Yeah but be accurately controversial next time. If I had to type my example it would be a build essay. I found an item with an affix that changed my build and helped me to learn more about fortify and overpower. You can disagree all you like, but in the realm of cheap opinions there is still a sense of objectivity that we need to adhere to for a workable frame of reference.
Yeah, I mean im totally open to that. I hope that it’s understood that im not saying that its trasv or there won’t be a much more interesting end game.I believe i mentioned that somewhere. I just think from first impressions that some stuff could use some refinement and some design choices i think are a bit of a bummer.
Anyway yeah thank you for your comment, it brings me a some of that excitement back.
I do agree on the skill tree(twig) it seems very bland and boring at this stage, more levels and skillpoints won’t fix that.
Having to choose between passives that give like 5 more mana on crit or 10% more attack speed is just not exciting and skill redefining enough for a skill tree.
And I’m a little bit worried that the paragon board will not be enough to change this when we see the full game, from what i’ve seen so far(I might have missed something ofc) it largely looks like, increase stats, increase % damage, defensive %, gain fury/resource on crit type stuff and not really skill augments that make your skill FEEEL different and special.
Would love to see more options like “Your hydra is now a cold hydra and throws frost novas”, “Your wolf has more attack speed and now does fire/burning damage”, “Your Blizzard is now a fire skill and looks like Armageddon raining fire from the skies”, “Turn your Skeleton mages into elemental AOE Machines”, “Make your Skeleton Mages physical Singletarget monsters” anything that augments your skills into something cool… and not just, YAY if you pick this passive then you get 5 more mana each time you crit. and if you don’t like that you can pick this other passive that gives you 10% more attack speed.
Anything that also changes the way your skill works, how it looks, feels, plays. element changes.
There should be a good amount of both, for you to feel like you’re crafting an unique personal build.
Even 70% of the legendaries we have seen so far has been, “Forfill this criteria and receive xx% more damage on this skill” type items.
I’m worried we will end up in a place where once people have tried the different skills, then there is no replayability, because all the skill trees and paragon boards and items are build around defensive %, offensive %, proc an offensive or defensive stat, gain resource on crit, which will becomes boring after a few seasons, because then all it comes down to on a new season is that you create a class you have already tried all skill variations on, and then gain more stats min/max compared to last season.
Absolutely!! You completely get what I’m saying. People arguement to me that these incremental x% does do something. As if I’m saying it doesn’t exist. Sure it’s there, it does … SOMETHING…
but is it interesting? Engaging? About your point of replayability, that’s totally my point, thank you for mentioning that. I want Diablo 4 to be a game where you start a character and you make your build as you go depending on what loot you find and have abilities that can be used in a completely different way than other people even though its the same class. (Like your blizzard example, or many others we have suggested.)
My disappointment comes from knowing how incredibly awesome it would be yet knowing blizzard is not going to make it happen. They want a very overcontrolled experience and I understand their reasonings but it doesn’t mean I prefer them.
I hope that with higher level and paragon system we get a more interesting system than what we currently have, but I remain stoically convinced that we wont get this more expressive class and itemization system that im sure a lot of people would be extatic about.