Hello
Class systems are an elementary component of every RPG.
In D4 you don’t have a good feeling about this system and it doesn’t motivate you to dive in.
Skills are neither exciting and specialized, nor does it change the feel of the game.
What is needed is a deep skill system, which should not be as overloaded and clumsy as in a Path of Exile, as well as a story about the class and its development.
It is also fundamentally important that the class idiology is met and that this is also reflected in the gameplay.
It is a mistake to build RPGs according to progression and balance.
This can only end in a dead end, long boredom and monotony.
It’s a mistake when we go to the next level that a rogue has to compete with a mage.
The rogue, who is an efficient killer of an enemy, is inflated to an AoE wonder and is then supposed to be able to keep up with a meteor rain mage because of the competition.
However, this ultimately devalues both classes and makes everything all the more boring.
And this is exactly where D4 fails once again and simply works badly.
Every class is reduced to a standardized mishmash and thus misses the depth of the classes, the uniqueness and the different game experience.
Classes should not be balanced in RPGs, they have to do justice to their role and be oriented towards it.
D2, for example, did this much better and that’s why the classes all seem interesting, even if you start them over 20 times.
The differences in all areas is one of the core mechanics of an RPG and is what makes it good.
Hence this topic to make it clear to Blizzard’s class designers what to look out for and what to avoid.
The classes must not be the same and there simply must not be a built-in competitive mode as a benchmark.
You have to get away from believing that this kind of game is a competition.
This will always spoil everything about classes and rob players of the powerful RPG experience if the classes have their strengths and weaknesses and then play totally differently.
It’s not about kill speed, that is not and never has been the point of these games from a role-playing perspective.
So my appeal is to stop ripping the classes out of their origins, but to make them more fun.