The current skillbar does not offer much option between spells - it restricts the player choice to a total of 6 “category” spells.
Let there be either:
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- a bigger skillbar of at least 10 spells (12 in total including left and right click)
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- a similar skillbar like in D1 & D2 where you could set your spells to a total of 12-16 hotkeys.
Modern ARPGs use at least over 8-10 skill lots on your UI, and these can be changed in any given situation during combat.
Elective Mode on the other hand lets you select from all your spells to a total of only 6 spells that cannot be swapped during combat, lowering your decision-making and forcing monotone and repetitive playing - thats not fun at all.
For new players there should be a display on skills saying “buff” or “active skill”.
Similar to Last Epoch’s plan of skills, expand the skilltree affecting passively your chosen spell and unlocking more possibilities while leveling up your chosen spell.
Let there be a tier of the Spell, like:
Tier 1: adds basic passives
Tier 2: adds stronger passives
Tier 3: adds one of strongest passive for the spell
Tier 1 example: hits ignite enemies for X damage for X seconds
Tier 2 example: increase the effect of ignite by X%
Tier 3 example: AoE of fireball is increased and AoE hits and ignites near enemies as well
At the same time, let there be a hard to get socket items to enhace your skills to a unique way, however you can only equip max one of those in a certain skill.
These should work separately for melee and projectile spells.
THIS IS JUST AN EXAMPLE OF HOW SKILLS COULD BE REWORKED
Magical (Projectile)
Arrows (Projectile Physical)
Melee (Physical)
- Multiple shot: Shoots 5 multiple Projectiles instead of 1
- Direct shot: Shot auto directs to nearest enemy
- Charged shot: Channels spell for X seconds and increasing spell/skill damage and AOE by X%
- Sniper shot: Increase projectile damage by X% the more distance it travels but deals X% less damage the more near you are to the enemy.
- Cost Reduction: reduce Projectile/Physical Skills mana cost by X%
- Area of Effect: Increase Area of effect by X%
- Element Mastery: transform element/physical damage into fire, cold or lightning damage
- Fire affinity: reduce monsters resistance to fire by -X%
- Cold affinity: reduce monsters resistance to cold by -X%
- Lightning affinity: reduce monsters resistance to lightning by -X%
- Venom affinity: transform element/physical damage into poison damage increasing DoT duration
- Chaos affinity: transform element/physical damage into X% Chaos damage, damage cant be prevented
- Holy affinity: transform element/physical into holy damage, dealing extra damage to undead
- Angelical affinity: Gain X increased cast rate/attack speed for X seconds when casting/shooting projectile or physical hit
- Demonic affinity: additionally adds X DoT poison damage or %chaos damage by X seconds
- Ancestral affinity: Proc % of a random damage lvl X skill of your skilltree on hit
- Curse 1 on hit: Enemy takes X% extra physical damage for X seconds
- Curse 2 on hit: Enemy takes X% extra magic damage for X seconds
- Curse 3 on hit: Enemy deals X% lesser physical damage for X seconds
- Curse 4 on hit: Enemy deals X% lesser magical damage for X seconds
Just an example of how skills could work.
THIS OF COURSE REQUIRES BALANCING AND REWORK
You can argue if a socketed skill from item should be better in the passive skill tree and vice versa, but it would be pretty interesting to customize your spells as you see fit.
Let there also be more buff spells for all characters, for yourself and for your party and every class have a specific role by cutting away “category skills”.
Let pet classes have more multiple minions with different purposes (tanking, buffing, debuffing).
At the same time it would broaden your choices and style of combat.