When you use an ability with a cooldown do you think it would be cool if some of your buttons are temporarily remapped to a set of follow-up options to choose from, extra things your character could do?
I see what you’re doing here. I’ll just say that it would have to be the same button you pressed initially. If it changed my other hotkeys, we’d have a problem. I’ll use Sorc as an example. Let’s say you cast Fireball, but all your other hotkeys change to a follow up skill with another fire skill of some sort, well I just lost my ability to teleport out of danger after casting Fireball (even if it’s only for a split second). Now if the Fireball hotkey was the only skill to change to let’s say Bigger Fireball, sure no problem.
I think you could add 20 skills to a game where game play is “stuff runs up to you, you one shot it to pick up the token it drops because you need to get thousands of the token in an hour” and it would not really change the game much aside from clicking more buttons…
I kind of get wanting more skill slots and depth, but I don’t think it would help a ton right now with the gameplay itself being basic, and they’re struggling to get the balance right on the skills we have right now.
Kind of hoping for more skill depth in a future expansion or game though, maybe.
Fireball is a spammable core ability so not a good candidate although if there’s a will there’s a way. A same-button augmentation is something, but doesn’t do much to enhance gameplay. An exit button should always be available and there would be a split-second tradeoff.
Agreed on there being an issue with lack of difficulty. I think one way to improve that is to make player characters more dynamic so that enemies can be more dynamic too rather than math-buffed a la AoZ. Your character is at the very center of gameplay and is indeed basic. Balance is always a struggle and a common excuse for not pushing a game forward. If you wait to perfect balance you will never be able to move forward.
i like it how it is. they just need to make more skill viable so there are more builds out there. but as far as the use of skills and how the fighting currently is i dont see an issue.
OP, I like your idea but it sadly is escaping casual territory and blizzard built Diablo 4 for mind numbing monster slaying with little thinking as to include the masses and their wallets for costmetic sales.
I ask again because this kinda thread seems to come up every once in a while. What’s the purpose of a one button multi cast macro? In the old days, blizzard other game World Of Warcraft allowed these type of macro. It also became a bannable offense later on.
I want to see a much more expanded Skill Tree and the Paragon system removed entirely. They need to change it from 6 to 8 Skills at a bare minimum. The game should be balanced so you are never easily one-shotting content or being one shot. Bosses need more mechanics added to them to make them more engaging. Defensive Skills and resource skills need to be fun to use. They need to get away from the idea you have basically a singular Primary Attack.
First I googled “one button multi cast macro”. Then I went back to the opening post to see if in its two lines of text I failed to be adequately specific.
Honestly, I don’t think Blizzard actually know what they’re doing. They might be making assumptions, God forbid “backed by data”, but this game is clearly such an unoriginal turd that you don’t make it deliberately with several years of planning and development backed by a big name with resources if you actually know what you’re doing. Case in point, they were thinking of incorporating a battle royale. That’s when you’re so clueless you just grab the most popular thing and try to jam it in. I don’t buy the turnover argument either. There’s a difference between being something by profession and having actual talent, inspiration, or purposeful creativity.
By the way, I’ve seen a few comments on PvP not supposed to being a throwaway aspect. Gee, I wonder how that could be made better.
You know what I hate most of all though? I understand if people suck, I’ve had some experience myself. But if you are god-awful and you cultivate the appearance that you aren’t, and you talk about how you do this and that and how you are this and that, that pisses me off.
So which is it? You want to just press Right Click for a 10 spell rotation?
How did you get that impression? Think of it as multiple action bars on the same for example four buttons (1-4). The deep dive version is a series of consecutive action bars whereas the let’s call it D3 runes version is a few different choices made available to the player as a follow-up to skills with cooldowns. It really shouldn’t be a difficult concept to picture, and no, it’s not ridiculous. It may be rather novel, however, and some people seem to believe there is no such thing as novelty, from a forum poster at least. Certainly the D4 team isn’t hot on any sort of novelty and this whole ARPG genre seems more or less stuck in time so I guess novelty itself comes off as preposterous.
I kind of saw what you have in mind I think in another game I forget which, where a skill proceed into like a higher version but slightly different for slightly more damage and variety.
For example main attack pushed was always sword slash so sword slash proceed into say heavy jumping sword slash which you then had to hit via another hot key or onscreen to make it work. Or just continue hitting main attack optional as though nothing happened.
The only way I can see this working would be if it was then bound to an extra new key to hit not your current 4 and non macroable.
The game I’m thinking of had skills that could proc through 3 tiers like this if you were lucky.
Sounds like the straightforward augmented skill thing Iggi had brought up earlier. This is not it. Even in the version where the follow-up is based on the standard skill the whole point is for there to be multiple choices. …Also, is the game you’re thinking of a mobile game?
Nah PC game, it did have multiple choices based on skills it was pretty technical, not as straight forward as Iggi said and I am over simplifying it.
I still can’t remember what it was to take a quick look.
It was definitely unique and I have not seen it since
If you remember or find it I would be curious to take a look.
What’s the purpose of this function? Three skills doing 10,000 damage is the same as one spell dealing 10,000. The only difference is flashier moveset.
What’s the purpose of having damage skills beyond core and basic? What in the world is World of Warcraft doing, or any game that gives you more than one option to deal damage? Also, you keep asking the strangest questions without bothering to read anything. Additional damage skills and variations are not the only options.
WoW has shifting spell playstyle because of botters. Having to press multiple buttons when buffs or procs comes up help combat botters by lowering DPS potential. Your propose function adds nothing except more animation per second.
Would you believe me if I told you you literally just boggled my mind? Like, do you actually reflect before or while you post or are you basically a random thought generator?
I would much rather just have more action slots, so there wouldn’t be any need to switch skills in on the same slots.
However, having some skills “evolve” as they are used, could certainly be a fine skill mechanism for some skills. Both D3 and D4 got some skills that do something like that, like “third attack does X”. Like Crippling Wave in D3, where a Daze is added.
A lot could be done with that kind of mechanism. Shouldn’t be all skills, but something that could be added to some skills.
Could maybe also be something for a class mechanism, with a class designed around some kind of a combo system (which is not to say other classes shouldnt have such skills too, just that one class could be extra focused more on it).
Not all effects are pure DPS.
Agreed. Losing our other skills definitely should not happen most of the time. Again a reason why more skill slots would be better in most cases.
Of course, there are also some skills that do indeed change your entire skill bar. Like some of the transformation skills in D3. Archon as an obvious example.
Ignoring how terribly balanced the transformation skills in D3 were, that can be okay.
Heck, I very much wish druid shapeshifting in D4 had more of that, instead of just being glorified animations.