Resource Regeneration in Diablo 4

Isn’t there a better idea than put everything on a cooldown and make players build resource with a “generator move”? This just gives me pain in my gut cause it makes me feel bad.

How about energy globes or mana pots. I really don’t want to attack with some worthless attack that’s only valuable cause I HAVE to use it to generate mana. Talk about a fake skill and illusion of choice (just like the new skill system, at least it does open up +skills as a modifier which was badly needed in D3). Are there really not 6 good skill choices in Diablo 4 that we have to rely on a resource generator as one of our choices? The game isn’t deep enough to where a player needs more than 5 skills?

Also, why 6 skill lock and slow movement again. Why can’t there be a good looking run option in Diablo 4? This game looks EXACTLY like Diablo 3, a limited arcade smasher.

Everything about Diablo 4 that’s been shown has looked just like Diablo 3. The skill system, the skill tree, the resource generators, the scale, the bouncy run, the movement skill, the goat boys, it’s exactly the same garbage game. I WANT DIABLO 2

Edit: inb4 the trolls come out- don’t tell me I have D2 Sherlock, it’s pretty obvious what I’m asking for when I say I want D2; I don’t think I need to be explicit with my meaning.

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Imo mana potions would be bad. Without cooldown they break the game, with a cooldown, they likely wont have any meaningful role to play.
Energy globes as one of many options could be interesting. Something you could get through gear/skills/passives/runes, and not something that existed for all builds. I think D3 healing orbs should be brought back in a similar way.

The goal should really just be that some builds use generators/spenders, some builds dont, focusing on resource cost reduction/regen stats etc. (just needs to be much harder to do that than in D3, where you just equip a silly legendary with 80% resource cost reduction). And then something like generating energy orbs could be a third way to go for some builds.
Options <3

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Hmm I don’t know, I mean mana is a problem in D2 if you get rid of the meditation aura or take it off of Insight. Spamming a skill and chugging mana pots is more exciting to me than casting the spell a few times then taking a break to hit them with an auto attack to generate my resource. You know, this system makes people have to manage their mana pool instead of an annoying system of switching to their auto attack to hit the monsters several times.

Builds that don’t require energy generators sound good. I don’t think energy should be generated on skills at all. I mean, it’s like they’re forcing us all to play martial arts claw assassins, the least popular assassin. This type of gameplay should be more of a niche than a requirement.

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I personally dislike Resource Regeneration and this is primarily why I focus on builds that either don’t need a resource generating spell OR can use one as a primary attack for the class. Literally dating back to Vanilla I tried to work around resource regeneration by running a zero-regen build with my Witch Doctor

Cool-downs it just depends. Something that has a LONG CD, say over 30 seconds, I dislike how it tends to create a bad pattern in the game. If the skill is good enough you tend to stack CDR AND (if needed) minimize encounters until it is off of CD. This system is really hard to work around for some classes/build ideas so it is something I tend to be forced to tolerate for some classes (Crusader is a great example) but tend to be builds I wind-up disliking over time as you become more and more reliant on the “big CD”

Movement doesn’t matter a ton to me but when it comes to the skills options, honestly, do we really need more than 8? Even when I look back to D2 (which, yes, I do still play some) very few builds I have done will break 8 ‘active’ skills being used. I think 6 is a bit too restrictive but I think 8 would feel about right to me.

100% Agree that I am really hoping the skill tree gets fleshed out more as they (devs) stated at Blizzcon that this was an alpha version that would likely have additional layers to it. I’ve stated previously how I would like to do it (quickly: there is a skill tree for each skill you invest into and then a more meta talent tree).