Inspired by this post: The last big overhaul needed
There are several issues I want to address with this thread.
1. Skills not doing much on their own
Diablo 4 has a problem with skills feeling very bare-bones without an equipped legendary or unique power.
2. Some skills do much better
Many might agree that we have a problem with the lack of build variety and customisation options. Not every skill has competitive options or synergies through unique items and aspects. Patience is key, but this area seems to have a very slow traction in Diablo 4.
3. Identity of different skill powers
This point might look like a minor annoyance, but it is important for this thread and arguably for a developer: I often find that our current node effects would be better off as aspects, while our current aspects are sometimes on par with unique powers. The system works regardless, but it is not always clear to me how the devs decide which power belongs in which category.
In order to deal with these three issues, I thought of newly defined categories that are able to separate skill node / aspect / unique powers a bit clearer and give them more purpose. I came up with the following rules:
- Skill nodes: give the skill a visual change or different movement so it feels almost like a fresh skill. Better up to 3 and more options instead of 2.
- Aspects: can change some properties, numbers and effects
- Unique items: build synergies with other skills.
So here are some skills where these suggestions are applied. Note that there can be a bit of overlap between each category. Node 1/2/3 are the splitup options behind a skill where you have to choose one or the other. The single other node is left out in these examples. Huge damage mulitpliers are not always needed, you will see why.
Ball Lightning (Sorcerer)
- Node 1: orbits around the player/target, slows
- Node 2: moves straight and bounces from objects and environment, makes vulnerable
- Node 3: Spawns at the target location, does not move and jumps like a basketball, releases small Lightning Novas
- Aspect 1: Gets bigger for each enemy hit and explodes into Crackling Energy.
- Aspect 2: Attack rate increased, Movement speed reduced
- Aspect 3: Pulls in nearby enemies
- Unique 1: Meteors are now Ball Lightning spheres and vice versa (basically they switch visuals and all of their item powers).
- Unique 2: Hydra heads have a chance to cast Fireball, Ball Lightning or Frozen Orb if these skills are equipped (and transform to these elements for their duration).
- Unique 3: Frost Nova can freeze your active Ball Lightning to make Snowballs moving around, dealing Frost Nova damage (needs to be added) and effects.
Tornado (Druid)
- Node 1: Tornado autotargets enemies, do physical damage
- Node 2: Tornados moving faster and in a straight line, do lightning damage
- Node 3: Tornados follow you, do earth damage
- Aspect 1: Tornados leaving a path of destruction, dealing extra fire damage on enemies standing within.
- Aspect 2: Tornado can take environmental objects and corpses with it for more damage.
- Aspect 3: Tornado has a chance to pick up enemies and crash them against another enemy.
- Unique 1: Cataclysm spawns Tornados instead of “Twisters”
- Unique 2: A permanent giant Tornado follows you, getting bigger and more damage if it is in your hurricanes range.
- Unique 3: A Tornados eye regularely spawns a Lightning Storm Strike.
Barrage (Rogue)
- Node 1: Shoot 5 arrows one after another on multiple targets (our standard barrage)
- Node 2: Shoot 5 arrows at once in a cone
- Node 3: Shoot 5 arrows like you would do with Rapid Fire (this basically suggests to remove Rapid Fire from the tree with a better idea. Right now, Barrage and Rapid Fire are too similar and can be combined)
- Aspect 1: Barrage arrows have a chance to ricochet to another target, dealing Thorns damage.
- Aspect 2: Barrage arrows slow enemies for 20% and push them back.
- Aspect 3: Barrage is able to destroy smaller enemy projectiles (defensive aspect).
- Unique 1: Barrage arrows are considered “Forceful Arrows” (skill) if used with 3 combo points
- Unique 2: Active Dark Shroud shadows are consumed to add a Smoke Grenade to one of your arrows.
- Unique 3: Using Barrage whith active Shadow Clone Ultimate will spawn a Clone Army where each arrow of Barrage is shot by a separate Shadow Clone (looks similar to artillery shrine effect).
Everything I suggested here quite certainly requires a large amount of rework in the trees and items. But overall I think this is better than what we have. Skills have a much broader selection from the beginning, experimenting becomes a whole new experience. And finally, the devs can kill two birds with one stone when it comes to adding new items, as the rule for unique items benefits 2+ skills, and not just one.