Multi-class Loadouts

I would love to start a discussion on getting loadouts so that we don’t have to create multiple characters in order to try new builds.

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I would love for that to never happen in D4.
Goes against the basic premise of an RPG imo.

Respeccing, with some cost, is one thing. Being able to flip flop between builds with the click of a button, an entirely different one.

I was under the impression that blizzard intensionally made it so you would rather create a new character to create more play time.

one of the reasons I quitted WoW about 20 years ago to play FF11 was that didn’t want to create multiple characters to play different class… but I see that blizz has taken it to another level… they want you to create different characters to play different build of the same class. lol. this garbage.

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it’s a QoL issue. not a RPG issue. if you want to talk about “realism” it should take you 1~2 mins to remove and put on gear. you character moves slower as it carries more item. takes days to heal after using potion?

I think we need to start giving detailed command in order for characters to move from A to B too… like “left or right leg first?”

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Nowhere did I mention realism… Nor do I care about realism in games.
RPG does not mean realism. It means choices and consequences. It means creating a character, a build. Not everything everywhere all at once.

what’s wrong with a character that can play multiple class? FF11 FF14 players are perfectly fine with it.

There is enough choice just choosing a class. I’d be more in favor of difficult to respec if builds didn’t change power frequently from a patch, all content could be cleared by the same builds, and builds weren’t locked behind uniques / aspects.

But they do and are. Nothing is taken away from the RPG just because 1 of your Druids can sometimes use tornadoes and sometimes use landslide.

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Sure, each patch should come with 1-2 free respec tokens for each of your characters, so players can adjust to balance changes.

Definitely should be the goal (and yeah, it isnt yet, but by keeping a significant respec cost, it pushes Blizzard more toward ensuring it becomes reality)

There shoulnt be any legendaries/uniques that are required for builds to work. Such affixes should be moved to the skill tree/paragon boards. Items should enhance builds, not enable them.

That I strongly disagree with.
It both hurts the core RPG idea, and worse, hurts the combat design, when a character can just always be optimized against all challenges.

It both hurts the core RPG idea, and worse, hurts the combat design, when a character can just always be optimized against all challenges.

Yeah, we’re just going to fundamentally disagree here. I don’t think being able to cast a tornado and an landslide from the same character is any different from a “core RPG” perspective than being able to cast poison creeper and landslide… The idea that 1 spec loadout and only 1 constitutes a character seems like a pretty narrow view.

As for being optimized against all challenges, is your ideal then that characters can only be good at a subset of content to qualify as RPG characters? What about builds that can do it all, like Necro Bonespear? Are those cheating the system?

I’m good prioritizing fun over purist views of game genres.

Of course a character should be able to cast tornado and landslide. In a single build that incorporates both. At the loss of not being able to include some other skills.

A character should have strengths and weaknesses, defined by the build of the character. Which of course might result in a character that is great at some things and bad at other things, or a jack of all trades that is mediocre at everything.
All reasonably made builds should be able to do all content, it should not be hard locks (stuff like Immunities in D2 was really bad for this reason), just be better or worse at doing the content.

If a build can do it all, they fulfill my criteria above.
If a build is great at doing everything, they should be hit repeatedly, and hard, with a nerfhammer.

Same here. It is those strengths and weaknesses that makes combat challenges fun.