Well I’ll tell you, Oblivion I’ve come to the realization that I gave all the feedback I could earlier in the development.
As a player and non-developer I will accept the game for however it is. It seems like a lot of TLC went into it (even during controversial times). It appears to look good. I can certainly kill some time in it!
So I’ll just play it and enjoy it, even if there are things I might not really agree with towards the design decisions made.
Waiting now till April/May will just be a pain! Ha!
Indeed.
Going from effectively 125 skills per class, to what, 30?, is just sad.
Note:
Not skill specific is Not Equal to Generic.
Something like “Your fire skills do X” or “Your projectile skills do X” is not generic for all sorcs, or all classes. But also not skill specific.
Completely generic rares/legendaries/uniques should exist, but be weaker, due to their broadness (serving a bit of a “bad luck protection” purpose, the expected lowest bar of gear power in endgame).
Skill-affecting, but not skill specific, as well as context-specific (like, after dodging you do X, so all can benefit, but not generically) rares/legendaries/uniques should make up the bulk of the items.
While skill specific items should more or less never exist tbh.
But the above would not lead to most sorcs using the same items, or most classes using the same items. Unlike in D2.
Exactly.
Better for the game. Better for Blizzards productivity.
Dear lord, you live in some Flatland world that cant imagine anything that is not D2 or D3.
Yeah, someone arguing for a system that is NOT like D2 is clearly wanting D2. Your reasoning is flawless…
I saw the video of lvl 100 Barbarian doing dungeon (not sure if it was nightmare dungeon) in lvl 95 area and lvl V difficulty and he got 2 legendary items for whole run.
That did not seem as too much. But he was using build with all unique items for weapon and armor but he did not have unique jewelry.
Probably drop rate was buffed for BETA or something. But in PVP other guy who was lvl 100 Druid was farming him.
false and that shows your whole problem with comprehending what people are saying outside of your weird D2 vs. D3 fixation. you can’t even think outside of that.
Apple and orange. Number of skills, vs option per skills are 2 different thing.
Are you arguing for less options per skills? Or you get triggered because I say something positive about d3, & you feel a need to knock its down with a completely different context?
Super generic, specific to particular subset of skills, breed, stun, fire, phyisical. channeling,
or single/few skill/build specific unqiues are ALL okay.
They can coexist. Just make sure they allow players to build how they wanted.
Obviously something like Fireball does 150% damage unique is bad. But Fire skill does 150% more damage is just as bad. The latter just bad for more builds. It provide no gameplay modification & too good not to not use for fire & fairball builds.
Now, if we have fireball now split into 3, but each does -40% damage. Its only for fireball, but you have a choice, more AoE, or more damage. Its meaningful. You may ask, why not have it for all projectiles then? Because some projecticles may not work well adding 2 more projectile. Maybe this is not the best exmaple, but certainly you can imagine some modifcaton only work with sa few if not one skill.
Don’t get me wrong, if something can be more wider define without setback, like after using movement skill (as oppose to a specific one) , you gain 50% speed for 5 sec. Its preferred to single skill/build.
But having unique & leg for single skill isn’t bad as well, if the modification make sense only for that skill.
That depends.
Runes in D3 are often (but definitely not always) effectively different skills.
Cant compare that to a skill upgrade option that just increase the dmg, or lower the resource cost, etc.
The impact of the change matters.
No, I am arguing for more options. Literally saying that D3s rune system seems a lot better than D4s current skill tree. Which is the wrong direction to go for a sequel.
D3 runes were also much better than D2 skill tree in terms of modifying skills. Since D2 didnt really have any meaningful skill modification.
The issue with runes in D3 was just that the skill modification only had that single layer/choice. It should have many choices per skill. Like Last Epoch for example, or what it seemed like D4 might have had, when they showed the original skill tree. Now it is back to one choice it seems, with 2 options per choice. Even less than in D3. More than in D2, but that is not exactly saying much.
Definitely.
Specific vs less specific is not about power.
It is about
Aka. more options. Not being limited to like 1 item per item slot that was designed specifically for your build.
And not the least, about having less RNG. If each item is skill specific, the chance of finding items that helps you, is much much lower.
In a few cases sure. But if there is a projectile skill in the game, that for some weird reason cant work if it gets split, then write that in its tooltip (“Skill skill cant exceed 1 projectile per cast” or something).
Which is all I am arguing for.
What I am arguing here however is, such effects mostly belong in the skill tree instead. That is specifically designed for modifying your one skill, and comes without the bad RNG impact of items, as well as lower development cost (no need to design more items, with new looks etc., just so you can have 10 different items that do exactly the same thing, to 10 different skills).
They can be integrated into skill tree for sure. But the point remain they ain’t bad to be on uniques, especially if skill tree already populated , & adding modifcation via items can be easier.
These are the WORST thing you want to put on skill tree. Nothing is more braindead than just add damage ala D2. Put 20 points into main skill, rest to synergy which wait for it, add even more damage.
Seems like it should nearly always be easier to add to a skill tree, “only” requiring UI changes, vs. adding new item art.
Agreed. That was my point. That you cant compare big skill-changing runes in D3, with small generic skill upgrades elsewhere (such as, seemingly D4, as shown in the IGN video). 5 upgrades is not equal to 5 upgrades. What they do matters.
Those more generic things should be on items. The skill tree should offer skill-changing upgrades.
I am not disagreeing, I am saying in future , when skill tree is populated like a jungle, if its happened.
Disagree. Skill changing upgrades should come in both gears & skilltree (we can debate the ratio). Otherwise loot hunt will be snoozefest looking for stats sticks for bigger numbers & more AoE; more fire damage etc.
I play last epoch & this exactly what happen., Zero excitement for items drop.
However, what I will add on, is the modification from items (since its RNG) should be such that without it, the skill is useless.
Items shouldn’t be just boring stat sticks.
I don’t think anyone is disagreeing with this. Its a given people want skilltree to be impactful.
Funny because our conversation wasn’t about smart loot but a legendary item with power at that time.
Either you are incapable to stick to the discussion you started or you just can’t find a response so you went for the sarcastic post instead. Pick one.
everything here has to do with what D4 will have lol xD
and if you make items class restricted and the game will have smart loot you will loot the same stuff all day long
bad design