fight the urge to balance the difficulty around the improved skills.
But if those things were taking into account, I think it could work.
Or, instead of upping skills, it could up stats. Maybe killing monsters in Inferno starts you down a new level system, where each level increase improves stats specific to that class. Like maybe the barb gets strength and vit, the monk gets dex and vit, the DH gets dex and dodge/foot speed, the wizard and wd get int and IAS or something.
I liked this idea. Not everything about it though, such as the playtime requirement. But I also haven't thought up any kind of balanced way to make it work.
The problem with this is that they really couldn't balance it. If they balanced content around say, Lv10 proficiencies - then the content would be too hard at level 1. If they balanced it around level 1, it would be trivialized at 10. If they balanced it around level 5, it would start hard, but it'd still be trivialized. It just wouldn't work.
I think regarding the balancing issues, we've seen that the game isn't balanced already. This may have been a good alternative to nerfing a2-a4 that they're planning to do in patch 1.0.3
Anyway, wanted to bump this topic. I'm really finding myself less and less interested in the game lately and It really has to do with the lack of end game content.
No. This system is inferior to classic skill points, which Blizzard didn't want in the first place. Not to say skill points are bad, but this is worse anyway. Skyrim is a pretty popular game that failed royally in character development with a system based on this idea taken some steps further.. further down
Another way to look at it: Nobody wants to actually grind. Grinding for items is ok, that's the game, but that's a grind that can reward you any minute, like a lottery, that's what keeps people motivated/addicted. But grinding a character to it's full basic skill potential after having him leveled up already? Try to find someone enjoying that. Hint: Search for people enjoying LoL.
I’m 100 hours into the game with my barbarian and I’m clearing my way through A2 inferno. I have to say, the first 100 hours has been great and I look forward to making my way to inferno Diablo. However, my excitement for this game has been exponentially decreasing as I go along. I understand that this is a gear dependent game (I’ve been playing diablo 2 since it came out) but there’s just something missing. I think it’s the fact that the game is ONLY dependent on gear. New builds that are discovered can be easily swapped without any consequences and there’s no real progression once hitting the level cap of 60 – which ends after 40-50hrs. So what am I going to do with the next 100 hours of playing? Farming items is fun up to a point… but it only caters to a certain type of gamer. What about the people who enjoy being rewarded for just playing the game?
To bring back the feeling of reward with grinding (other than random item drops) I am suggesting implementing a proficiency system (a leveling system) attached to each skill. Each skill would level up as you used it and would give incremental increases to the skill’s abilities. The game is set up perfectly for this I believe. Take for example Bash for the barbarian: There are 6 possible ways to use this skill (5 runes, no rune). Lets say there are 10 proficiency levels for each rune. Each level in proficiency will increase the stats for that skill.
Base: Brutally smash an enemy for 150% weapon damage with a 20% chance to Knockback.
Clobber
Instead of Knockback, each hit has a 35% chance to Stun the target for 1.5 seconds.
- Increase 0.5% chance to stun for 0.1s longer for each proficiency level
Onslaught
Add 2 reverberations that cause 22% weapon damage per strike. Removes the chance for Knockback.
- Increase 1% damage for each proficiency level
Punish
Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times.
- Increased 0.1% damage for each proficiency level
Instigation
Generate 6 additional Fury per attack.
- Increase 1 addition fury for each proficiency level
Pulverize
Cause a shockwave that inflicts 38% weapon damage to enemies in a 26 yard line behind the targeted enemy.
- Increase 1% weapon damage for each proficiency level
The actual numbers are just examples. This would need to be balanced, but you can get my idea.
Also, the overall skill ability could get a boost: Brutally smash an enemy for 150% weapon damage with a 20% chance to Knockback
- Increased 1% weapon damage for each proficiency level
The proficiency for the base would be calculated by adding up all the skill points from all the runes for that skill (5 runes + no rune = max lvl 60… it matches with character level 60!)
This will also allow blizzard to buff skills that aren’t that great right now by giving larger increases with increased proficiency. It will also open players to new builds and skills that they may not even think of using. If you think this will make overpowered skills even more powerful, then blizzard can always adjust the time it takes to get to lvl 10 proficiency, eg) 50hrs, 100hrs, 1000hrs…
I know this idea will need a lot of work and will take a lot of time, but it might be a good way of increasing the longevity of this game without implementing cliché mechanics such as raising level caps. It might be implemented during a major patch, or even for the expansion. This is such a simple idea and its not merely adding more stuff to the game, its adding complexitiy to the game. It is very similar to when diablo 2 added synergies to the skills. Without adding new skills, they were able to add new character builds.
Also, this idea will sprout a bunch of other things that you can do with this. For example, there could be gem/blacksmithing proficiencies that may lower costs/time for crafting items. Item affixs may also include it, eg) +1, or +2 to all proficiency levels… etc
Let me know what you think! I put this together pretty quickly so don’t pick on the small details. Try to understand the overall idea.
Very good, very good indeed.
Also, if this where implemented, Blizzard would have to fight the urge to balance the difficulty around the improved skills.
But if those things were taking into account, I think it could work.
Or, instead of upping skills, it could up stats. Maybe killing monsters in Inferno starts you down a new level system, where each level increase improves stats specific to that class. Like maybe the barb gets strength and vit, the monk gets dex and vit, the DH gets dex and dodge/foot speed, the wizard and wd get int and IAS or something.
Nevertheless, good job.
Anyway, wanted to bump this topic. I'm really finding myself less and less interested in the game lately and It really has to do with the lack of end game content.
Another way to look at it: Nobody wants to actually grind. Grinding for items is ok, that's the game, but that's a grind that can reward you any minute, like a lottery, that's what keeps people motivated/addicted. But grinding a character to it's full basic skill potential after having him leveled up already? Try to find someone enjoying that. Hint: Search for people enjoying LoL.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450