Make the skill tree up to 10 each rather then 5. Add synergy’s. Give us back stat points to drop every lvl as well. All the stat points that are awarded per lvl, and are currently allocated automatically should be given to us for manual use. Charge for stat relocation. Put the stat builds you would recommend online, and give the player their choice.
No.
I already played D2 to death. I want a new game.
Yes.
The skill tree is shallow, and giving the stat points per lvl is absolutely better and healthier from a rpg character building standpoint. Rather then leaving it in the hands of AI auto selection. This also allows for better min maxing, and is a very simple way to give back the complexity to the player. It adds replay-ability, more depth, personal customization, and it solves some of the problems people are having with the current skill tree. We don’t need our hands held through the lvling process. If you actually played D2 to death, rather then resurrected a bunch times. I imagine your an adult and I find it hard to believe you wouldn’t welcome this kind of character customization.
Probably the most promising thing i have heard anyway. I don’t even understand your argument. Adding 5 more to the skills does not make this game D2. That is a red haring. It’s a simple way of adding breadth to the skill tree. Besides most arpgs have adopted Diablo’s original core mechanics. I’m not sorry you had to play the game as much as you did. I still enjoy it now.
This game plays more like D3, or Diablo immortal, then D2 anyway. The most similar thing to D2 that is in D4 at the moment is that some of the armor pieces affixes have +1 to skill on them, Dry steppes, the color pallet, more potion uses, and of course way points. Even the itemization feels similar to D3. The drops are too high and rares are not rare anymore. We just salvage most of our found gear. The removal of magic find as a stat has added to a far larger drop rate then necessary. Hopefully whites have some uses as well, so you can craft with them and they don’t lose their value after your first 10 lvls.
Allowing progression per 5 points instead of 10 allows people to get all their skill types filled and still have enough points to go back and get bonuses without losing their pathing to the better skills. When it comes to Attribute points i don’t know how i feel yet because I’ve only played the game like 2 days. So I’m not going to say they need to change it based off of almost no play time. I like the game so far and it feels pretty good. Just needs some optimization.
Granted I’m level 25, renown II world tier II with all legendaries though i still need them upgraded. Some of the attribute changes IMO come more from the skill points and the gem socketing. For me that’s enough right now.
The attribute system in diablo2 was dumb.
Strenght and dex to gearbreakpoints. Nothing in energy, rest in vit.
I am glad to not see it making a return.
Also although we haven’t seen it yet this game has paragon as well. So once we get to endgame we’re all going to be spending attribute points anyway. We’re going to get to min max and make our characters what we want through the skill tree pathing, gems, and the paragon points. Makes sense to me.
I felt like the skill/spell increments (more points u put in them) was quite a waste. As their scaling was like 4 more damage… not sure the difference in end game, but I just noticed something, D3 has more skills then D4 per class… so we’re getting a TON less of options in D4… soo much for variation
An ARPG is about player choice. While some may consider stat points “dumb” it allows each person to customize thier build as they see fit. I should all would want that. Been playing rogues for decades and I prefer the glass cannon approach which cant be done currently. Maybe end game? Again, it’s about the freedom to choose your own playstyle.
It was not dumb, far from dumb actually.
You’re going to have to get stat breakpoints through the gear now instead. +30 to strength as an affix for instance. I personally love the OG system. At the very least the base stats was chosen by the player themselves, and they get to choose where their stats are favored. Player choice seems like a good thing. You don’t have to worry about stat requirements anymore anyway, but the game should allow us to be selective about our base stat points regardless. Its a more holistic feature that many rpgs still do today.
You would think that, but in practice that is not at all how it works. Certain stats are just more heavily weighted and more competitive in PVE/PVP and people don’t bother with the rest.
Well i think people will get a better idea of how this works when we’re actually allowed to hit max level and play with more types of gems and gear and use our Paragon points to min max. I think we’ll all kind of get what we want.
Go back and take a deep dive into those skill trees. Your power is coming out of how all those passives are working together, NOT flat increases in damage due to sinking points into the active skills themselves. I rarely go above 1/5 on a skill because the passives are far more valuable.
Well D3 gave the illusion of variation. Builds were basically determined by sets.
So this new game you’re talking about… where is it? because D4 isn’t a new game at all. It’s very similar to D3 in every aspect besides some things. All your power is connected to items and items alone. The talent tree is a facade and does nothing to enhance your power level. All you’re doing is selecting what skills you want to use, but the talents themselves don’t really enhance the power level of the skills at all. It’s directly connected to better item quality and little else.
Yeah, D4 is trying some new things, but it’s 95% diablo 3, and 5% something else.
This makes sense for things like Dungeons and Dragons where you have more variables than just kill bad guys, but here you just want to become a stronger combatant.
Unless you’re just one of those dudes who enjoyed Swimming as a stat in Deus Ex… or Stamina in Diablo II
Um way too late to make any those ideas.
The thing is I completely see where OP is coming from, but the game is designed from the ground up not to use raw stat allocation, so such a suggestion is largely illogical.
I don’t think my gameplay would have changed significantly if I would have had a few mouseclicks with each level up to allocate points into obvious stats.
Skill trees are a bit more shallow than I’d like, but there was still plenty of build diversity there. I tried a few builds for each class that were completely distinct from the eachother.
That’s kinda the point here. you pick the skill, you pick its passives, and that’s about it. 3 total skill points allocated. You don’t get to deep dive into the skill itself. That lvl 1 fireshield for instance is a lvl 1 fireshield with some passives. Having a lvl 10 fireshield adding to damage, cd, and other desired traits comes from your gear now. Without the gear your not an adept firemage; your an apprentice with some gear affixes. I do notice some synergies later down the tree for sure. Like modifiers to frost/fire skills specifically. which is welcomed, or you can chose to have more mana. But the increases you get when you stack them, are just not there. Its often a 2-4 damage increase. 10 mana for a total of 30, or a 0.2 to cd reduction for a total of 1 second. We’ll see when paragon launches. Just right now, I find it shallow.