- brimg
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Member for 12 years, 8 months, and 16 days
Last active Sun, Dec, 11 2011 10:23:40
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Oct 11, 2011brimg posted a message on Diablo III Beta Key SweepstakesA little sick of needing FB / Twitter for so many key contests. C'mon Blizz, you have enough P.R., you don't need me to whore out my profile for you.Posted in: News
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Sep 30, 2011brimg posted a message on DiabloCast: Episode XXVIIIEven though the square layouts of D2 were possibly unrealistic, it never bothered me. I think I will miss their openness. The above-ground areas in D3 seem too one-dimensional (so far), and it just doesn't feel like much of a game if there's only ever one choice for which way to go.Posted in: News
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Aug 3, 2011brimg posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from xRand0mH3rox
The idea behind the recent rune ideas that Jay talked about in the interview gave me the idea to solve the problems most of us have with this new skill system. It is ok to swap the skills without any consequences, but the skills could be made like runes.
If we insert a skill into a slot, it is unmastered, so it can be changed any time, like in the current concept. But every slot would have a mastering option. 30-60 is 30 levels, divided by 5 is 6. So the characters would get one mastering points every 5 level after level 30, which means 6 points total.
Every slot would have 3 master level, like advanced, expert and master.
If someone starts to master a skill, that would be locked into the slot. Mastering would give affixes semi-connected to the skill, like increasing critical-chance or resource pool maybe.
So basically it would keep the skill changing option to experiment any time, but if someone wants to really go deep into customization and maxing out the potential of a character, mastering a skill would be a choice to go as well, and it would make the skill build locked.
I really like this idea, I think it is similar to mine above, where I proposed a 4-total-skill-point system, whereas yours is six, and slightly more flexible. I hope the devs read this and consider refining something along these lines and seeing how it plays. -
Aug 3, 2011brimg posted a message on Skill Points Removal Fuels Game ControversyTwo proposals:Posted in: News
A) Bring back 'skill points', but give one major and two minor per character. So each player has six skills... one major buffed, two minor buffed, and three regular. This adds further customization on top of the six skills one makes their build from. I think it can greatly add to the complexity of the game, while avoiding the pitfalls that made skill points unfun.
A lock-in system for old characters. Once you've found a skill set you love, you can lock it in, announcing to the world that that is who your character is.
Thoughts on the removal of skill points:
1) They now CAN make a 1/2 skill system not viable, by balancing the game to need more than 1/2 skills. If Whirlwind can kill every monster on screen, every time, then it will have a cooldown or resource cost to make that impossible. You will need to fill that gap with another skill, either an attack or a resource regen. Then, this can be repeated until you need at least 3 skills to have no downtime, etc. The only way you would be able to get away with only using 1/2 skills is then if those skills are to weak to clear the screen of monsters by themselves.
2) The skill point system in D2 was dumb for the reasons Mr. Wilson states... having to save points while leveling is just against the way one feels a game should be played. As others point out, the synergies made it worse. Anyways, who wants to play a game for 3 hours, and have cast the same spell 30,000 times, and nothing else?
3) I think what players will miss is the sense of identity that comes with choosing a certain build. Who knows if the barbarian you see is really into swinging axes, or just testing it out before swapping skills? When every player of a certain class can wake up tomorrow and respec the same way, that makes one feel not unique.
4) Similarly, players seem to be worried about the current degree of customizability. In D2, even two characters with the same skills could (theoretically at least) have a different point spread, and therefore a different emphasis on different skills. It seems like what Mr. Wilson was saying was that they couldn't build this degree of complication into D3 without it being only skin deep... it would seem like there were a lot of choices, but really there were only a couple ways to do it 'right'. Yet the idea of two characters choosing the same 6 skills, but playing them slightly different, is interesting. One character might use skill A as a main attack, and B situationally, while another uses B regularly, and A only occasionally.
5) Replayability vs. time. The nice thing about the system laid out for D3 is the ability to play around and test a skill/build. Once you find one you consider optimal for you, bam, you're an axe barb. But tomorrow, you could be a sword barb, and that makes the original choice less meaningful since there was no cost in making it. A system with locked-in builds helps replayability, and is good for those who can/do play a lot. A system with respecs is good for those who shouldn't have to play for 10 hours just to try out swords instead of axes. I feel for both groups.
Thanks for reading. Edit: inadvertent smiley, lolz. - To post a comment, please login or register a new account.
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[quote] On a slightly related (?) note we're playing around with having skill swapping locked to being in-town only. We're definitely not sold on it, but it could appear at some time in a beta patch, so FYI. Just be aware it's only something we're trying, and not a permanent solution.
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uses the word 'solution', which to me says that Blizard recognizes a 'problem'.
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Right now, you can switch skills mid-battle, but the process is entirely awkward. Either this should be supported, with skill-set swapping, or not allowed, with a cooldown.
It sounds like the reasons behind this are that the developers don't really want players to switch skills in battle, but don't want to put any limits at all on experimenting. Well, you can't have your wife drunk and your wine in the fridge.
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I agree that maces or axes are more Barbarian themed... brutal and savage. But when I picture a D2 Barb, he has two gigantic swords in his hand, and I can just imagine how quickly he can slice shiot up with such sleek, double-sided blades, spamming Frenzy and running around like a crazed maniac.
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Also remember that those level 14 gems are endgame material. As in, once you have been farming inferno, and found all the best gear, you need some little upgrade to keep you going, if only nominal or for bragging rights. That's where gems fit in. So the highest ones should be super rare, and the top levels should be considered quite powerful.
If you get a level 14 ruby and want to toss it to an alt to use to level 20% faster, you've earned it. Especially since it will have to go in an item with a level cap, that will eventually be put aside (for the next alt).
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Yes, same here. Seems like they are going with the random attunement system the announced a bit ago, since the unattuned runes are on the item page. I wonder if they will have affixes still...
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I don't think Hex will work too well in this situation; I'll probably use Mass Confusion instead, even Horrify I think would work better to get out of a tight spot.
Also, beware that though the passive increases Max Dogs to four, the skill still summons three, so it will take 60 sec to get four out starting fresh.
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I like.
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