On the Significance of Skill Trees in Gaming

I’m starting to see people complain that the deficient base/core game is basically being ignored with seasons and possible improvements don’t persist. It’s just a little more content and relatively few items and aspects. A lot of eggs are being put in that items basket coming next season…

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You mean designing a game to be nothing but repeat x y and z every 3 months in a seasonal realm while also giving no higher tier end game grind in the eternal realm is bad game design?

Well I wouldn’t have thought that considering you know everyone likes to lv a lv 1 char to lv 100 every 3 months. I heard people love it!

In all seriousness they just have to give us a real end game grind in the eternal realm.

Give us more challenges and more fun.

Making eternal realm PvP zone monsters lv 150 would be a big change to the enjoyability and rewards. It will make the PvP zones feel like more of an end game content.

With helltide now having only a 5 minute down time, the PvP zones definitely need a reward update. Helltide having 5 minute downtime has made PvP entirely obsolete at every level. Thats not accounting for the NM dungeon drop changes as well.

But what do I know other than the end of game of thrones, one piece, the invisible college, who was d.b.cooper, where the fountain of youth is. I don’t know much at all.

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I hope they’re not rotten! Man, that would suck… :frowning:

For me seasons fit in with playing different classes and different “builds”, which may be why they made things rather inflexible. Apparently seasons are standard in the genre so there’s no escaping them. So far the only thing the developers have managed to accomplish is create literal grinds that no one is thrilled about.

It wouldn’t be surprising if the changes are underwhelming. So far that is the rule rather than the exception so I’m wondering what it is people are expecting. Furthermore, I question people having any clear expectations in general as to what they imagine ideal itemization in ARPGs is. As far as I can tell there may be some basic commonalities like:

  1. Players are power-hungry and want endgame items accordingly.
  2. Players also want build-changing items, unclear as to whether actively or passively so.

I’m all for great changes. What I do roll my eyes at are the ones that most would agree should have been there from the start but get added later as a way to fish for “good job on improvements!”

This season is a waste of time, they don’t have content for a season every 3 months, but they need it to sell battle passes and sell customized items. A season that doesn’t add anything. They didn’t launch a new glyph. There’s no success again .The community screams for content.We need CRAFT.I want to be able to create a TOP glove if I want and if I so desire.As long as it has gold,veiled crystals and gem.Create something useful every season that will stay in the game.Create a belt,Create shoulder pad.Create powers in the world like adding cold damage to all attacks after a boss on an open map.It’s not difficult to improve the game, they did it in the second season, but they stop there.

They’ll continue doing this as long as people keep voting with their wallets.

And they don’t want you crafting top gear. They want you farming pop mats and killing ubers.

They added content last season in the form of a handful of bosses and the AoZ grind. That doesn’t appear to have been too successful. Interestingly the most popular addition may have been the “green Helltides” that some people enjoyed mowing through. It is notoriously well known that developers cannot keep up with players in the production versus consumption of content. This is especially so when the content and gameplay is basic and players either move through it quickly or have to literally grind it. Yet multiplayer games, where the content may be fairly simple and static, can have stunning longevity.

3 levels of blood powers?? It was ridiculous. The developers must understand that the season must take time, and therefore its content too. Some runes will only fall in Tier IV, that’s how it should be in seasons. We need content at level 100.

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Apparently the stones take a long time to level but aren’t very fun.

When I saw the runes I thought the powers were, a buff for the seneschal and for us. It would be a lot of fun. Increase the range of our skins, but it was just an illusion. Yes, it looks like everyone will use the same runes, no there are many good options.

I think there might be enough to use the thing in a support role, but most of the choice is in damage with questionable practical differentiation. If things really are a dumpster fire they’ll probably try to “hotfix” it, which by contemporary Blizzard standards means salvaging some sense out of the situation.

I agree with Jean. More innovation is needed, and the heart of this game being an action rpg, more unique options for combat are needed - that is the focal point. Swing for the fences to give the crowd something to be really excited about. The crowd already showed up to the game and was going to anyway. Get them hooked or talking about something amazing.

Dynamic skill tree is a step in the right direction , and dynamic choice skills sound like a lot of fun to try. So many of my friends have abandoned this game three months in since no new ground is covered, they have played this same game 20 and 25 years ago. Not saying this is a gauge to whether a game is good or not, it just feels more of the same isn’t cutting it.

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I didnt read everything, sorry if I say something you already said…but here is my take:

I’ve been saying since pre season that the skill “tree” in d4 is too underwhelming…pretty linear and shallow", it has been showing since season 1 probably…

if you run a barb, what skills will you pick? let me guess, lunge, whirlwind, shouts and i dont know, ultimate? buff or something?

what if you pick rogue?..blades, the spinny blades, maybe an arrow skill, movement…and 1 or 2 imbuements?

I play druid, and let me tell you, it doesnt change much since pre season…maybe when i find an aspect I test it, but thats it…

the lacking of skills and choices for the player, and how the approach the game, is what makes it so underwhelming…the only compensation are a few new aspects which may or not work…

its not the lack of loot or unique items…its the lack of choices for building your character…if you pick two sorc players they will probably have almost the same skills…same with druids, and necros which they loose a whole archetype due to minion builds sucking for late game.

if the content for season 3 (robot/dungeons with traps) are boring, trying and testing new skills would make stuff much less boring because people would enjoy trying new things and discovering new ways to play

Well this is a first. :smiling_face_with_tear:

By the way, if you press S in-game to pull up the ‘Skill Assignment Flyout’ that’s basically what a dynamic [non-dependent] choice skill tree would look like, except you aren’t picking just one skill per level to have available on the action bar but three or four. A seemingly trivial difference on paper that could make a much bigger difference to gameplay. Unfortunately there may be little trivial in implementing more skills but the concept isn’t outlandish to imagine. Given that apparently R3 is unused on consoles you can also just use a dedicated button on PC and consoles to go into a dynamic tree (and pop out of it) rather than having to use one of the normal ability buttons. Alternatively, the initial thing that could be attempted is a dynamic version of runes and runewords as described in another post where you stick to a few levels (one or two mostly) as variations/follow-ups of pre-existing cooldown skills. That should be significantly easier to implement.

What the developers are banking on is that there are multiple builds per class, even with some skills being necessities (e.g. defensives on sorc). What undermines this premise is that players can relatively quickly go through multiple builds and classes, which may already take a lot from previous games, and any resulting gameplay is always seriously limited due to how a 6-skill action bar ends up working out. The core gameplay is basically neither fresh nor involved enough to grab players, hence why people tend to focus so much on the loot chase. Without a carrot you basically get a stick up the butt, and that stick has been lodged in there for a couple of decades now.

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Hey did you hear about the totally new boss mat and item duping glitch in season 3 frenchie?

I’m curious frenchie if you were in charge what would you do to fix season 3 now that there is nearly infinity boss mats on seasonal server within first week?

Me I would simply change bosses to require 0 mats this season, remove boss mats from the drop table, and ban everyone who had obviously glitched mats until season 4. But I’m an idiot sandwich.

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Lack of runes or powers that change abilities. We need Rapid Fire to increase range, Penetrating Shot to fire 2 arrows instead of one, Twisted Blade to fire homing rockets. level 1 and I’ll go up to 100 with it.It seems that Diablo 3 was better used in skills. I take rapid fire at level 1 and go to 100 with it. And only one aspect changes your skill

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Season-defining skills bugs, mats bug, broken resistances, inventory space issues, etc. Obviously the main concern is what this indicates about development. But, being pushed away from gaming has its benefits. For instance, even if I play for only about 90 minutes in the evening with an additional window before I go to bed apparently I get amped up enough to not be able to fall asleep normally and the quality of my sleep may be worse as well, with one consequence being morning exercise starts to slip up. Imagine what would happen if Blizzard could actually make a quality game. I used to play Overwatch until literal morning hours. It is probably no coincidence that the people who made that game were from a different generation of Blizzard developers so to speak. Kaplan, although not without flaws, seems to have been pushed out between Overwatch 1 and “2” where you know the product is primarily a money-making machine overseen by basically freaks, sorry for the word choice. I lean liberal on many things but the attitude and incompetence shift that has occurred at Blizzard is truly disappointing. Apparently there’s nothing we can do about it. Their undoubtedly great community people are “compiling” feedback on why the current season is trash. Pretty sure last season was trash too but now I’m seeing comment after comment claim it was great. I suppose flaming trash makes just plain trash look much better. You can lose your mind in these virtual worlds.

A dynamic implementation of this concept means that you not only have the options but you can actually decide between them mid-combat. There is so much room to improve this sorry game (with tons of very valuable assets) in this direction it’s not even funny. But most people tend to lack both balls and imagination. That’s when you end up copying PoE gems and apparently even some dungeon type and misfire hilariously on both while the inspired designer who supposedly came up with one of the ideas is “geeking out” on different gems doing different things. It’s mortifying if you ask me. The best part is if you were to look at the resumes of all the participants you’d think someone assembled the gaming version of The Avengers. It takes an entire company.

Isn’t it crazy how they could fix a lot of the problems by removing the need to have boss items this season?

Very sad. Just improve the game. If the problem is buttons, you can use the evade button. Not every character needs to evade. It would make it easier for builds to stand still, for example. Skills when reaching 8 points should have more shooting or more range, etc. Useless skills on the way up could be better in the end game. The game needs to diversify the builds. You should play with the same skill in different ways. I think this will only be possible with Runes or legendary gems.