It seems you can't use the game key from the B.net account to log in to the official forum so I'm writing this here.
My understanding of the thought process which led to the recent skill system change in D3 as I read through multiple source and watch interview clips is this.
Previous system: Point based skill system with respec available -Problem: skill point dumping on a single skill, respec/re-dumping on a different skill when it becomes available -Solution by blizzard: Erase skill point system completely and make every skill attainable through simply leveling up. Skills now scale with character level -Problem: Skill "building" removed from the game (I dont see choosing 6 active skills as the skill building because in the bottom line you get every skill possible as maxed up which you can decide to swap to whenever)
possible suggestion: point train based skill system with skills scaling by character level. Respec -What this is: You put single point into a skill and the skill is essentially maxed out at that point. It scales as the current system does. -What this solves/softens: Skill point dumping (since it scales), lack of skill building (since you have limited numbers of skills)
The maximum number of skill points you can have can be adjusted by simply pacing how often you can get a point.
For example, let's say you get a skill point every 5th level. By the time when you reach 20 (which I assume to be the average level of a character to be when you clear normal difficulty), you will have 6 skills to activate (2 skills you have when you create a character+4 trained through you spending the points) By the time you reach level 60, you will have 14 skills you can choose from at a given time, which is much lower than the number we have atm.
Do you guys think this kind of system will work better than the current system? In terms of setting up some limitations to promote different skill "build"
Whats the difference between having 14 skills or all of them able to be "used" when you can only ACTUALLY use 6 active and 3 passive. The only difference is you would either have to go to town and respec or you can stay out in the field and after combat switch the skills to favor your battle style.
The amount of scripting and all of that jazz just to make a player waste a little more time every time he wants to switch up playstyles imo is more of a hassle than it is a benefit for the game.
If you ask me the BEST choice I can find is a nice timed cooldown on the switching of skills so as to prevent the rapid changing of your abilities to favor every fight your about to encounter or to juggle ALL skills with higher cooldowns.
Whats the difference between having 14 skills or all of them able to be "used" when you can only ACTUALLY use 6 active and 3 passive. The only difference is you would either have to go to town and respec or you can stay out in the field and after combat switch the skills to favor your battle style.
The amount of scripting and all of that jazz just to make a player waste a little more time every time he wants to switch up playstyles imo is more of a hassle than it is a benefit for the game.
If you ask me the BEST choice I can find is a nice timed cooldown on the switching of skills so as to prevent the rapid changing of your abilities to favor every fight your about to encounter or to juggle ALL skills with higher cooldowns.
The difference is this is Diablo and not GuildWars. This game gets more and more Guildwars like every update.
Where is the customization if I have every skill unlocked? Why the hell would I use that low tier skill when my high tier skill is the exact same level? Runes? Runes proved to be lackluster and a farce to what they originally told us, much like this game.
I want the ability to make my character different, and with their system you lose that ability. There is no thought process and no feel of achievement with their system, it's just fuck it here are the skills. They say you can't survive with 6 power skills and you have to mix and match and again I call bullshit, 1 buff, 1 debuff, 2 power spells and Diablo is a wrap kids.
Whats the difference between having 14 skills or all of them able to be "used" when you can only ACTUALLY use 6 active and 3 passive. The only difference is you would either have to go to town and respec or you can stay out in the field and after combat switch the skills to favor your battle style.
The amount of scripting and all of that jazz just to make a player waste a little more time every time he wants to switch up playstyles imo is more of a hassle than it is a benefit for the game.
If you ask me the BEST choice I can find is a nice timed cooldown on the switching of skills so as to prevent the rapid changing of your abilities to favor every fight your about to encounter or to juggle ALL skills with higher cooldowns.
The difference is this is Diablo and not GuildWars. This game gets more and more Guildwars like every update.
Where is the customization if I have every skill unlocked? Why the hell would I use that low tier skill when my high tier skill is the exact same level? Runes? Runes proved to be lackluster and a farce to what they originally told us, much like this game.
I want the ability to make my character different, and with their system you lose that ability. There is no thought process and no feel of achievement with their system, it's just fuck it here are the skills. They say you can't survive with 6 power skills and you have to mix and match and again I call bullshit, 1 buff, 1 debuff, 2 power spells and Diablo is a wrap kids.
You're a retard.
The end.
Why not elaborate there buddy? Oooooh wait, everything I said makes sense DOH! If history has proven anything about Diablo it is that PvM is a joke, how could it be anything else? Your character is essentially a god.
I want the ability to make my character different, and with their system you lose that ability.
Easy, just choose 6 skills no one is is using, and mix it with 3 passives that prove to help those 6 active skills.. Find, put in, and keep the runes that help the 6 active skills even further for the playstyle you CHOOSE to make with your character.. ...
Easy, breasy, Beautifull, Diablo 3 ...
Actually with their system you CAN gain a much bigger amount of customization, with the 5 runes on top, which each has 7 levels, and can give a wide variation of randomize stats or/and abillities, it gives an even bigger customization depth..
There's a reason why it's more like Guildwars.. Guildwars has a great system, it doesn't punish you already massive amount of hours spent on your character by making you create a brand new one, JUST because you put in 1 single wrong spec in your stats..
Instead it punish you in-game when you fight enemies.. If you got a bad combination of skills, both active and passive, your char. will die a lot and/or get overrun by the teammates you play with, hence getting no kills (which is most of the fun in a game like Diablo or any ARPG) and thereby punishing you in a much better fashion.. And instead of having to create a brand new char. your friends having to wait for you to be their level again etc., you can use the UNANNOUCED skillswap mechanic to change you loadout of skills..
You try out the new one, find it's better and there, 100 hours and "slavering"-gameplay saved.. (50 hours spent on the char you already made, and the 50 hours you'll spend on the new char.)
In Diablo 2 I could make a different druid or a different barb and still be the same yet hold my own advantages. It wasn't 100% cookie cutter like it will be now. I could get Max Heart of the oak before nado so I had more life then the other druids and that was my advantage, while everyone else went for damage. This made my druid unique at high level PvP and is the reason I was #1. Now with this build we are all the same, runes will get picked at till the best combo is found and everything will truely be 1 build for this 1 build for that. There is no variation anymore, no choices, no thinking really.
This systen is ripped off from Guilwars. And noone can say guildwars don't work. If you're mad because it's not diabloish, ok. But say it does not evolve thinking?
IT just eliminates the incoviniense of rush another toon. Tbh, i effectively swaped my skills in D2. Get enough level to run andy, baal or cows takes like 40 minutes lol
One thing people must keep in my is the gear. It's very likely that different skills combinations will require different gear. And gear in D3 are not just equipament. It's equipaments + gems + enchantments. Even if theres no cooldown or penalty for swamping skills, at high end game, swaping many skills without the proper gear will be in vain. So theres an cost evolved.
In Diablo 2 I could make a different druid or a different barb and still be the same yet hold my own advantages. It wasn't 100% cookie cutter like it will be now. I could get Max Heart of the oak before nado so I had more life then the other druids and that was my advantage, while everyone else went for damage. This made my druid unique at high level PvP and is the reason I was #1. Now with this build we are all the same, runes will get picked at till the best combo is found and everything will truely be 1 build for this 1 build for that. There is no variation anymore, no choices, no thinking really.
You know, I've been stomping all over posts today about people arguing that this system will lower the amount of customization in the game and this is the first one that stopped an made me think a bit.
You're absolutely right that the variability from level to level is removed by the system. In that sense, yes, the customization has been impacted.
But you haven't changed my mind, overall. Really the system still remains the same as it did before. The only thing you're losing is the ability to have that "advantage" by leveling one skill over another from level to level. In essence you lose the ability to make your characters weaker/stronger relative to the people you're playing with within a certain skill. Really, it only matters when you're in the same group as another character of equal level using the same skills as you.
Ultimately it really doesn't even matter if you're playing with 3 other classes, right? Because they're going to have a completely different skill base.
Secondly what is the context of the "advantage" really? The game is designed to be PVE, so the advantage you're looking for is really an advantage over characters of the same class that may be playing with you. But you're all fighting a common enemy, so who cares right?
The advantage is further diminished when you consider the fact that the relative strength of 2 characters at the same level of the same class are going to be the same in both systems. On the old system you could have a monk that was really focused on defense but didn't do good damage, while the other did just the opposite, more damage but took a beating like a wet napkin. Oh wait, it's the same in the new system. Not because of the skill points, but because of the skill choices. It's the skills that define your character not how many points you put into them.
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My understanding of the thought process which led to the recent skill system change in D3 as I read through multiple source and watch interview clips is this.
Previous system: Point based skill system with respec available
-Problem: skill point dumping on a single skill, respec/re-dumping on a different skill when it becomes available
-Solution by blizzard: Erase skill point system completely and make every skill attainable through simply leveling up. Skills now scale with character level
-Problem: Skill "building" removed from the game (I dont see choosing 6 active skills as the skill building because in the bottom line you get every skill possible as maxed up which you can decide to swap to whenever)
possible suggestion: point train based skill system with skills scaling by character level. Respec
-What this is: You put single point into a skill and the skill is essentially maxed out at that point. It scales as the current system does.
-What this solves/softens: Skill point dumping (since it scales), lack of skill building (since you have limited numbers of skills)
The maximum number of skill points you can have can be adjusted by simply pacing how often you can get a point.
For example, let's say you get a skill point every 5th level. By the time when you reach 20 (which I assume to be the average level of a character to be when you clear normal difficulty), you will have 6 skills to activate (2 skills you have when you create a character+4 trained through you spending the points) By the time you reach level 60, you will have 14 skills you can choose from at a given time, which is much lower than the number we have atm.
Do you guys think this kind of system will work better than the current system? In terms of setting up some limitations to promote different skill "build"
The amount of scripting and all of that jazz just to make a player waste a little more time every time he wants to switch up playstyles imo is more of a hassle than it is a benefit for the game.
If you ask me the BEST choice I can find is a nice timed cooldown on the switching of skills so as to prevent the rapid changing of your abilities to favor every fight your about to encounter or to juggle ALL skills with higher cooldowns.
Where is the customization if I have every skill unlocked? Why the hell would I use that low tier skill when my high tier skill is the exact same level? Runes? Runes proved to be lackluster and a farce to what they originally told us, much like this game.
I want the ability to make my character different, and with their system you lose that ability. There is no thought process and no feel of achievement with their system, it's just fuck it here are the skills. They say you can't survive with 6 power skills and you have to mix and match and again I call bullshit, 1 buff, 1 debuff, 2 power spells and Diablo is a wrap kids.
IT just eliminates the incoviniense of rush another toon. Tbh, i effectively swaped my skills in D2. Get enough level to run andy, baal or cows takes like 40 minutes lol
One thing people must keep in my is the gear. It's very likely that different skills combinations will require different gear. And gear in D3 are not just equipament. It's equipaments + gems + enchantments. Even if theres no cooldown or penalty for swamping skills, at high end game, swaping many skills without the proper gear will be in vain. So theres an cost evolved.
You know, I've been stomping all over posts today about people arguing that this system will lower the amount of customization in the game and this is the first one that stopped an made me think a bit.
You're absolutely right that the variability from level to level is removed by the system. In that sense, yes, the customization has been impacted.
But you haven't changed my mind, overall. Really the system still remains the same as it did before. The only thing you're losing is the ability to have that "advantage" by leveling one skill over another from level to level. In essence you lose the ability to make your characters weaker/stronger relative to the people you're playing with within a certain skill. Really, it only matters when you're in the same group as another character of equal level using the same skills as you.
Ultimately it really doesn't even matter if you're playing with 3 other classes, right? Because they're going to have a completely different skill base.
Secondly what is the context of the "advantage" really? The game is designed to be PVE, so the advantage you're looking for is really an advantage over characters of the same class that may be playing with you. But you're all fighting a common enemy, so who cares right?
The advantage is further diminished when you consider the fact that the relative strength of 2 characters at the same level of the same class are going to be the same in both systems. On the old system you could have a monk that was really focused on defense but didn't do good damage, while the other did just the opposite, more damage but took a beating like a wet napkin. Oh wait, it's the same in the new system. Not because of the skill points, but because of the skill choices. It's the skills that define your character not how many points you put into them.