As far as I see it a major flaw in the system of skill assignment is stagmentation and a singluar set of skills that are most viable for a character class. A way to mix this system up would be to buff the player for swaping in a new skill on the fly to that new skill specifically. So it will actually be beneficial to mix the skill allotment for your character. Except the buff would be random and could even be chainned or combo'd so if you swapped skills in the right type of combination you would see interesting buffs based on a predetermined bonus. For example say swaping a fire based skill that received additional lighting damage was swapped to lighting skill afterward that would trigger a double loop bonus, etc.
However in order for this to work we would need to see the Cool Down on skill changing be reducible via items or similar and allow skill changes from an easy swap system, like from the hotbar. (In the bias of the current skill type- Spender, Gainer, Utility)
As far as I see it you might aswell go full on in the direction they are heading which essentially makes swaping skills a commonality and actually make real time thinking and stratagy into the gameplay.
That is unless they have other tricks up their sleve.
Anotherway skills could swap is with a middle mouse scroll over the hotbar icon. And have the player determine the listing manually. The buffs would have to last at least like 10 minutes in order for the player to actually think with a reasonable level of relaxation, otherwise it might be a bit chaotic.
The problem there is that it will pretty much kill character diversity. One of the more vocal complaints about the game is that, because you can swap skills with little or no difficulty, it feels like the characters are all just blank slates instead of actual builds. By encouraging people to swap between skills like this, it only enforces this complaint even more.
Yea I know the blank slate problem, except unless they completely overhaul the system or add a skill tree the way they have it now it's kind of the blankslate with a delay as opposed to what it could potentially be. Which could based on the players skill to manage the combination of skill usage.
Another thing they could do is instead of having the player randomly learn a skill after beating a mob is have that ability be 'able' to be learned and placed have an item sink dedicated to allowing the players swap from a trainer tome if they happen to find it. This would remove moment to moment changes and have the player take longer to discover the best combinations. It would also place more value in the idea of a character "build".
The problem there is that it will pretty much kill character diversity. One of the more vocal complaints about the game is that, because you can swap skills with little or no difficulty, it feels like the characters are all just blank slates instead of actual builds. By encouraging people to swap between skills like this, it only enforces this complaint even more.
Plus, the UI's not set up for it at all.
just because you can change your build easily does NOT ruin your build. ive made very specific builds with the skill calc that i 100% plan to test and use constantly without ever swapping a single skill. and it is MY build that I made. wither it costed 1000000g to swap to a diff skill or zero idc because i wont be changing anyways unless im trying out a completely different 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
Actually I think they should have just in general planned the skills out more, I think as a base skills should all be "normal" damage and just "magic". This would make adding runes a hell of a lot more interesting for example because it would make your actions seem more significant as far as your build goes. Making Posion to fire is not as interesting as making normal to fire or normal to poison. As we know each rune sometimes adds different elements along with different mechanics. This would make the witch doctor's poison dart into just "dart" but make it into poison dart upon runestone usage.
This would also make it interesting to have a sense of completion if the player is the reason a mob elemental weaknesses is exploited as apposed to just random coincidence. I don't know if elemental weaknesses are in the game like +50% fire damage to ice mobs but it does make it more fun sometimes. Blizzard seems to like only resistant mobs, however noone really likes those types. Each mob type should have 1 weakness and only elemental types of mobs should be 50% resistant at a cap. (But I would say the main reason I find it fun to have mobs with elemental weaknesses is the added spell effects that indicate that when it occurs)
One of the problems is that the skills by default are awesome, so it's infact not by player choice that they are so. If runes made the skill awesome then that would change quite a few things as far as the player input is concerned.
The problem there is that it will pretty much kill character diversity. One of the more vocal complaints about the game is that, because you can swap skills with little or no difficulty, it feels like the characters are all just blank slates instead of actual builds. By encouraging people to swap between skills like this, it only enforces this complaint even more.
Plus, the UI's not set up for it at all.
just because you can change your build easily does NOT ruin your build. ive made very specific builds with the skill calc that i 100% plan to test and use constantly without ever swapping a single skill. and it is MY build that I made. wither it costed 1000000g to swap to a diff skill or zero idc because i wont be changing anyways unless im trying out a completely different build.
Yeah, but there's theorycrafting and then there's practice. I've got a build I think will be great, but if it isn't, then I can swap and change it to suit, a luxury you didn't have in D2 until an 8+ year old patch
The problem there is that it will pretty much kill character diversity. One of the more vocal complaints about the game is that, because you can swap skills with little or no difficulty, it feels like the characters are all just blank slates instead of actual builds. By encouraging people to swap between skills like this, it only enforces this complaint even more.
Plus, the UI's not set up for it at all.
just because you can change your build easily does NOT ruin your build. ive made very specific builds with the skill calc that i 100% plan to test and use constantly without ever swapping a single skill. and it is MY build that I made. wither it costed 1000000g to swap to a diff skill or zero idc because i wont be changing anyways unless im trying out a completely different build.
Yeah, but there's theorycrafting and then there's practice. I've got a build I think will be great, but if it isn't, then I can swap and change it to suit, a luxury you didn't have in D2 until an 8+ year old patch
yes exactly, and once you perfect your build your done, and theres zero reason to switch your build other then to switch to a completely different one. so again it doesn't ruin your build that you worked to make
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
The problem there is that it will pretty much kill character diversity. One of the more vocal complaints about the game is that, because you can swap skills with little or no difficulty, it feels like the characters are all just blank slates instead of actual builds. By encouraging people to swap between skills like this, it only enforces this complaint even more.
Plus, the UI's not set up for it at all.
just because you can change your build easily does NOT ruin your build. ive made very specific builds with the skill calc that i 100% plan to test and use constantly without ever swapping a single skill. and it is MY build that I made. wither it costed 1000000g to swap to a diff skill or zero idc because i wont be changing anyways unless im trying out a completely different build.
Yeah, but there's theorycrafting and then there's practice. I've got a build I think will be great, but if it isn't, then I can swap and change it to suit, a luxury you didn't have in D2 until an 8+ year old patch
yes exactly, and once you perfect your build your done, and theres zero reason to switch your build other then to switch to a completely different one. so again it doesn't ruin your build that you worked to make
Of course there is. I plan on making a Meteor nuke wizard first, simply because I think it will be the most powerful. Once I get that, I will want to have fun with the game. Heck, I might even try out a Wizard with a bunch of random skills, and see if it can work. The thing is, I can do that in D3, without having to invest so much time by leveling up my character to try out different skill combinations.
. The thing is, I can do that in D3, without having to invest so much time by leveling up my character to try out different skill combinations.
You hit the nail on the head here. Its both a good and bad thing though, Its easy to experiment with new builds at max level, but theres also almost no reason to roll a 2nd wizard since your first one can be experimented with and then returned to your tried and true build with almost no effort or cost. Its just the way its designed.
I remember reading something at http://progressived3.com stating how Blizzard is in the process of changing some of the core abilities around. I can't believe they'd make these huge changes this far into development. Was it the runes or skills I cant remember, but still thats HUGE
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However in order for this to work we would need to see the Cool Down on skill changing be reducible via items or similar and allow skill changes from an easy swap system, like from the hotbar. (In the bias of the current skill type- Spender, Gainer, Utility)
That is unless they have other tricks up their sleve.
Anotherway skills could swap is with a middle mouse scroll over the hotbar icon. And have the player determine the listing manually. The buffs would have to last at least like 10 minutes in order for the player to actually think with a reasonable level of relaxation, otherwise it might be a bit chaotic.
Plus, the UI's not set up for it at all.
Another thing they could do is instead of having the player randomly learn a skill after beating a mob is have that ability be 'able' to be learned and placed have an item sink dedicated to allowing the players swap from a trainer tome if they happen to find it. This would remove moment to moment changes and have the player take longer to discover the best combinations. It would also place more value in the idea of a character "build".
just because you can change your build easily does NOT ruin your build. ive made very specific builds with the skill calc that i 100% plan to test and use constantly without ever swapping a single skill. and it is MY build that I made. wither it costed 1000000g to swap to a diff skill or zero idc because i wont be changing anyways unless im trying out a completely different build.
This would also make it interesting to have a sense of completion if the player is the reason a mob elemental weaknesses is exploited as apposed to just random coincidence. I don't know if elemental weaknesses are in the game like +50% fire damage to ice mobs but it does make it more fun sometimes. Blizzard seems to like only resistant mobs, however noone really likes those types. Each mob type should have 1 weakness and only elemental types of mobs should be 50% resistant at a cap. (But I would say the main reason I find it fun to have mobs with elemental weaknesses is the added spell effects that indicate that when it occurs)
One of the problems is that the skills by default are awesome, so it's infact not by player choice that they are so. If runes made the skill awesome then that would change quite a few things as far as the player input is concerned.
Yeah, but there's theorycrafting and then there's practice. I've got a build I think will be great, but if it isn't, then I can swap and change it to suit, a luxury you didn't have in D2 until an 8+ year old patch
yes exactly, and once you perfect your build your done, and theres zero reason to switch your build other then to switch to a completely different one. so again it doesn't ruin your build that you worked to make
Of course there is. I plan on making a Meteor nuke wizard first, simply because I think it will be the most powerful. Once I get that, I will want to have fun with the game. Heck, I might even try out a Wizard with a bunch of random skills, and see if it can work. The thing is, I can do that in D3, without having to invest so much time by leveling up my character to try out different skill combinations.
You hit the nail on the head here. Its both a good and bad thing though, Its easy to experiment with new builds at max level, but theres also almost no reason to roll a 2nd wizard since your first one can be experimented with and then returned to your tried and true build with almost no effort or cost. Its just the way its designed.