In Diablo II, characters are able to gain skills of other characters with the use of certain items and rune words. Most common of these is the ever popular Enigma Rune Word which gave any character the ability to teleport. Sought after by many, the teleport skills quickly became available to any character instead of just the Sorceress. While we know that Rune Words will not be in Diablo III, many still wondered if there would be a way through items, skill allocation, or some other way that characters would be able to get some skills of other characters. Bashiok has answered this concern.
Official Blizzard Quote:
As it relates to Diablo III, I wouldn't say "never", but providing a way to gain access to other class abilities is not something we're looking to or planning on implementing in the foreseeable future. I think if at some point years after the game is released we need some way to spice things up, honestly it's one fairly easy way to do it. I also think we have enough knowledge and know how and experience to be able to intelligently control such things. But I would also hope that those smarts could maybe help us find better ways to keep things interesting.
As of now, characters will not be able to gain another character's skill in anyway. Pushing for each characters uniqueness, only the Wizard will get to slow time, the Witch Doctor his zombies, the Barbarian his Whirl Wind, and the Monk will keep his Seven Sided Strike. However, that is not to say further down the road they add something to the game to change all of this like Diablo II. Only time will tell.
I don't know if I like this. Runewords like Call to Arms and Enigma allowed the game to be more fun later on the game.I believe a later patch in Diablo 3 will add this because if I remember correctly, Diablo 2 did not plan to have items give you another character's skills, but it was added later in a Diablo 2: LoD patch (I can't remember which). I think this aspect of the game will be added later.
That's a relief really. Imagine- if they had to include all the fun stuff right from the beginning... The game would probably take another decade of development, however easy they might pretend its implementation will be.
I'm glad. I think each character should be unique with their skills. That is the main reason to play any certain character. Allowing a Monk to summon zombie dogs would just ruin that.
I'm glad. I think each character should be unique with their skills. That is the main reason to play any certain character. Allowing a Monk to summon zombie dogs would just ruin that.
Not skills like that. I am thinking of teleport again and maybe some skill to boost life like Battle Orders was boosted by the Call to Arms runeword.
but those skills are what gives those classes their advantage. Balancing is a big issue once you swap skills. Each character is designed with a game play in mind, by adding those play elements to another play style can prove to be pointless or way to OP'd.
I Really dont like the idea of other people using other's skills. I hope they never put that in game. That is what Ruined LoD. One of the major reasons why I refuse to play it.
I agree with you. Every character having teleport was a huge problem in my eyes. That is part of what made the sorceress unique, by giving it to everyone, it diminished the need to play the sorceress.
...and allowed the rest of world to have some fun too.
Playing a lot as a summoner necro I found teleport unbelievably useful. It allowed me to gather my army in a flash and reorganize the attack.
But teleport in D2 won't be teleport in D3, so I have no idea why you are actually making the comparison.
The only reason why I am happy chars won't access others skills is because it will take time to do more balancing which will delay development time. I don't want to see the game in 2015.
I think they will implement it however, because it is FUN and that's what a game should be. Plus it offers you NEW strategy. Obviously you won't be getting the uber skill of another char (they will have learned from D2) and that is why the char will KEEP their uniqueness. If you think like 1-3 skills define the uniqueness of a char, you are being sadly narrow-minded about it.
The unique argument is lame as far as I am concerned. It's all about proper balancing to me.
It has nothing to do with comparing it D2, it' the fact that each character is unique with their skills and should remain this way. I would rather them create new skills for each character later on than just giving them skills from other characters.
I think they will implement it however, because it is FUN and that's what a game should be. Plus it offers you NEW strategy. Obviously you won't be getting the uber skill of another char (they will have learned from D2) and that is why the char will KEEP their uniqueness. If you think like 1-3 skills define the uniqueness of a char, you are being sadly narrow-minded about it.
The unique argument is lame as far as I am concerned. It's all about proper balancing to me.
For me the idea of runewords is so iffy; Blizzard is going to have to be extremely careful about what they give. I think movement skills (such as teleport) should be not be shared, regardless of how they have been changed in D3. I would have been overall fine with runewords in D2 if it wasn't for that damned Enigma. That item is the sole reason I swore off PvPing. As to your point about 1-3 skills defining the uniqueness of a character...again, that really depends on the spell. Teleport (an example that will always be brought up) was, in my opinion, a skill that really helped define the sorceress class. Because the skills in D2 were almost all just various forms of dps (often AoE), teleport was a bit one that really set the class apart. You can disagree with me all you want, but no one could ever dissuade me from that way of thinking. The moment Enigma was put into the equation, anyone using that just felt like some weird variation of a sorceress.
My concluding point? Would I eventually like to see runewords? Sure, but they will have to be really damn careful about what skills they give out.
I don't think there will ever be runewords in D3. If they add a way to gain skills of other's it will be through some other sort of augmentation or just simply weapons/armor stats.
With teleport specifically, its kind of a moot point because each class has some sort of mobility skill. Barbarian has leap, wiz tele, wd has some sort of move through ghost world thing, monk will probably have some sort of quick move across the screen.
The skills are what makes each character unique. Looks, lore and whatever else does not affect gameplay, skills do. A summoner is a summoner, melee is melee, so on and so on. By giving a melee a summoner skill or an archer a melee skill just breaks this concept.
I think they will implement it however, because it is FUN and that's what a game should be. Plus it offers you NEW strategy. Obviously you won't be getting the uber skill of another char (they will have learned from D2) and that is why the char will KEEP their uniqueness. If you think like 1-3 skills define the uniqueness of a char, you are being sadly narrow-minded about it.
The unique argument is lame as far as I am concerned. It's all about proper balancing to me.
For me the idea of runewords is so iffy; Blizzard is going to have to be extremely careful about what they give. I think movement skills (such as teleport) should be not be shared, regardless of how they have been changed in D3. I would have been overall fine with runewords in D2 if it wasn't for that damned Enigma. That item is the sole reason I swore off PvPing. As to your point about 1-3 skills defining the uniqueness of a character...again, that really depends on the spell. Teleport (an example that will always be brought up) was, in my opinion, a skill that really helped define the sorceress class. Because the skills in D2 were almost all just various forms of dps (often AoE), teleport was a bit one that really set the class apart. You can disagree with me all you want, but no one could ever dissuade me from that way of thinking. The moment Enigma was put into the equation, anyone using that just felt like some weird variation of a sorceress.
My concluding point? Would I eventually like to see runewords? Sure, but they will have to be really damn careful about what skills they give out.
Enigma problem? Pretty simple. Charges.
And also I play mainly SP.
I use teleport charges from staves.
And yes teleport was fun and added a lot to gamplay.
I also played the sorc.
No my necro didn't feel like a sorc.
So I guess it's pretty much our experiences of the gameplay here governing our opinions.
And also I play mainly SP.
I use teleport charges from staves.
And yes teleport was fun and added a lot to gamplay.
I also played the sorc.
No my necro didn't feel like a sorc.
So I guess it's pretty much our experiences of the gameplay here governing our opinions.
Charges would certainly help with that, I agree. If enigma had charges, I would agree it added a lot to gameplay as it would have required strategic use. I also agree with your final point of our experiences governing our opinions. Essentially, that's all anyone can present here; there are no objective ways of determining whether or not runewords should be implemented.
Cross skills is cool imo. It greatly increases the amount of possible characters and the diversity in the veyr class.
A WW assassin very different from all the barbarian WW variation. And a WW assassin is compçetly different from all other assassin skills. It just increase the possibilities !
However, D3 skills seens way to "personal". I can't imagine any class using the otherones skills. In D2 most skills was basically a elemenal enchanted attack, a summon or a buff/debuff. Very usual, "basic skills".
D3 skill are more personal tot eh class, more elaborated. For exemple, it doesn't feel weird for a wizard grabing a staff that gives "raise skeleton". But it looks strange to grab the same staff and have "raise zumbie dogs" on a wizard. Completly different imo.
but those skills are what gives those classes their advantage. Balancing is a big issue once you swap skills. Each character is designed with a game play in mind, by adding those play elements to another play style can prove to be pointless or way to OP'd.
Which is why the pallys were op, especially with hammers
which is why i use them
To be honest i would like to see this skill swapping... i dont like walking around (TELE TELE TELE TELE) lol
Skill swapping will add a great amount of fun to the game. I don't want too much of it. I personally loved how D2: LoD did it actually, despite what I said earlier. Maybe not sooo extreme, but I liked it nevertheless. Dueling was now manageable with having the sorceress dominate completely, and in general people don't want to walk through the WHOLE game over and over again. It'll speed up the game and make it more fun.
I liked runewords, and I liked the idea that other character's skills could be obtained from them. True, the way that they eventually dominated the game was a bit aggravating, but that's not how it was supposed to be. The problem with D2 wasn't the runewords or what they did, it was the dupers. There simply should not have been enough Jah and Ber runes going around for everyone to have 5 Enigmas.
The elite runewords provided overpowering abilities which reflected how difficult they should have been to obtain. The real purpose of "Enigma" wasn't supposed to be giving everyone teleport, it was simply supposed to provide endgame players with something further for which to strive. This is important because continuously having a variety of goals to strive for is what makes a game like Diablo fun over the long run. Achieving that 1 in 100,000 Pallys that could teleport would have been something special.
Didn't say an extrapolation was no out of the question though did he, that tricky Bashiok. The equipment has a greater amount of enjoyment with extra skills of some kind, even if not of another class.
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Not skills like that. I am thinking of teleport again and maybe some skill to boost life like Battle Orders was boosted by the Call to Arms runeword.
Playing a lot as a summoner necro I found teleport unbelievably useful. It allowed me to gather my army in a flash and reorganize the attack.
But teleport in D2 won't be teleport in D3, so I have no idea why you are actually making the comparison.
The only reason why I am happy chars won't access others skills is because it will take time to do more balancing which will delay development time. I don't want to see the game in 2015.
I think they will implement it however, because it is FUN and that's what a game should be. Plus it offers you NEW strategy. Obviously you won't be getting the uber skill of another char (they will have learned from D2) and that is why the char will KEEP their uniqueness. If you think like 1-3 skills define the uniqueness of a char, you are being sadly narrow-minded about it.
The unique argument is lame as far as I am concerned. It's all about proper balancing to me.
For me the idea of runewords is so iffy; Blizzard is going to have to be extremely careful about what they give. I think movement skills (such as teleport) should be not be shared, regardless of how they have been changed in D3. I would have been overall fine with runewords in D2 if it wasn't for that damned Enigma. That item is the sole reason I swore off PvPing. As to your point about 1-3 skills defining the uniqueness of a character...again, that really depends on the spell. Teleport (an example that will always be brought up) was, in my opinion, a skill that really helped define the sorceress class. Because the skills in D2 were almost all just various forms of dps (often AoE), teleport was a bit one that really set the class apart. You can disagree with me all you want, but no one could ever dissuade me from that way of thinking. The moment Enigma was put into the equation, anyone using that just felt like some weird variation of a sorceress.
My concluding point? Would I eventually like to see runewords? Sure, but they will have to be really damn careful about what skills they give out.
With teleport specifically, its kind of a moot point because each class has some sort of mobility skill. Barbarian has leap, wiz tele, wd has some sort of move through ghost world thing, monk will probably have some sort of quick move across the screen.
The skills are what makes each character unique. Looks, lore and whatever else does not affect gameplay, skills do. A summoner is a summoner, melee is melee, so on and so on. By giving a melee a summoner skill or an archer a melee skill just breaks this concept.
Enigma problem? Pretty simple. Charges.
And also I play mainly SP.
I use teleport charges from staves.
And yes teleport was fun and added a lot to gamplay.
I also played the sorc.
No my necro didn't feel like a sorc.
So I guess it's pretty much our experiences of the gameplay here governing our opinions.
Charges would certainly help with that, I agree. If enigma had charges, I would agree it added a lot to gameplay as it would have required strategic use. I also agree with your final point of our experiences governing our opinions. Essentially, that's all anyone can present here; there are no objective ways of determining whether or not runewords should be implemented.
A WW assassin very different from all the barbarian WW variation. And a WW assassin is compçetly different from all other assassin skills. It just increase the possibilities !
However, D3 skills seens way to "personal". I can't imagine any class using the otherones skills. In D2 most skills was basically a elemenal enchanted attack, a summon or a buff/debuff. Very usual, "basic skills".
D3 skill are more personal tot eh class, more elaborated. For exemple, it doesn't feel weird for a wizard grabing a staff that gives "raise skeleton". But it looks strange to grab the same staff and have "raise zumbie dogs" on a wizard. Completly different imo.
Which is why the pallys were op, especially with hammers
which is why i use them
To be honest i would like to see this skill swapping... i dont like walking around (TELE TELE TELE TELE) lol
The elite runewords provided overpowering abilities which reflected how difficult they should have been to obtain. The real purpose of "Enigma" wasn't supposed to be giving everyone teleport, it was simply supposed to provide endgame players with something further for which to strive. This is important because continuously having a variety of goals to strive for is what makes a game like Diablo fun over the long run. Achieving that 1 in 100,000 Pallys that could teleport would have been something special.