Agreed.
However, I’d also want any build that tries to rely on a single primary skill to be inherently weaker. It should be really, really hard to make a good build that focuses on a single skill (as in, need really specialized/rare gear, and come with heavy weaknesses for the build).
Frostbolt+Meteor build should inherently be stronger than Frostbolt or Meteor build.
Most builds should use at least 2-3 different attacks, each contributing significantly to your damage (and NOT just be a booster for your “main attack”). I hate what most builds have become in Diablo 3, and it isnt just D3, as most A-RPGs suffer from it.
Anyway yeah, all attack skills should be designed around being viable as one of your main attacks - which probably means designing them to be viable as your only attack, even if other gameplay elements mean that it actually wont be (stuff like monster resistances, monster behavior; like enraging/countering you when you use certain abilities etc.)
For the same reason, 6 skill slots is a bit too low imo. Having up to 7-8 skill slots could work better for getting many different, equally important, attacks in your toolbox.
Yeah, but endgame can have a low difficulty, as is the case in PoE and D3. That is a difficulty balance issue, more than a lack of build diversity. Those other builds very much exist, with tons of choices. The game supports diverse builds. The balancing don’t.
D3 differs here because even if we ignored the bad endgame balancing, the build options themselves are incredibly shallow. 30 skills where you can pick a single modification for each. A paragon system where you get everything.
If your game dont support lots of builds in the first place, nothing you do in endgame can help.
Maybe Blizzard should just focus a lot less on endgame. Make a good actual game first.
One where we want to create new characters/builds, to progress with. Endgame stuff is secondary to that.
Indeed.
Imo the best option is not to have those high difficulties, that narrows build diversity.
D2 did a lot wrong, but that it did right (if we ignore Teleport for a moment…, and uh, ignore most of what happened in patch 1.10+…).
Or rather, having those extra difficulties is fine, for a “challenge mode”, but they should come with zero increased droprates/xp etc.
If you go into Key Dungeon tier 10, it should be to challenge yourself, and not because it offers any better power-based rewards than Tier 8 (might still have cosmetics and what not).
The benefit of more power should be to do stuff a bit faster, rather than being able to do it at all. Like kill a boss at the highest rewarding difficulty (pre-challenge mode) in 60 seconds vs. kill it in 30 seconds. A meaningful difference, but not the silliness seen in D3 and PoE. Lots and lots of builds should be able to the fight in 60 sec (or whatever, the time is not important here), and while there will be meta builds, always, as long as the scaling is not stupid, these builds can still feel viable vs the meta builds that manage to cut clear time in half (and of course, different topic, but add one heck of a death penalty/survival bonus, so there is some actual risk/reward to going all-in on offense).
Not saying the game should be easy, quite the opposite. But the difficulty should come from requiring us to play well, rather than having our numbers scaled up enough (of course, getting numbers high enough also need to matter some; it is an A-RPG, gear should matter some!).
Overall; Dark Souls balancing. You can clear it at lvl 1 with nearly no gear (which again should not be possible here), or you can get lvls, gear etc. that helps somewhat. But in both cases, it does not become mindlessly easy.
Also, nerf AoE dmg by 90%. Then double down on the nerf.
Heck, screw what I said about all skills being theoretically viable on their own in super specialized builds. AoE should not be viable on its own.
Bosses and plenty of normal monsters should laugh at a build that tries to AoE them down. And then kill the pathetic character that tried.