Just reposting my first response from the other thread, to have it in the appropriate place.
In Diablo IV, the +Skill Rank affix returns. As players invest points in skills, they grow in potency, and finding items with +Skill Rank can speed that along.
GOOD! No seriously, really good. Canât even begin to describe how positive this change (back to what it was at announcementâŚ) is.
Getting a lucky drop that nets you a skill youâd like for your build ten levels before you would otherwise have access to it is a huge boost!
Not good. Dont lock skills behind lvls at all. That makes lvling more repetitive, if we have to go along the very same path every single time. All skills should be available to put points in at lvl 1 (or within the first few levels).
If you want to introduce the game to players slowly, then fair enough, have lvl requirements on skills on the first character we make of each class. But after that, remove those lvl requirements.
Now, if youâre searching for a legendary power, like Martial Artsâwhich enhances the Barbarianâs kick abilityâ you may find it on rings, chestplates, or helmets; thereâs no need to hunt for a specific item type any longer.
Sweet jebus. This is exactly what I have argued legendaries should be adjusted to (rather than all legendary affixes being available in all item slots).
Really, really positive change (might always have been the plan, and the first blog post was just imprecise)
HOWEVER, now that Rares can be âbuffedâ with a legendary affix, you need to let us buff Rares as Rares. As in, make a rare able to compete with a Rare+Legendary affix, while keeping the characteristics of a Rare item = all random affixes, and no legendary affix.
Otherwise, you just made Rares something we will never ever equip (and only use as a crafting material at the Occultist).
The Occultist can extract a legendary power from a Legendary item, crystallizing it into Essence while destroying the item in the process. That Essence can then be implanted into another Legendary item, overriding the power that was present in the item at that time. Essence material can also be stored and used at a later time.
As long as the essences can ONLY be added to item slots that could already drop with that legendary affix; so it only works as bad luck protection, then this is totally fine. Otherwise, bad, and invalidates the change mentioned above.
Seems like it is essentially the Legendary consumable you talked about 2 years ago.
Each of these monsters seem to enjoy collecting certain types of items and will be somewhat more likely to drop those items than others. While bandits are fond of Maces, Crossbows, and Boots, if youâre hunting for a new pair of Pants, youâd do well to kill some of the Drowned instead.
Good!
level 50
Hah, I was right after all
Paragon
I am surprised, this sounds like it has some potential. Although I am missing some details.
Is the paragon lvls per character, per class or per account? Please say per characterâŚ
Also, it is essentially endless or not? Please god no.
Donât make it D3 paragon all over again (account-based and endless). Then it wouldnt matter how nice the system itself is.
Other than that, the system seems fine, and reminds me of PoE skill web (especially with the socketables).
Overall, nice update, although a bit light on information outside the paragon piece Like, how does all this affect the skill tree? Is it unchanged?
Got no comments on the art update, for the reason you mention yourself:
At the end of the day, it doesnât matter what the art looks like if the gameplay isnât fun.
But it is of course very positive that the art is designed around the goal of having very adjustable skill modifications!
Stuff like blood on the character models and what not? Could not care less
Edit:
Ugh, bad⌠someone noticed Blizzard forgot to hide the damage numbers in the Death FX video at the end.
Rogue hitting for 330,000 dmg. Seriously Blizzard⌠What the heck are you doing. Remove a zero or two from that number already.
No, the numbers themselves do not matter. But how fast the numbers are scaling does. If you deal double damage 2 hours from now, everything that came before is being invalidated and feel meaningless.
Another thing I missed.
One of the normal affixes on the legendary item is 16% strength⌠seriously.
So much for attributes coming from the character.
On the positive side, dmg ranges on weapons are back.
And, attack/defense seems to be gone from amulets? Hooray.