Have you ever wondered whether it is worth to invest more points in a skill? click on it
I like that skills can be leveled up. Adding points with equipment is a nice system. However, after the introduction of Tempering affixes it feels a bit underdeveloped, with mostly using either cooldown reduction or adding some percents to damage. While cooldown is literally cool to have and clear to read, the majority increasing only damage is just boring.
Damage varies a lot due to buffs and upgrades from many additional sources (Equipment, Paragon, Aspects). Since there is no āgoal valueā, and since other skills all have different base values, it is difficult to determine how big an upgrade really is in comparison. Furthermore, the out of combat talent tree tooltips almost never align with what we see on screen. In the end, all this leads players to rely on a simple āmore is betterā formular, and to ignore the obscure numbers.
This is no problem per se, but if a player does not understand the impact behind a system, then there is no imagination how progressing it will change a playerās experience, and ultimately no excitement in explorating the system with investments. In short: it is not fun.
In recent interviews, the developers have indicated on an overhaul of the skill tree. From what I have heard, it seems to implement some transformative things in the tree for each skill. That sounds good at first. And while they are at it, I want to provide feedback for another related issue I like to see improved: skill leveling.
In this post I suggest some additional properties/stats to increase for each skill point a player has invested through various sources. My intention was to find properties that are more interesting than just percents of base damage, and therefore much clearer to the player within the first few points. Clear in communicating that a level 20 skill will feel different compared to level 1 or 5, making a player curious to try and play it.
However, the suggested properties shouldnt increase stats easily to the max limit; just a little is enough to make the power growth noticable, and also to free some equipment affix slots, which is very helpful for customization.
Optional skill properties to increase with each point
+ Cooldown Reduction click on it
Not new, but this is what I am talking about, so I put it first. Cooldown Reduction not only gets powerful skills closer to a spamy state. The difference in seconds is clear, it is fun to imagine the upgraded effect in advance, and it feels good to invest points in it. Thats all I ask for.
For some reason, improving the cooldown via points is not enabled for all cooldown skills in Diablo 4, but mostly reserved for the Defensive and Ultimate branches. This is another reason why I want to mention it here; to suggest a removal of this outdated limitation.
+ Appearance / Transformation click on it
Improved visuals are ideal to display how far a characterās progression in power is. Skills progress as well, and they tend to look very basic without any buffs, so why not let them show their power level this way.
- Imagine Necromancer skeletons transforming into a stronger looking version with more and more armor parts being added.
- Or Lightning Spear (Sorcerer) grows into what could look a bit like an asian dragon.
- Or Druid wolves mutating into werwolves and even bigger creatures.
All of this not by equipping some unique item oder aspect, but by investing skill points.
Actually, this feature exists to a small extent for (some) skills, but it is limited to a single visual change that is also very restrained in its intensity. I would love to see this more developed and visible, with many incremental steps from level 1-30+.
+ Number of effects / units click on it
Related to appearance, but it hits different for me. It is a feature that I dearly miss from Diablo 2: Increasing the number of skill effects with skill points. This can be very appealing to explore, even exclusively for the visual addition, as the sheer amount (minions, arrows, charged bolts, hydra heads) feels like a symbol of strength. And, of course, it looks very cool at high skill levels.
+ Size click on it
Also related to appearance. Very impressive are size upgrades as they expand a skill effect to be more screen filling. Personally, I always have fun to increase these properties with Tempering, even if it is just to see how it looks.
+ Duration click on it
Provides more comfortable handling of buffs and debuffs. For example, this property can increase the duration of war crys, but also the duration of Crowd Control, Vulnerable, Damage skills, Bleeding, Curses, etc.
+ Lucky Hit click on it
Granted, Lucky Hitās effectiveness is a bit harder to grasp as each skill has a different base value. Furthermore, the stat is rare on items and these appearances tend to be small, so most players ignore Lucky Hit entirely.
My reason to suggest it here is the very high cap of 200% Lucky Hit. Thats why I think it couldnt harm to let skill points contribute a bit.
+ Attack / Casting Speed click on it
Attack speed adds a lot to the gameplay feeling. This would also only benefit the specific skill, e.g. Pulverize will get Pulverize Attack Speed.
+ Chance to cast twice / deal double damage click on it
The chance to cast twice / deal double damage is quite popular for offensive skills since it was introduced. It is strong and, whatever number the damage result may be, always clear about how big its effect to the skill is.Well, it would be even clearer, if the character stats list was up to date with showing double cast/damage values. Currently the list is very incomplete and seemingly random in what affixes are shown.
+ Any skill modificator stat click on it
Modificators are the Y-node options behind a skill a player can choose from. May it be about Fortify, Healing, Resource, Crowd Control chance, Damage reduction, different thresholds or prerequisites to trigger another effect; These things could be included in the skill levels.
Skill Examples
Here are a few examples with Druid skills where some suggestions from above are illustrated. You can see how the properties/stats grow along with the skill level from left to right. Note that values for cooldown are not exact, level 20 is not meant to be the maximum, and the camera icon is for visual transformations without other effects.
Landslide lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
number of pillars | 4 | 4 | 4 | 5 | 6 | 8 | |
chance to cast twice | 0.0 | 1.5 | 3.0 | 6.0 | 13.5 | 28.5 | |
attack speed | 0 | 2 | 4 | 8 | 18 | 38 | |
pillar size % | 100 | 103 | 106 | 112 | 127 | 157 | |
lucky hit | 20.0 | 20.6 | 21.2 | 22.4 | 25.4 | 31.4 | |
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0 | 4 | 8 | 16 | 36 | 76 |
Tornado lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
faster tornados % | 0 | 5 | 10 | 20 | 45 | 95 | |
enemy tracing % | 0 | 3 | 6 | 12 | 27 | 57 | |
size % | 0 | 2 | 4 | 8 | 18 | 38 | |
chance to cast twice | 0.0 | 1.5 | 3.0 | 6.0 | 13.5 | 28.5 | |
lucky hit | 8.0 | 8.2 | 8.5 | 9.0 | 10.2 | 12.6 |
Lightning Storm lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
maximum strikes | 5 | 5 | 5 | 6 | 7 | 10 | |
strike accuracy % | 0 | 3 | 6 | 12 | 27 | 57 | |
dancing bolt spawn % | 0 | 2 | 4 | 8 | 18 | 38 | |
chance for double damage | 0.0 | 1.5 | 3.0 | 6.0 | 13.5 | 28.5 | |
lucky hit | 15.0 | 15.4 | 15.9 | 16.8 | 19.1 | 23.5 | |
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0 | 4 | 8 | 16 | 36 | 76 |
Boulder lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
cooldown in seconds | 10.0 | 9.7 | 9.4 | 8.8 | 7.3 | 4.3 | |
rock size % | 100 | 103 | 106 | 112 | 127 | 157 | |
rock speed % | 100 | 103 | 106 | 112 | 127 | 157 | |
lucky hit | 5.0 | 5.2 | 5.3 | 5.6 | 6.3 | 7.8 | |
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0 | 4 | 8 | 16 | 36 | 76 |
Wolves lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
number of wolves | 1 | 1 | 1 | 2 | 4 | 8 | |
cooldown in seconds | 11.0 | 10.7 | 10.3 | 9.7 | 8.0 | 4.7 | |
movement speed % | 100 | 104 | 108 | 116 | 136 | 176 | |
cleave damage chance % | 0 | 3 | 6 | 12 | 27 | 57 | |
wolve attack speed | 0 | 2 | 4 | 8 | 18 | 38 | |
chance for double damage % | 0.0 | 1.5 | 3.0 | 6.0 | 13.5 | 28.5 | |
lucky hit | 50.0 | 51.5 | 53.0 | 56.0 | 63.5 | 78.5 | |
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0 | 4 | 8 | 16 | 36 | 76 |
Ravens lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
number of ravens | 1 | 1 | 2 | 3 | 5 | 10 | |
attack rate in seconds | 5.0 | 5.0 | 4.9 | 4.8 | 4.5 | 4.0 | |
cooldown in seconds | 15.0 | 14.6 | 14.1 | 13.2 | 10.9 | 6.5 | |
crit bonus | 8.0 | 8.8 | 9.6 | 11.2 | 15.2 | 23.2 | |
active attack size % | 100 | 103 | 106 | 112 | 127 | 157 | |
chance for double damage % | 0.0 | 1.5 | 3.0 | 6.0 | 13.5 | 28.5 | |
lucky hit | 45.0 | 46.4 | 47.7 | 50.4 | 57.1 | 70.7 |
Cataclysm lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
cooldown in seconds | 60.0 | 58.2 | 56.4 | 52.8 | 43.8 | 25.8 | |
duration | 8.0 | 8.4 | 8.8 | 9.6 | 11.6 | 15.6 | |
tornado frequency % | 100 | 103 | 106 | 112 | 127 | 157 | |
chance for double damage % | 0.0 | 1.5 | 3.0 | 6.0 | 13.5 | 28.5 | |
lucky hit | 62.0 | 63.9 | 65.7 | 69.4 | 78.7 | 97.3 | |
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0 | 4 | 8 | 16 | 36 | 76 |
Grizzly Rage lvl | ā | 1 | 2 | 3 | 5 | 10 | 20 |
---|---|---|---|---|---|---|---|
cooldown in seconds | 50.0 | 48.5 | 47.0 | 44.0 | 36.5 | 21.5 | |
maximum duration | 10.0 | 10.4 | 10.8 | 11.6 | 13.6 | 17.6 | |
damage reduction | 20.0 | 20.5 | 21.0 | 22.0 | 24.5 | 29.5 | |
fortify per second | 8.0 | 8.8 | 9.6 | 11.2 | 15.2 | 23.2 | |
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0 | 4 | 8 | 16 | 36 | 76 |