Iâm not telling you to follow POE completely. However, the biggest advantage of POE play is its very high compatibility. There are no restrictions on playing games as long as you ignore the fact that unusual choices are not efficient.
I think D4 has the same direction. Keeping archer players from using double-handed axes or magic wand blocks research for creative ways of play, which is the most important value in the game.
The same is true of choosing skill properties. Of course, POE has an overly sophisticated system. All jobs share the same skill distribution tree with only different starting points. Of course, the difficulties that arise from the creation of a vast amount of skill sets are obvious. However, considering the difficulties you face in servicing the game to the far future, the initial design of the game is well worth the trouble.
The RPG game continues its service, and when it is updated several times, it is difficult to balance it. It would be okay if you pinpoint the most important point each time to solve the overpower once started, but almost all games do not find the core cause of the imbalance and solve it through small and many updates.
D3âs specific character-only legendary item is an example. Whenever I devise an item that enhances a special skill, I am concerned about how strong the synergy will be due to the combination with the previous item, and I am concerned about giving a very powerful mechanism only to a specific job. Game system designers will have to predict all scenarios before the user can play, and will try to solve the problem byâconstraining the playerâs behavior patternsâ when unexpected balance imbalances occur. But players are disappointed whenever they are so constrained. It must have been a cherished enjoyment of the playerâs creativity, even if the game designer had not discovered it though. Since the balance imbalance has to be resolved, even if the purpose of the current update was correct, when the time to do the next update comes, it will return with greater concern, like Jenga, who accumulated a mistake from the start. Single update to solve the problem works as a temporary solution, but it is not temporary, it is permanent. Even if I want to revert, I have been making another wrong update because of the wrong parts from the beginning, and I have to redesign the classification to fix them all. But you canât do such a big task every time at the risk of failure.
Let me give you one more example. CHAOS ONLINE, a Korean MOBA (AOS) game derived from DOTA allstar, has worked tirelessly to balance the two completely separated pools. But as a result, no matter how hard they tried, they couldnât approach to the perfection compared to a simple method of sharing the same pool of options. DOTA2 and LEAGUE OF LEGENDS are such methods. Of course, you wonât need to worry about this if you succeed in rebalancing between completely separated systems through detailed work every time. But it is actually impossible. There have been so many failures in the past.
Diablo 4 has the advantage of taking the very core and very interesting art concept of the blood pattern from the beginning. I donât understand why the skill tree must be in the form of a tree. Without separating the passive skill of the root and the active skill of the branch, I think that the passive can be recreated to suit the playerâs convenience by connecting the mechanisms between the active skills.