I must be honest with you: I patiently wait for D4 and I like most of its features, as so I liked ones in D3 or D2 earlier. Though I was greatly disappointed with Paragon Boards presented in Q4-report. Clearly, it’s copy/paste from PoE and, I’m honest again, I hate that huge but mostly shallow tree. Why visualize all those bonuses while 80% of them are just primitive stat increases? I mean, I understand the goal, but why copy the implementation? And that’s why I’ve decided to share my vision of the same in a more compact form.
(beware of my bad english)
Goals:
- long term stat-growth outside of item building
- long-term progression with variety of choices
- regular ability of making meaningful choices
- visual compactness and easily reachable descriptions / details
Before I start to explain my logic, let me share how I see it (I’m not a visual designer, so it’s more like a scheme) …
This is a Paragon trait rose (not allowed to add image-links )…
https://i.ibb.co/1L83NDP/hexagon-rose.png
… and this is a Paragon traits field …
https://i.ibb.co/3CrvhQB/hexagon-rose-field.png
So, what’s this all about?
Paragon trait rose is a mechanics that allows us to combine those sweet legendary passives and long-term growth. Basically it should replace entire Board and make it compact. How so? Well, examples are always useful to explain …
Barbarian paragon trait: Wrathful Colossus
Maximum health increases by 20% + 0.2% per trait level. The less current health you have the more damage you deal, up to 50% + 0.5% per trait level.
And now imagine that you are able to pick only 3 those traits through entire game out of 7 on the Paragon traits field. It means that …
- you make 3 important choices
- effects of choices increase while leveling without those boring " + same little stat over and over again"
- selected trait roses are much simpler to study because of their compactness. Even entire traits field looks much smaller than a single Paragon Board and keeps its functionality at the same time.
Talking about visual side and descriptions I imagine roses having those fancy images like D3-passives while descriptions appear on mouse hover. By default character screen should display only those roses that are chosen by a player while the entire traits field should appear only after making a specific action as clicking a button for example. Also it would be wise to add “text to focus” functionality for players being able to search specific description words like “shouts” or “health”.
So we achieved №1 and №4 of our goals. But what about №2 and №3 - variety of regular and meaningful choices? Well, lets back to trait rose. Paragon trait is only a central part of a rose as you can see. But around it are trait advances located - 6 advances around each trait with 5 maximum levels for each advance. That means that picking a trait also means picking 6 * 5 = 30 possible advance levels for each trait, or 30 * 3 = 90 advance levels for all 3 traits picked. And I must warn ahead: I believe that each advance level point is given on each 5th paragon level, which basically means that you will need 90 * 5 = 450 paragon levels to level up them all (obviously it meant to be much harder to gain those levels than ones in D3). But all of this about grind and farming. Where are the choices you ask? Well, the answer is in three important rules …
1: Paragon levels are not about just grind and farming. It’s about skill. Each level requires a lot of XP, for sure. But I don’t think that XP should be given for any kind of activity. To gain paragon XP you should be able to complete endgame activities with specific minimal challenge level. To simplify: 150th paragon level requires you being able to complete 150th level of activity to gain some paragon XP. If you aren’t able… well, that’s you cap for now and that’s a D4-level of your mastery. I assume, that casual players will have 50-150 paragon levels, average players - 150-250, skilled and determined players - probably 250-350 levels. And only masters of D4 will have 350+ levels.
2: First paragon trait may be given at character level 50. And that would be character’s first paragon level. If maximum character level = 100, than it makes sense to give one paragon level with each character level, which basically means that gaining first 50 paragon levels is not so hard task. Each next paragon trait is given every next 40 paragon levels (so they are 90th and 130th). And now I remind you how paragon trait effectiveness grows: “per each trait level”. It’s very important, because paragon traits gain levels with each paragon level starting from one they are picked on. And it means that the very first trait picked will always be the most powerful. That’s why picking order is very important. Also you won’t be able to level up trait advances while their trait is not picked (I should clarify it).
3: Now is pretty difficult thing. If you are limited in paragon levels you can get, than you should decide somehow which advances to level up, right? But when you leveled any advance to level 1, why you may hesitate to level up it further? What will make this choice meaningful? My approach is to make each advance not just a bonus, but a growing sacrifice. In that case you always think: am I ready to sacrifice more for greater bonus? And, as always, few (6) examples for already known “Wrathful Colossus” trait.
Prove you’re worthy
All damage taken is increased by 20% while you have more than 65% of your health - 5% per advance level. But when your health is lower, all damage taken is decreased by 10% per advance level (be careful with oneshots).Ruinous roar
When you finish to use a shout skill that affects enemies, you loose 5% of current health per advance level and deal damage to all affected enemies equal 5% of your maximum health per advance level.March of an insolent
Any time you take damage you’re slowed for 3 seconds by 8% per advance level, but while slowed you recover you movement skills faster by 20% per advance level. Also any root effects on you are converted to 80% slow with tripled duration, and the power of all slows affecting you are limited to 90% - 10% per advance level.Hands of Havoc
All your damaging area skills with non-zero rage cost have their area of effect increased by 10% per advance level, rage cost decreased by 10% per advance level, but the damage they cause also decreases by 7% per advance level.Tremendous force
You’re able to move at 60% speed while stunned (but still can’t act). Duration of all stuns you inflict increases by 12% per advance level, but every time you stun a target you also become stunned for 5% of inflicted stun duration. Every time you hit a target and damage it for more than 65% of its maximum health - 5% per advance level you also stun it for 0.5 second (these stuns won’t affect you).You DARE?!
Once every 45 sec + 15 sec per advance level you may take a lethal damage and live. Your health is set to 5% of its maximum and you become stunned for 1 sec + 0.5 sec per advance level. You can’t avoid this stun by any means. While stunned, you are invulnerable and immune to any other control effects, and you channel “you dare?!” shout that deals physical damage every 0.5 sec in great area. Damage per tick equals 5% of your maximum health + 2% missing health per advance level (this skill has shout category and affected by all modifiers affecting shouts, like “Ruinous roar” for example. Also its effect may be modified. For example, damage is increased by “Wrathful Colossus” and stun duration is increased by “Tremendous force”).
P.S. of course in future it’s possible to increase general amount of paragon traits to pick from (7 → 9 or 10?) and maximum of traits selected (3 → 4?) which further increases maximum paragon levels (4 traits picked instead of 3 means +150 paragon levels).