My main issue with synergies was that, while leveling you were putting points into a useless skill that only helped way after you got your main skill and atleast with re-specs, you're able to put your skills into a leveling build rather then shooting for the long haul, then re-spec to whatever spec you'd like after you hit a certain level.
I haven't seen anyone say anything about it, but I take it most of you already could guess there were no synergies. Passives are the new synergies. They make low level skills worth putting points into. Let's look at D2. D2 had synergies, which basically just made you put point in a sucky skill to make your main skill better. You'd never really put points into it because you actually thought it was useful (I know I know, there are exceptions).
Now in D3 we have passives. Instead of having a bad skill making a good one better, we have a passive skill making a bad skill better. This, imo, is really clever and totally removes the whole need of synergies.
Taking all the above into account, synergies are gone forever, and I wont miss them.
Actually, we now have passives, we have skill runes, we will probably have different levels of the same rune (to make it effective). I bet there will be more mechanics to make skills more customizable..
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"Not Even Death Can Save You From Me" ~ Diablo (II)
In Diablo II, I liked the thought of synergies,
yeah it makes sense that firebolt makes fireball stronger.
But why spend 20 points in firebolt if you will only use fireball? If they wanted it to be stronger they should have just made a separate skill for more fireball damage.
I think they will do stuff like this in d3, for the arcane arcane missile attack the wizard has and other attacks
i thought synergies were good so you didnt have like eight different ways to kill someone without effort... it gives the game some challenge tryin to figure out if i should max the synergies or go to something else...
I actually liked synergies I liked the idea how some characters weren't fully 'built' until lvl90 etc so had to basically be entirely useless until then lol it just made it when the character was fully built that much more special. To me the best part of d2 besides pvp was making 'perfect' builds. With having to plan out prebuffing items and keeping strength items/charms in the stash to use certain prebuffing items n crap like that lol. I also liked the idea how if ppl messed up skills then that was their problem lol. When I first started I made plenty of crap builds and had to rebuild them lol. Thats just part of being a nub. Live and Learn I say lol. But of course the way blizz are making d3 sounds like it will most likely make it more user friendly and I guess more enjoyable. The only downside and i've said this on many occassions before I just hope blizz aren't making things too easy.
I actually liked synergies I liked the idea how some characters weren't fully 'built' until lvl90 etc so had to basically be entirely useless until then lol it just made it when the character was fully built that much more special. To me the best part of d2 besides pvp was making 'perfect' builds. With having to plan out prebuffing items and keeping strength items/charms in the stash to use certain prebuffing items n crap like that lol. I also liked the idea how if ppl messed up skills then that was their problem lol. When I first started I made plenty of crap builds and had to rebuild them lol. Thats just part of being a nub. Live and Learn I say lol. But of course the way blizz are making d3 sounds like it will most likely make it more user friendly and I guess more enjoyable. The only downside and i've said this on many occassions before I just hope blizz aren't making things too easy.
i thought synergies were good so you didnt have like eight different ways to kill someone without effort... it gives the game some challenge tryin to figure out if i should max the synergies or go to something else...
No, there is no other way than to max synergies.. If you go with non maxed your killing speed in hell is really really slow.
I don't understand, the game HAS synergies? Al be it in a less imaginative or complex way (passives).
that's what i was thinking.. that the rune system is basically synergies
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they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
that's what i was thinking.. that the rune system is basically synergies
In my view of the system, is that they are making the stats less important, the skill decision less important, but how you use the skills, your weapons, and which runes you use..
So maybe runes are necessary to be efficient in the game..I would prefer that they add more systems like this, increasing the variety of ways to play.
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"Not Even Death Can Save You From Me" ~ Diablo (II)
Id rather them keep synergys, I play classic and hammerdins are probably the most viable pvp class here so imagine if we mixed a foh (who is equally powerful with a din) so your clagging around dropping hamemers and foh? ruins then game imo.
I believe they should keep synergys but balance them and make them useful
Id rather them keep synergys, I play classic and hammerdins are probably the most viable pvp class here so imagine if we mixed a foh (who is equally powerful with a din) so your clagging around dropping hamemers and foh? ruins then game imo.
That's not exactly fair to compare at all though. This is a entirely different game and I'm sure things would be balanced with the absence of synergies in mind.
To me synergies just kind of seemed like "Well we can't think of anything better to do with skills so we'll do this!"
Was just something to waste points in and limit us from having every skill.
The rune system actually changes how a skill functions. Synergies just increased damage or some other stat already on the skill with the skill, itself, still doing the same thing.
The rune system actually changes how a skill functions. Synergies just increased damage or some other stat already on the skill with the skill, itself, still doing the same thing.
Yes, but by giving an attack, a multistrike rune, you are basically making it (i think you call it and AOE attack) It hits more monsters, causing more over all damage with one shot.
There could be a power rune that raises damage.. Runes have many more possibilities than synergies. Synergies just limit the amount of good builds..(Its like going to college getting a Bachelors, having general attacks early on; then to succeed you must specify your build, by taking 2 or 3 attacks..by the time you get your ph.d, you only use 1-2 attacks
Now, the way it seems to me (in my head), is that you can take an attack, and make it stronger, more efficient, or just more effective, by adding a rune.
But runes aren't permanent (it wouldn't make sense to be), by putting in a run, you don't screw up a character (you might loose a rune if you want to change it), but your over all base character is still in tact...
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"Not Even Death Can Save You From Me" ~ Diablo (II)
dumb, synergies make the game more realistic in a sense. like for an orb sorc. ice bolt gives damage to orb. makes sense because the orb throws out ice bolts. its like by reading about the skill ice bolt, the sorcerress learns more about ice orb. i agee they could use less(like vigor for hammers..wtf?) but to completely get rid of them, that just takes away from the actuality of the game a little
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Actually, we now have passives, we have skill runes, we will probably have different levels of the same rune (to make it effective). I bet there will be more mechanics to make skills more customizable..
yeah it makes sense that firebolt makes fireball stronger.
But why spend 20 points in firebolt if you will only use fireball? If they wanted it to be stronger they should have just made a separate skill for more fireball damage.
I think they will do stuff like this in d3, for the arcane arcane missile attack the wizard has and other attacks
Example bone armor, it was better to put points to bonewall which gave you more armor than bone armor itself.. (If i remember correctly)
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
gamma11 > east
read this:
http://www.diablofans.com/forums/showthread.php?t=18838
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
that's what i was thinking.. that the rune system is basically synergies
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
In my view of the system, is that they are making the stats less important, the skill decision less important, but how you use the skills, your weapons, and which runes you use..
So maybe runes are necessary to be efficient in the game..I would prefer that they add more systems like this, increasing the variety of ways to play.
I believe they should keep synergys but balance them and make them useful
That's not exactly fair to compare at all though. This is a entirely different game and I'm sure things would be balanced with the absence of synergies in mind.
To me synergies just kind of seemed like "Well we can't think of anything better to do with skills so we'll do this!"
Was just something to waste points in and limit us from having every skill.
Yes, but by giving an attack, a multistrike rune, you are basically making it (i think you call it and AOE attack) It hits more monsters, causing more over all damage with one shot.
There could be a power rune that raises damage.. Runes have many more possibilities than synergies. Synergies just limit the amount of good builds..(Its like going to college getting a Bachelors, having general attacks early on; then to succeed you must specify your build, by taking 2 or 3 attacks..by the time you get your ph.d, you only use 1-2 attacks
Now, the way it seems to me (in my head), is that you can take an attack, and make it stronger, more efficient, or just more effective, by adding a rune.
But runes aren't permanent (it wouldn't make sense to be), by putting in a run, you don't screw up a character (you might loose a rune if you want to change it), but your over all base character is still in tact...