sorceror should really be able to change elements of skills. give tleport the ability to be changed to fire and leave a flame trail behind it. or turn meteor cold and slam a giant chunk of ice into the ground
I like this concept too, but something like this need to be built-in and designed into everything the class have. It will be easier to created a new class with this “change element” as gimmick than to alter the Sorc.
Now in D4, Sorcs were made to focus on 1 element (sadly).
I am hoping they do this with the skill tree revamp, and for all classes.
Didn’t D3 had it? Most skills had a base attack and as we leveled it was opening different elements to that same skill?
Most players “despise” every mechanic copy/paste from D3 to D4.
Yes, D3 had it (to some extent). But that is the thing, in D3 every skill of every class was designed to support that type of variant. The skill tree itself was the “Rune System” and the whole game was balanced with that in mind.
In D4, the game is “balanced” more like in D2 where you choose 1 skill and boost it to heaven. The flexibility that D3 had is non-existent in D4, which is a shame in my opinion.
also alot of their kit is useless. meteor enchant 8% upgrade to 10 % on paragon. i dont think ive even seen that proc. a percent of a percent to active is pretty stupid
That is bad… agreed, all damage enchantments are.
Actually, that is how it always worked, since D2. Slow attacks have “1 to 1” chance (100% Lucky Hit) and fast attacks have a fraction of that, like 0.4 (40% Lucky Hit) .
What D4 did was to be clear about it and turned into a mechanic that can be buffed. This is a great “win” in opinion. Some of the implementations that are lacking…
i know d3 had procs. i cheated the proc effect on wd to build fetish army. d4 lucky hit proc just dont feel impact and there is barely and good procs. it feels like they had a plan for lucky hit and then they forgot or something.
I think they just realized that it kind of sucks.
So much of the early Sorc kit was built around “chance to do X”. Sometimes that was lucky hit, sometimes it was just a flat chance. It made us OK at dealing with mobs in groups, where the chances tended to proc over a large number of hits, and horrible at anything single target, where they often didn’t.
The unevenness of it made it hard to balance the class, so we have skills like Hydra whose lucky hit chance is so low that it might as well not have one, and enchantments like Meteor that are nearly useless against single targets. And we still see stupid implementations of “Chance to do X” like the reworked Vyr’s Mastery.
I wish they’d move away from those mechanics.