Should spellbooks be back on D4?

But all that does is allocate one skill point into a skill. We don’t even know if skill comes will effect a particular skill or just be a skill point in general. But all skill tomes are essentially are a bonus skill point.

I think skill tomes work well enough for a game where you have one character but not good for a game like Diablo with several well-defined characters. Something I didn’t like about D1 was playing rogue or warrior and not having any skills that didn’t make me feel like I was playing a mage. If you remedy that problem then you have a bunch of class specific tomes dropping (which was the reason for removing droppable runes in D3). There is also the RNG aspect which I think is not great. You have RNG loot, I don’t think you need RNG skills too.

D2 skill system had problems but I prefer skill trees. I think TL2 did a really good job with the skill trees (no prerequisites no synergies, main issue is no +skills). I do think that you could add specific stuff (quests, teachers, whatever) to learn skill modifications (like what runes do)

Torchlight also did that. Skill points for the skill trees and then spell tomes which you could use four.

im a fan of a class-less system where you, through any mechanism you want, pick some skills to use and then get more proficient through use/expending earned consumables, etc.

I think a system where base skills are available for everyone to choose from (think white spell/skill purchases from a vendor) but then as you play, you earn points/mods that you can choose where to invest.

since they already talked about having linked gems (one controls how, the other what, that kinda thing), i would like to see that apply to spells/skills as well. IE you have a basic fireball spell… does fire damage, small AOE explosion when it impacts.

some mods might add just pure damage numbers, IE does +20% damage to everything. some might alter is basic abilities, IE +50% explosion radius, or something like adds burning damage over time to enemies hit.
Then something like a final mod that would allow you to change its basic nature, for instance, remove the AOE damage but ramp up the single target damage, or make the AOE cause massive knockback, or change the damage type from fire to something else.

say you can earn~10 of the first type, 2 of the second and 1 of the third per spell.


Can you please elaborate?

From understanding a “class-less system” means a druid can be a necromancer, a barbarian can be a sorc, a Paladin can be a hunter.

Am I misunderstanding your statement?

A classless system would mean you don’t create a Druid or a Sorceress or a Barbarian.

You just create a character, which can then pick up ANY skill to make any build you can come up with.

It’s got its pros and cons. Classless systems allow for a lot more freedom in making character builds, but you don’t have strong class thematics and have to balance the game around every spell being able to be used in conjunction with every spell.

I posted before about the idea of D4 Shared Skills. This would be a skill tree apart from the class one, and it would be shared between all classes.

This idea add the posibility of create more personalized builds. It would be some kind of multi-class without cross-class skills.

I like the spellbooks bcs they add an unknown factor and you can’t do the build you want from the start, you must work with what you get. And i loved the first time i played D1 not knowing which skills we could have.

I think that have a few skills that could be only unlocked with very rare books could be an interesting thing. It could be also be done giving mythic items a skill we can add to our bar.

You can read more about it in the Diablo IV Feature Overview in the link below.

I do remember that during Blizzcon it was mentioned that each skill would have perks at certain levels.

Since they didn’t mention whether or not they are class and skill specific I am gonna assume that they are just an average skill tome that will work for any class and any skill.

What happens with such a system is that the class is more of a race than a class. Not saying whether it is bad or good, I just don’t think it fits a Diablo game though.

I know that is a controversial opinion, but i would love to be able to play Diablo as UNDEAD. I mean, necromancer with Trang set on D2 can assume a vampire form? Yes, but is visual only. Would be cool if vampires act like vampires(ie - weak vs fire, take increased sun damage, is considered undead and subjected to holy bolt spell, etc)

Hopefully they stray as far away from Diablo 3 as possible. Good riddance.

There is nothing wrong with utility spellbooks that can be found for any class like in torchlight series.

D1 did something like that… well, an hybrid between both. That is why i think having a shared skill bar (apart from the class skills) and/or having items that give skills (powerful skills could be limited to mythic items) could be an interesting thing to personalize the builds and bring some of D1 back without destroy the class system.

That would be cool. They could make it a necromancer skill or one of the item skills (maybe a mythic item’s skill that allow you to transform).

Undead Transformation:

  • Pros: the transformed character can summon undead armies at no resource cost (the skill could have charges that regenerate with time).

  • Cons: stop to regen health (if it was a vampire it could increase their life steal but don’t be healed by healing skills or potions) and weak against holy skills(?)

It could be that but i would like it more if were skill specific tomes. I think it would make more sence and it would make it more interesting for the game.

  • How a random tome (even if it is ancient wisdom) would make you better at kicking or jumping? I think that specific tomes that teach a specific technique would have more sence. I don’t like it as much but even a class tome would have more sence, since it could be the book wrote by a master of the arts of your class and allow you to increase your general knowledge of that art.

In a word? No.

Spellbooks worked in D1 because all 3 classes had the same system to work with. They all had access to the same spells and abilities. The class distinction just said how effective they were with them.

Nowadays classes are far more diversified and aren’t working from the same base set of spells and abilities. Each class has their own.

Here’s a challenge for you. Make just 1 topic that doesn’t mention weapon damage scaling.


You should not be able to max out every single skill… That ruins The Class IDENTITY between players. You have to make Choices, that is a part of the APRG genre

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I could argue that it would fit for it being a book that raises any skill. Think of it this way that general skill tome would reflect someone training in that skill. Practicing fireball to be better at it will increase your skill at using it.

Look you don’t have to max out all skills and may not want to. There might be certain perks that you don’t want for certain builds. So in order to not get them you just don’t bother to raise the skill any higher. Think Torchlight series here, at least that is what I am told. They have perks for every five levels you raise your skill.

Bigger sword please.

Wolcen’s skill system works somewhat like this (though it retains 3 archetype bases rather than being fully classless). I’ve been playing the beta and have enjoyed the way choices work. E.g. deciding on which modifiers to select as the skill levels with use.

I didn’t undestand, sorry.

My pov is:

  • Specific skill tome: we find a book or scroll that teach us how to use that skill better.

  • Class skill tome: we find a book or scroll that teach us our class’ techniques. From there one can think it like we decide to focus our learning in one technique over others.

  • General skill tome: i can see it being a thing if it was for D1 in which we can learn magic, and find an ancient tome could increase our general knowledge and power. But for a class system i don’t see how an ancient tome that talks of something we don’t know would make us punch or kick hardder.

My point is that if they want to teach us ancient ways to improve our techniques, then it makes more sence if the books talk about those techniques.

With all that, i also think that the main reason to have more specific tomes is more about add flavor to the whole thing. A single tome that works for all, it is just something else that can drop, while the other thing creates a whole system.

Not kicking or jumping BUT people who practice HEMA study medieval books showing the correct posture, moves, etc.

On Gothic 1, when you start the game, your moves with a 1 handed weapon are awful. Looks like a generikun shonen protagonist. When you find someone who trains you in “one handed”, your posture and moves change to something more historically accurate.

I can pick in my mind the same happening with a tome.

The last that i can remember

I strongly agree.

Yes, but wouldn’t that be a class tome and not a general tome for all classes? If i want to learn boxing, i wouldn’t go to read a HEMA book.

But even if the class tome is the one that makes more sence to me, i still like more the specific skills ones. The reason is that in D1 (which i am playing atm) when a book drops, you not always get the one you want, and the ones for more powerful skills are hardder to get.

If they go with a general tome, then each time a book drops, you can increase the skill you want, and if they do the class books, then you only need to divide that between the amount of classes but is the same thing.

Not really the point, which is that you never talk about anything new.