There is an argument that if you give people too much that they end up having everything.
There are ways to counteract this though as itâs proportional to the amount of choices in the pool that you get to choose from.
If you have 6 hotkeys and 12 choices then you end up having 50% of whatâs available.
If you have 8 hotkeys and 32 choices available then you can only end up picking 25% of whatâs available.
So the argument of being able to choose everything is based on how many skills we get to choose from in the first place.
Then thereâs the argument of balance between it being too simplistic and having too much choice.
What people are saying here is itâs way too far in the direction of simplicity and itâs more than possible to give players enough difficult decisions to make if you give them enough skills to choose from.
Having 6 skills gives us less choice, likely less abilities to choose from and most certainly more cookie cutter builds that essentially have to take the core kit that includes everything.
- single target dmg
- aoe
- escape/movement ability
- cc
- heal/shield/dmg buff depending on class (basically the only difference will be here but they essentially do the same thing, allow you to handle a tougher situation either through dmg mitigation or killing enemies quicker which also = dmg mitigation in the long run)
- Ultimate
I can pretty much garuntee every class will have this kit and pretty much feel the same. Without having a decent size toolkit for all of these different situations the game would be boring anyway and it would be obvious mobs werenât designed to give any intesting challenge if theyâre not requiring to be escaped from, repostitioned on, single target dmg and aoe dmg moments being important to use the right thing and saving important cooldowns like dmg buffs/shields and ultimates for really tough moments.
D4 will not be fun if you can take everything down just by spamming the same abilities over and over.
Builds will actually be interesting once we start being able to choose abilities beyond our core kit. Choosing an extra single target dmg ability so Iâm a single target dmg monster. Choosing an extra aoe to be a aoe master. Choosing an extra mobility skill to be super mobile and repostion. Choosing extra dmg mitigation to go for a tanky build or dmg buff for dmg.
Not having more than 6 abilities pigeon holes every class into a cookie cutter build that will all essentially be the same, the opposite of what they think it will do.
We need more hotkeys to really experiment and actually build fun builds that are larger than just our core abilities.