Fresh Idea for a New Seasonal Buff

Season of the Savant

Seasonal buff: You now have the ability to use up to 8-10 skills instead of 6.

Basically there are a large number of skills that either are used in no builds or only a few. In games like d2 and wow you have full range of your spellbook but d3 based on how it was built limits the number of skills you can use at a time. This made lots of sense at the start of the game since without it everyone would have been using every powerful skill at all times.

But now if you gave extra slots to every class you would definitely add utility and toughness but wouldn’t break the game. In fact I think the only thing that may be outright OP with this change is Nayrs but that could be temporarily reduced to 50-75% if needed for the season.

Think of all the skills you could add in to existing builds that never warranted a slot before just because their were better options:

Caltrops
Smoke Screen
Spike Trap
Preperation
Mass confusion
Hex
Ignore Pain
Summon Zombie Dogs
Sacrifice
Call of the Ancients
Revenge
Leap
1/2 the auras on monk and crusader
Summon Golem
Army of the dead
Bone Spirit
Revive
Leech
Time Slow
Mirror Image
Diamond Skin
Black Hole

So anyway I think doing this would make an awesome season where players can feel much more powerful in a way other than you do 2x damage. Thanks!

1 Like

Um, no. That would require massive overhaul of core game design.

4 Likes

re[quote=ā€œNefertiri-1907, post:2, topic:16938, full:trueā€]
Um, no. That would require massive overall of core game mechanics.
[/quote]

It basically would just be a UI change needed. Other than that how would it alter core game mechanics that you can cast additional skills?

The skills are there already, only now as OP suggests, a couple more are available.
Me likes idea.

Edited it to say design. Happy now? I don’t see it happening. Too much work for a temporary theme on an 8 year old game. Don’t hold your breath.

1 Like

Totally unrealistic… next idea?

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Do you have any idea how much the effort and redesign of the gameplay systems that would require? No, it is NOT mere UI redesign.

3 Likes

Won’t work on console. That’s why we have only 6 slots.

1 Like

Console can handle far more abilities than 6.

10 Skills in total!?!!? But would that even work on a Console Controller? Like a PS4? or on the Switch? Don’t think this season would work if it cant be done for Consoles.

Didn’t read OP but I’m sure it’s better than whatever devs come up with.

I think games like Neverwinter will show a console can indeed have more than six active skills, to name but a single example of an RPG that pulls it off on a console.

This is for real or is just trolling? It’s so unrealistic, is almost like asking D3 First Person seasonal theme, utterly nonsense.

While I like the idea I doubt blizz will ever do something like that.

And it would truly require a lot of work…

Doubt they would invest this much work into a mere season when there could be such awesome features as 3 slots with any item type in the Cube or awesome disco effect every 2 minutes :slight_smile:

I guess its more work than I thought due to consoles even though widening the skill bar and adding mappings is easy on PC’s. On a switch they would need to add have two button mappings or press on the joystick.

Here’s a S21 theme:

Season without a multiplier.

All multipliers on items and sets are disabled.

Let’s see how hard T16 really is.

I like that idea. We do ā€œseason of the old schoolā€

-97.5% damage mulipliers on sets and LoN/LoD and 1/2 toughness. So instead of 10,000% increased damage its 250% and like 95% reduced damage with optimized is now like 70%. -90% on items so a 200% buff is now a 20%

-90% magic/goldfind. Completing any full set is now a season goal instead of being doable in 5 hours.

This would be pretty interesting make completing a season journey pretty difficult instead of doable day1-2.

Skills are limited by your items, not your skillbar. If a skill does no damage, why even bring it?

Players would just select additional skills that grants damage bonuses.

I think the only way this could work is if they rearchitected the skill system to allow ā€˜passive’ skills… You would be able to add certain skills just for their passives… You would not be able to activate them. Such as the monk allies, necro and wd pets etc… These would bring some added survivability and damage to the builds though, which could make getting to GR150 solo way too easy. ZDPS builds for instance would be able to put their ZDPS passives in those 2 slots, and then put some actual DPS in their active slots.

I don’t think this would work as a season buff, and as we already have passives, it would be confusing and a lot of people i’m sure would hate on it. A no go for me.