I very much appreciate the continued updates as well as how much you all seem to be listening to, considering, and even implementing fan feedback into this game. While everything is of course still a work in progress, there do seem to be some steps taken in order to increase the level of depth and meaningful choice within Diablo IV. Focusing on class identity/playstyle in general is huge. Adding unique class mechanics on top of that is also a great addition. Really helps play into the fantasy of a class, give it more personal depth, and increase replayability.
In terms of the talent tree, however. While it certainly looks visually impressive, particularly compared to some of the older UI designs, I still worry that it hasn’t really changed much. Once again I’m aware this is a work in progress on multiple levels and I mean no disrespect. But it really looks like you just took the linear skill acquisition you had previously and spread it all around a tree to make it look big. And then you just took the old passive-based tree and shoved it down into the roots.
I’m super pleased with the 30-40% limit on talent trees as this actually makes builds a thing and encourages you to try multiple characters. Two characters of the same class can be entirely different and that will be fun to switch between from season to season. Or it can make working towards something like a skill point reset actually meaningful and desirable in the event of a build gone awry.
As of now though, there doesn’t seem to be a lot of meaningful choice or interconnectivity within this tree. It essentially just boils down to picking the few skills you want your character to use. After picking the skill it follows a linear branch consisting of upgrades to that skill.
I don’t want something terribly bloated or overly complex like Path of Exile’s talent trees but this one seems to be too simple. Would be a lot more interesting if a skill branched off into several paths, allowing for more choice and customisation within individual skills. And then you could throw on something like D2 talent trees where two different paths/skills in the tree could still end up arriving at the same place. Or maybe each skill straight up has their own little talent tree when you click into them? These would consist of the majority of customisation and depth. And then there’s a general talent tree where you you can put points into more universal stuff like passives, which can compliment multiple builds.
Things like this could add loads of creativity and customisation into the game while still not making the system too overwhelming/complicated for new players as I do strongly believe in the mentality of a game being easy to learn, difficult to master. A tree should be simple enough to take in with paths laid out before you but a lot of nuance under the surface for those that really want to dive in and craft something unique.
If trees are linear paths where you simply choose a skill and upgrade it then that risks falling into the D3 system where there’s too much of a focus on gear. There’s an overwhelming amount of legendaries dropping in that game which makes them lose quite a bit of their charm/excitement factor. It’s also sad that magics and rares are essentially useless. But even with all the legendaries dropping you really can only choose the meta gear that augments the skill you want to spam. Your character feels like nothing without their shiny gear. I want to build a formidable character I am passionate about, which then fuels my desire to put the energy/time into finding gear that will really compliment said character.
So I really hope we can make items broadly interesting and applicable to many builds, keeping the majority of customisation (and a good chunk of the power) soley on the character and how they build their skills, talents, passives, etc. A broader gear system will make metas a lot harder to define, likely ever-shifting as players get more creative. Some things will always be seen as “better” than others, sure. But that’s just how all games work and it’s okay. Not everything needs to be 100% balanced in a game all the time. In fact, I would say it’s impossible so don’t stress about that too much.
And some gear focused on specific skills is ok. But if they are an extreme minority then it would make the gear that does alter a skill much more exciting & unique of a find. So many of the cool legendary effects you folks have created could easily instead be shifted over from gear to a customisable talent tree. If any gear should have an overly powerful, skill-augmenting effect I feel like it should be the mythic gear you mentioned awhile back. I enjoy that you are limited to only one being equipped at a time, kinda like exotics in destiny. Makes them more of an “ace up your sleeve” sort of deal rather than you being obligated to collect a full armour set that’s tailored specifically to your one map-killing move.
I don’t want to be a superhero in diablo that mindlessly blows everything to smithereens. I want to be a wanderer in a dark and hellish world that has to respect their surroundings. I want to have to think about encounters, get creative, and fight through a challenge to make my character stronger. I truly believe this game has the potential to re-define the genre and become king (or queen) of ARPGs again if it’s crafted carefully.
Anyway my apologies for the terribly long response. I don’t think anyone will actually read this but it was cathartic for me to shoot my ideas out there! Thanks again for the updates and your hard work!