Nobody will play near impossible content. That’s why Inferno was nerfed in the first place. If you doubt this, try equipping only whites and see if you enjoy the gameplay.
Ah good point; having access and actively using are different things. I’m assuming you’re using everything inside your skill tree for D4.
But if that’s true, then why would you put points into nodes on the tree that you don’t use? Wouldn’t you just put points into the stuff you’re going to use?
-6-7 skills for each hero. Pick and choose however you want and customize skill bar however you want.
-Each skill gets a skill tree with altering paths (as big as the “freshly painted one”)
-Items need same depth as D2; White, Magic, Rare, Set and Unique. Whites and blues can still be super rare and ingredients for crafting.
-As for “Legendary” (super rare) items they should only concern special items like “Orb of Corruption” or “artifacts” (like in Titan Quest) or End Game crafting
Well, I don’t know about that. I guess it’ll be the same as D2, where you need to put at least one point in to a predecessor node to unlock a lower one.
Diablo 4 is trying too hard to be like Diablo 3 and not in a good way.
- I don’t want to pick every item that drops and check it, garbage should be garbage by looking at the item color, thats why we have colors in the first place, to not waste time.
Make other uses for white and blue items, like runewords that work only on a specific item,ex: White Plate Boots, now i know exactly what im looking for.
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No dismantle, maybe Legendary items but no more, going back and forth every 5 minutes to town is bad design, crap items should stay on the ground.
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The loot problem Diablo 3 has is too much loot, less loot is more, yellow/rare items should be rare to find not swim in them.
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While Diablo 2 got the fundamentals right and feels like a item hunting game, Diablo 3 feels like a farming simulator Pokemon Go gotta catch them all second job paragon grind.
This is very good feedback. It is constructive and without any hate or “screaming”. I really support this approach. Thank you!
I share most of your thoughts. Regarding “endgame”, please don’t create two games in one again like D3 has become. There is the game to Lvl70 (which is totally meaningless because nothing the player does carries over to the GR’s) and there is the GR “endgame” with completely different mechanics. I would favor a “single” game with lots of activities and meaningful goals/rewards from the bginning to the end. Let us do randomized dungeons and events in early levels too. Award the player with very rare (in the sense of they rarely drop) items that can be useful for a long time. The Open World is such a big chance for this. E.g. add bosses to the world that can be fought from lower levels but cannot be killed until my character is strong enough (in single player as well). Give us hard to reach goals. Please don’t create special “endgame modes”.
Sounds like D4 is trying to be more D2 than D3 tbh. D2 was the game that tried to make lower tier items more valuable.
Potentially making you pick up every item that drops, to see if it has the right amount of sockets etc.
This conundrum is likely not solvable without loot filters.
Doesn’t have to be as complex as PoEs, but maybe just being able to highlight items with specific affixes or sockets could be useful?
Agreed. No dismantle.
Thugh. imo, items should have more value at vendors, and monsters should drop less gold. Making it valuable to pick up some items anyway. Maybe just give us a larger stash so we dont have to go back to town as often. And of course, just drop less items overall!
Completely agreed.
All this stuff is great. While I don’t really care about skill trees. I guess the D2 community does, so go ahead and give it to them. But, what I am concerned about is crafting. Crafting is the endgame. Diablo is about loot. We all know this. Crafting is the huge thing that was brushed under the table with Loot 2.0. Previous to 2.0, there were specific crafting mat drops from farming Uniques. This whole thing failed because not only were these mats walled behind the ever present RNG based drop rate, they were even further walled behind the RNG of a Unique monster even showing up. Then these drops could only be used to craft a specific crafting recipe for a unique item that probably didn’t have any relevance to the progression meta. To make things worse, crafting items took up inventory slots. So what happened? We created mule characters. Can we make it a priority that DIV does everything to eliminate the need for mules. Most of these issues where handled by Loot 2.0, but not all of them. People still had mules. I had mules for crafting material because mats stack up to point. The decision was finally made to address this. Mats just became currency. This should be incorporated in D4. Please do this. We don’t need mules. Nobody liked having them, but we all had them. They were a huge pain. “Oh hang on, I’ve got to swap characters I’m out of mats,” was said all too often. And we were lying, what actually meant was, “Oh hang on, I’ve got to swap characters twice.” There’s nothing stupider than backing out to the title screen so I can reload the entire game twice just so I can get something out inventory. So please let’s not reiterate this cycle in D4.
So, let’s further explore those mats. I actually like the idea of specific mats that were linked items. It gives you a reason to farm specific monsters. In D3 what we ended up with was bounties. There was no magic in that. We beat up an underpowered boss and he drops a chest that almost never had anything in it except Death’s Breath (something drops drops every other Uniques and Champions). But the RNG wall behind them at launch was just silly. But it would have been cool to be able to craft all the armor and weapon. And I mean everything. In the end, we got this in D3 in the form of cube where we could reroll items. We eventually got a region locked Legendary material for completing the all the region bounties when we claimed it from Tyrael which were locked behind the cube wall. I’m not against what was done in D3. Problems were solved, but let’s be honest. From a lore standpoint Bounties are the dumbest quests. Tyrael to the player, “I need you to vanquish a Boss, two or 3 of his minions and open a chest. If you do that I’ll give you this material.” Can we just skip this stuff and just let the Boss drop the legendary mats. I’m not against Uniques and Champions dropping them, but walling them to a 5 task quest to claim a bounty is dumb. It would be much cooler if these Legendary materials were used to create Blacksmith recipes for a class set items. I don’t mean let’s just make this simple. Let’s do something creative. Some of the best quest in the end game were there. Creating the Staff of Herding is rite of passage. And creating Hellfire jewelry is actually a cool quest, the Infernal Machine quest line is cool lore and makes a lot of sense. There is progression. But the Kania’s Cube quest line is just dumb. The questline is basically that a ghost shows up in camp and tell you need to click on an item in a pedestal at Mt. Arreat. So you go to the The Ruins of Sescheron and just speed through the Elder Sanctum and it’s there unprotected. Why didn’t we defeat a boss that was sitting on the trone room walling off access to Kanai’s tomb? Nope, it’s just there, go get it.
It’s be nice if the class sets had some lore. Maybe link a different set to each of the Acts in D4. If I want to craft a specific Demon Hunter set, I have to kill the Demon Lord that’s invaded the Dreadlands. It could be a just for a specific set with another act for a different set, I don’t care. For a different Act boss, you could get a different mat that allows crafting for a different class set. This would create some lore behind the class sets. There would be some actual reason for farming specific bosses. And this would add some reason for people to co-op. Maybe it’s extremely hard for one specific class to like a Wizard to kill the boss of the Dreadland solo, but a crafting material to create a specific Wizard class set is walled to that boss. Keep in mind, I don’t intend to tell the devs how to do this. That’s their job to create the lore and the world building. I’m just suggesting that this stuff should be road mapped to avoid the patched system we got in D3. In the end I think most of currencies in D3 became meaningful. Gems eventually became useful with the cube instead of just taking up inventory. I just want a better system that actually is better lore than “Well, Tyrael said we need to do it.” A Demon Hunter shouldn’t need to be told to protect the Dreadlands nor a Barbarian be told to protect Mt. Arreat. Build a world in D4 where the endgame had some actual lore. Instead for these Class Sets we Set Mastery Dungeons which were only done because you needed it to complete the Season Journey, and then you just did the same one over and over each season.
I know that characters are the prime concern right now. And it needs to be. You can’t create a campaign without characters. But, let’s not forget that Diablo players just finish the campaign and the real reason we keep playing is the end game. And the end game is loot. Let’s try to avoid another Loot 2.0. Loot 2.0 was great, but we still needed the Kania’s Cube to fix all the end game currency problems. I’m not against the Cube, but it should have been part of the launch of Reaper of Souls.
One thing to consider is giving players the option to switch between skill combinations while on the battlefield fighting monsters, i.e. a Sorceress switching from only Fire skills to a mixed Cold/Fire skill preset, possibly taking 2 or 3 seconds, leaving you vulnerable for that short time.
I don’t know if there are free buttons for this on a console, but on pc it could be for example bound to F1, F2 etc.
Note: This isn’t about the points you invested in your skills. The spec stays the same, it’s just about the skills chosen. As an example suppose a player has distributed skill points evenly across the fire and cold skills, then this skill combination switching can become really valuable.
Update: Changed the wording “Build” to “Skill Combination” as the original intent wasn’t clear because of the initial poor choice of words.
I really,… really… hope that doesn’t happen.
Respecs should be restricted.
It should be possible to respec sometimes, like after a patch that has changed the balance, give everyone a free respec.
But outside of that, there should be a meaningful cost and a cooldown to respeccing. Build choices should matter. That makes them more interesting, and when you cant respec for every type of content you are doing, it also makes more builds viable and gives better balance overall (due to builds being less specialized).
I disagree, I don’t see any reason respec should be restricted at all.
hahahahahaah
change builds in battle XDDDDD
whats next?
how about how about a button to fly all over the map so you dont have to deal with these annoying enemies xD
I got one even better, how about i push a button on the battlefield and change my cold sorcerer to a wirlwind barbarian, just like that, that should teach those immune to cold monsters a leasson.
Wait, why stop there? I want half of druid skills in case the situation gets ugly, you never know when your Muscular Barbarian Sorcerer needs some wolfs to aid in battle.
I know you are being sarcastic, but that is not actually a bad idea. If I have 2 characters properly geared, and I could push a button to change them on the fly. I don’t remember any other ARPG doing something like that. So, at least, it would be unique.
I don’t like to have to end my game and start a new one just to change characters, so, that would solve that particular issue I have. Some restriction would be necessary though.
i wouldnt argue against a “shared story”
but changing anything IN BATTLE just destroys the whole point of making proper builds to deal with THE GAME and not just with a single enemy xD
Just add a button that kills all monsters in the game, and mail their loot to you. Then we dont need to worry about silly stuff like builds. Or skills. Or anything.
@ Shadout They kind of have that in Diablo 1, see DiabLoL 1 Ep7 “HELLo Diablo” 2:27
I like your idea, where each skill node can be assigned 1 point at a time, however I wouldn’t cap the number of points that a node can take (more open-ended is better).
I would also add generic node options such as “Elemental Mastery” that will have skill nodes such as “Reduce the mana cost of elemental skills by 2%” or “Each different fire skill an enemy is hit by increases the burn damage they take by 3%”, plus others.
This will make the choice more complex i.e. do you invest in the main skill further or buff it with the support skills?
I hope the skills won’t all be damage related, they really need to redesign bonuses to be more modular eg. number of projectiles, splitting or piercing projectiles, damage over time effects, special effects for different damage types (I think Angelic/Demonic power would do better as a pure damage type - bring back attributes such as Vitality, Strength, Dexterity, Intelligence - and give them effects as well eg. Strength gives vitality and health regen, Dexterity gives attack speed and movespeed, and Intelligence gives elemental resistances and resource cost reduction).
Ironically Darkspore did it and there was much skill in it due to a mechanic there with a super skill on each hero (large cooldown skill).
You’d go in a map with a squad of 3 heroes and may change them (some limitations still applied on that) and while not active their skill cooldowns regenerate. So, on different maps you’d open with different heroes and rotations, and in specific situations the optimal hero is different. PvP had the very same structure, so you’d had to know which hero is a counter to which. Each hero had 4 skills and there were around 30 heroes.
I am not saying such mechanic should be in core Diablo 4 mode, just that it could work in some arcade mode when done properly.