MTops, on 03 October 2011 - 07:01 AM, said:
I hope they will implement a system that will prevent in combat skill swapping at higher levels, but puts no restriction on experimentation at lower levels.
My suggestion for such a system would be a cooldown on swapping skills. This cooldown will be 0 between levels 1-30 and will start at 1 minute at level 31, going all the way up to a 30 minute cooldown at level 60.
Or an even simpler solution would be to activate the in-town-only limitation in Inferno only. This will let people experiment while leveling, but not while farming.
A better curve would be to have it start right off level 1. Level 1 cooldown be like 1 second up to 30 seconds by level 30, and then from the on one minute for every new level, up to 30 minutes and 30 seconds at level 60 (or 60 minutes flat if you made level 31's cooldown 1 minute instead of 1 minute and 30 seconds, for smoothness' sake).
But it's a good idea. And I say that because I had the very same idea
TheDooft, on 03 October 2011 - 11:30 AM, said:
fastjan, on 03 October 2011 - 03:12 AM, said:
On a side note, give boss fights where you can't leave the area. Either you die or boss dies! Would be great for hardcore : )
It's the case for Leoric. My doorbell rang while I engaged into Leoric's fight, and I wasn't able to escape by any way : recall stone, entrance, logging out (I died

).
Serves you right. Nothing is more important than Diablo 3. If I had a beta key, no amount of doorbell ringing would deter me from fighting a boss and getting my loot! You deserve to die. In-game, of course.
Darvil, on 03 October 2011 - 08:28 AM, said:
Given we can use only 6 skills out of 25-30, been free to swap skills is a must, else we would have to make 5-6 barbs just to be able to see all the skills.
Hum, it wouldn't be THAT bad of a thing, considering that's exactly what happened with Diablo 2.
apwgameboy, on 03 October 2011 - 06:23 PM, said:
I think skill swapping in town will kill the feel of perpetual action that they are going for in PVE.
Do no mind their goals, mind their deeds.
They say they're aiming for "perpetual action" but I don't buy it. I think it's [the cauldron and the cube] merely a byproduct of their original idea of having no town portals and only the waypoints which obviously failed and they started patching things up to fix the issues and whey they landed the obvious patch for the nightmare that waypoint-only transportation is - the town portal - they didn't remove all their semi-patches that were supposed to make up for the loss of the town portals, aka the cauldron and the cube. I think it's a good thing, but in my book, going back to the settlement was a fun part of gameplay. At least it makes me think a bit more than mindlessly picking up absolutely everything, because that's what happens with the cauldron and the cube, because when the pack is full I'll just sell it right there and then, even if it only nets me 3 gold.
apwgameboy, on 03 October 2011 - 06:23 PM, said:
So it makes more sense for PVP.
No it doesn't. It would be exploit/cheat-nightmare. Besides, Diablo II had the same exact system.
Edited by Morbus, 03 October 2011 - 06:57 PM.