If you want character customization to distinctly separate individuality from class-build templates then you’ll need to devise a system that has an impact throughout progression. This means that the decisions a player makes takes place every level and will result in a different ‘final product’ than the next person as a result.
For example: Let’s use the diablo 2 attribute points that were given every level. You acquired 5 attribute points to allocate however you felt appropriate to your liking. The problem with this system is, the end result is still the same. If I allocate my acquired attribute points every level the end result will be the same as if for example another person waited until the maximum hard cap level to do the same. That is self-defeating when the purpose of such a system is distinguishing one players decision making from another’s decision making.
I’ll use vitality as an example since it is pretty familiar for many. If I spent all my points in vitality every level until I ran out of points at maximum level I will have an increased health pool. No different than if someone was carried to maximum level and then allocated all their points into vitality. The remedy to this is simple. If at level 2 I spent my points on vitality, I get an immediate effect (increased health) but also a progression effect (I gain more health the next time I level from having more vitality) then the person that was carried but dumped all their points into vitality wouldn’t have as much health as the person who chose to spend points on vitality during each level.
The tricky part is creating equal opportunity among the choices. I gather a lot of people don’t want this, and blizzard understands that enough people don’t want this as they removed the player decided attribute system completely in d3.
If the only thing that differentiates class build templates from each other is a factor that is easily negated by a person simply changing their mind you’re going to end up with cookie cutter builds. You can alleviate this somewhat with itemization, but to do so will also be tricky and even still, doesn’t distinguish builds from one another should identical or even similar items exist as options for the players to choose from.
If what you want is true character customization that has at the root player choice that is what you’ll need to do. A player needs to decide every time they level which way their block of clay is sculpted. Without the option to simply start over once they hit maximum hard cap level. Otherwise, you don’t actually want character customization with player choice as the factor that provides such difference. You simply provide the illusion that player choice is meaningful when it really is not.
Something like this:
Character levels up, spends all points on strength, which increases maximum damage for melee. At level 2, my minimum damage for melee increases since I had more strength upon leveling than I did at level 1.
Character levels up, spends all points on dexterity, which increases maximum damage for ranged attacks. At level 2, minimum damage for ranged attacks increases since the character had more of that stat upon leveling.
This way a player is making decisions every level that effect what increases their character acquires every time they level.
It may be more work than it’s worth to devise and balance out, but people that claim they want meaningful character customization based off the decisions they make yet insist that they don’t want to be penalized for not making “optimal” choices don’t actually want character customization at all. They just want their character to be the best it can be without any trial and error whatsoever. Which only serves to reduce longevity of the game. Without the ‘un-needed’ complexities the gameplay gets reduced to…
clickity click gg /flex
Happy New Years Eve!