Breaking News! Bashiok says One skill tree.

Kiroptus

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

Whatever it does its certainly way better than the D2 synergy system which is ridiculous in terms of limiting builds. Its all up to the skills and how they function in the game. I am very positive about these, I was far more worried when it looked like it would be like the WoW talent tree.
 

Bad Ash

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

That is a ridiculous argument. Most of us have played a lot of games. We know how various different systems work. We have been given a lot of information on the skills of both the Wiz and Barb. We also know how gamers tend to think and act. If we keep that in mind we can argue over what could and what would not work. How the final product turns out is anyones guess, but we can already spot some of the pitfalls.

I went on to say there is better ways to dis-agree than some of the ways people were doing it. Instead of saying "it wont work and thats that" or "people will pump synergies this sux" those arent valid arguements. Thats all I meant.

Disagreeing sparks conversation and can lead to good debate. I dont want a world where no one can disagree with anyone, I was just saying there are some better ways to do it than others



 

Puckineh

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

The problem i see is there wont be any sacrifice for having the skills you want.

Instead of having to decide between the skills i want to use and finding a way to make my build work within the limits I'm given. I can just take whatever skills I want without having to worry

In diablo 2 if i wanted to use an odd skill i had to plan a way to make it work. with the new system i can just take any odd skill as a novelty and still have the popular skills to do all the heavy lifting
 

Ammareddo_Fritter

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

This means that people will even more than ever ignore skills that are less useful. I mean, you no longer need to devote anything to a character build. You just pump the best lower skills, than get all the ultimates without needing prerequisites. With no more synergies, there is absolutely no downside to creating the exact same build over and over. Before, if you wanted to test out, say, the sorc's Frozen Orb, you needed to play through the game as a cold Sorceress. Now you don't need to. You can just get every ultimate at the same time. Now, the first time you play through, this will be great. You can explore all the skills faster. But this also means that people will find the best combination of skills almost instantly, which means the realms will be flooded with cookie cutter builds that all play the same way.

Wasn't there a rumor that Blizzard would be limiting the number of accounts one CD key could use? The more we see Diablo 3 evolve, the more it looks like we will only need 1 of each character. With (likely) respecs and one, open skill tree, one character will be able to do anything.
 

stillman

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

There is a solution to all this, but most people don't like it (especially Laz) but here it is once again anyway:

Just make every skill kill the same number of enemies per unit time at Clvl 100 at the end level given the best possible gear. So a lev 100 magic missle wiz and a lev 100 WW barb both kill 53 Death Lords in hell mode per minute if they have the best gear. Meteor kills the same number, 53, and so does cleave and electricute and locusts and all of the skills. The only ones that don't kill 53 end game hell mosters at lev 100 with the best gear are those utility attacks that stun or w/e. [When I say Death Lords I mean whichever monsters in d3 hell mode give you the most exp]

But noooooooo. Everyone would rather have d2 style with useless skills that no one uses and the Blizzard spell which EVERYONE uses because it kills the most bad guys. I'm saying make nearly all the skills kill the same number of bad guys at the end game. Same damage per minute. For every skill. The number of cookie cutter builds = the number of active skills in the game. At least this is a lot better than the 2-3 everyone is worried about.

It's pure ballance. You KNOW that if one skill kills a couple more monsters than the others, EVERYONE is going to want to use that one. You know it. I know it. So make 'em all dish out the same damage per minute endgame. Of course, it should take you years of playing to accumulate enough wealth to get the best gear. And, some builds will be better in some places than others. But for the BEST exp monsters (and you know EVERYONE is going to target those guys), every skill needs to be equal or else we get 1 cookie cutter build rolling off conveyer belts.
 

Krugar

Banned
Re: Breaking News! Bashiok says One skill tree.

errm...

So exactly how would a fire-based skill kill the same number of monsters as a cold-based skill against a monster that would be resistant to fire? Or, how would Whirlwind kill the same number of monsters per minute as Bash? Or, even how would you factor in Time Stop? Or, last one I promise, how would an area effect skill work if it was supposed to kill the same number of monsters per minute as a single-target skill?

Stillman, I'm pretty sure you are joking.

... But I'm often called a fool...
 

Kiroptus

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

Not only a matter of killing. Hopefully D3 will require more cooperation and some other tatics, there will be skills dedicated to crowd controlling, disabling with stuns (like barbarian's stomp), dps, summons etc...

Its all about how the game is designed, everyone is with D2 on their minds but D3 is another game and hopefully it will have more depth there have a need for skills that can do more tricks rather and just sheer killing power so I guess its all about how everyone will play their cards, maybe a cookie cuter build with only killing power will be punish against a certain type of monster or a certain boss fight where some crowd control and disable would come in handy.
 

Edairu

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

This means that people will even more than ever ignore skills that are less useful. I mean, you no longer need to devote anything to a character build. You just pump the best lower skills, than get all the ultimates without needing prerequisites. With no more synergies, there is absolutely no downside to creating the exact same build over and over. Before, if you wanted to test out, say, the sorc's Frozen Orb, you needed to play through the game as a cold Sorceress. Now you don't need to. You can just get every ultimate at the same time. Now, the first time you play through, this will be great. You can explore all the skills faster. But this also means that people will find the best combination of skills almost instantly, which means the realms will be flooded with cookie cutter builds that all play the same way.

Wasn't there a rumor that Blizzard would be limiting the number of accounts one CD key could use? The more we see Diablo 3 evolve, the more it looks like we will only need 1 of each character. With (likely) respecs and one, open skill tree, one character will be able to do anything.
Wow, I don't even know where to begin.

First of all how could any skills in Diablo 3 be used less often than say Firebolt, Leap, Holy Bolt and so on. Freeing up skills trees and removing most of the current pre-requisites cannot possibly makes skills less effective than those in D2.

Secondly, why do you assume the highest level, or highest tiered skills will be "ultimate". You make it sound like they are the end-all-be-all godly skills that every character must have. If Blizzard accomplishes their balancing goals then this won't be the case.

Everyone is assuming that first or second tier skills (lets say out of 5 tiers?) will be entirely ignored after reaching that next level. In Diablo 2 I certainly agree with that statement. Seeing as how Lightning was generally a weaker version of Chain Lightning, or Firebolt was useless compared to Fireball. But if they can figure out a way to allow beginning tier skills to compete with those higher up, then half these arguments are invalid. Maybe raising skills caps of lower skills, or giving them a passive boost after reaching higher levels (I don't know).

Furthermore, after a certain point everybody who is interested will know everything about every skill in the game. There is nothing you can do about this. Just by word of mouth players will know what "X" skill is like or what it does. So blaming respecs for letting players explore all the skills too quickly is idiotic.

Finally, Who knows what skill respecs will be like in Diablo 3? They could be limited to one time only. Or have a massive annoying quest to get one in the first place. Or cost an absurd amount of gold so players will have to save up until they are level 80. The point is there is way too much speculation going on about variables that we can't control. Maybe its a lack of solid information or class updates, but everyone around here is going antsy.

And remember folks: When you assume you make an *** out of you and me. :thumbup:


 

chenghao

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

From the point of view of a hybrider in D2 :

Then : i would need to fulfil 1 point of each pre req before i get to skills like frozen orb / meteor
these 1 point skills which i probably will not use.

Now : that they need 5 points from any tier to progress to the next
at least for the pre req portion , i could have at least 1 useful skill maxed out out of the possible selections.

So : this means that the lower tiers would take up a lot more skill points , to reach the lvl 7 skills , i would need to already commit 30 points ( 5 per level for the 1st 6 tiers) that would leave much less points for high tier skills . Assuming a max level of 15 at hell . at level 90 , i could only max out 4 high tier skills

Also : instead of having a lvl 1 icebolt , i might have a lvl 5 icebolt . If a lvl 5 icebolt is useful in late game , then this new system would be ok. Otherwise , this limitation ( of 5 skills to progress to the next tier) is just an additional barrier to cookie cutter skills.

The freedom to choose among any trees would increase the convergence of builds. More players will play with the same skill sets.

The real balance i feel is to make lower tier not as powerful as higher tier but remain quite useful late in the game.
 

Grug

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

It's not 5 skill points at all. It's five skill points per tier. So if you want, say, Hydra, which is tier six, then you have to spend at least 20 points or so. That would mean you wouldn't get it till level 20.

Hmmm...
 

Krugar

Banned
Re: Breaking News! Bashiok says One skill tree.

The real balance i feel is to make lower tier not as powerful as higher tier but remain quite useful late in the game.
Yup. Agree entirely.
This is indeed what they have been showing an interest in. In fact, they have said on a few occasions, they want all skills to be useful throughout the game, instead of creating a system of weaker/stronger versions of other existing skills. So skill relationships like those of firebolt/fireball are not going to exist in D3 and every skill will have its own niche.

It is, of course, expected for skills in higher tiers to be more powerful or more specialized. But these will not be at the expense of lower tier skills. This is exactly the type of skill structure that makes up for the vast array of possibilities that they intend to implement for D3.

Of this array, players will elect their own cookie-cutter builds. There's no mistake about that. It's inevitable that players find a good combination they enjoy and end up sharing it with others. But the variety of so-called cookie-cutter builds will be much higher this time. Because skill combinations will be completely free from the shackles of skill prerequisites and synergies of D2.


 

AxlStrife

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

I like how Blizzard is going about the skill trees. I believe this is the correct way to go about point implementation for diversification.

That's all I have to say about that.
 

stillman

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

errm...

So exactly how would a fire-based skill kill the same number of monsters as a cold-based skill against a monster that would be resistant to fire? Or, how would Whirlwind kill the same number of monsters per minute as Bash? Or, even how would you factor in Time Stop? Or, last one I promise, how would an area effect skill work if it was supposed to kill the same number of monsters per minute as a single-target skill?

Stillman, I'm pretty sure you are joking.

... But I'm often called a fool...
I'm glad you asked. It's no joke, just an extreme idea about ballance. I fear you may be falling into the demise you recently spoke out against regarding Blizzard not being problem solvers when really, of course they are good problem solvers. Here is how I imagine they could address the problems you outlined:

Your first question about resistances: "exactly how would a fire-based skill kill the same number of monsters as a cold-based skill against a monster that would be resistant to fire?" There would be many different monsters to fight in the end game, best exp area possible. Blizzard could make half of them resistant to fire and half resistant to ice, and you have to fight both kinds at once. Of course, poison and lit res would be in there two, but I'm just simplifying for now. So in this situation, a fire skill user would be hampered as much as an ice user. OR, a better case would be there are different end game areas that give equal exp. let's say there are 5 locations that all give best exp for the monsters and the monsters are the same toughness. A fire user would shine in one of those places and a cold user would shine in a different one, but no build would be master of all.

"How would Whirlwind kill the same number of monsters per minute as Bash?" Another good question. I don't recall what bash does, but if it's a utility sort of skill that stuns enemies and Bliz says that's the main point of it (not really fast enough to be a main active skill for killing things) then bash doesn't count and doesn't have to have the same maximum potential kills per minute as every active skill in the game. Now, if bash turns out to be intended as a potential active skill that can be used as your main punch if you desire, then it would be a simple case of making it do way more damage than WW because it hits so few times compared to WW. So your WW kills 53 monsters in one minute by whittling them down while bash one-hit kills 53 monsters in one minute one shot at a time. The resulting damage and kills per minute is the same for both skills (provided best possible gear at best level in hell end game best exp zone).

"How would you factor in Time Stop?" If time stop speeds up the wizard's killing speed (which is likely) then it is assumed to be part of the best possible passive skill setup for her active skills, so we assume she is always using it end game. Thus, her total kill number per minute would be the same as all other active skills while she is using time stop. Other classes don't have time stop so I suppose their damage would simply be higher than the wizard's to compensate. Or, Bliz might make a barb's stun abilities comparable to time stop in some ways and count stunning as part of the barb's best possible set up. In any case, Bliz would tinker with the skill damage numbers until every active skill (when used with utilites like time stop and stun if they help kill faster) do the same damage with the best possible gear.

"How would an area effect skill work if it was supposed to kill the same number of monsters per minute as a single-target skill?" This is a simple case of making the single target skill do way more damage than the wide area skill. If one of the skills kills only 50 'throne room' monsters per minute while another skill kills 60, guess which one everyone will use? I don't want that, so I say make them have equal kills per minute.

I didn't mention this stuff earlier because I knew the whole idea was very strange and 'out there' to start with. Think of d2 where you are in the throne room and someone is using frost nova to kill stuff just as fast as someone using Blizzard. But these are two pros who made it to the highest level and have the absolute best possible gear setup for their builds. It would take considerable work. Prior to reaching this level of perfection, we might see Blizzard looking like it's doing more kills than frost nova. But if someone wanted to go with frost nova, no cookie cutter could ever outdo them. The best possible setup might be crazy faster cast rate for frost nova and only that can make it equal to Blizzard in killing power. For Blizzard, only getting the most possible bonus skill gear can make it reach the killing speed of best possible frost nova gear. That's just an example. The players would have to figgure out this gear setup. They would also have to figgure out the best possible way to use time stop, stun, other utilites, etc to reach the ultimate kill number. But the number should be predetermined by Blizzard.

I brought this up a while back and Laz said something like it "homogenizes the skills", but that is the whole point. If one skill is unequal to the others, it will stand out as being the best or a 'useless' one. What separates the skills with my idea is your prefered playing style. If you like the shape of a frost nova on your screen instead of the blotch patern of Blizzard spell, you should be able to pick frost nova because you like it more (it suits your desired playstyle) and not be hampering yourslef because you didn't go with Blizzard spell. If all spells do the same damage per minute end game, it's only up to your ability to get the top gear and figgure out the best passive arrangement. You're not hampered by cookie cutters.

Now, to fix this problem of all the skills seeming to do the same damage, we have two things. First, keep in mind this only occurs after you get the absolute best godly gear possible for each build. Like, in five years of playing, pros will find they are killing 53 monsters each in the 'throne room' and this is the absolute best any player can do. But any player can do this using any active skill if they are good enough to get the best gear and highest level. Secondly, magic missle could seem to do tiny damage compared to let's say tornado. Let's say tornado maxed does 10 times the damage a maxed magic missile does. But the 'best' possible gear for your magic missile build could be highest faster cast rate gear so that 10 magic missiles get cast in the time it takes to cast one tornado. The damage evens out once this best gear is factored in.

Also, Blizzard can trick us by having exponential increases in damage per point invested. For example, a tier one skill wants to have small damage becasue you use it early in the game. So lev 1 it does 3 dam, lev 2 it does 6, level 3, it does 9, and so on....but at level 13 it does 70 damage and level 14 it does 140 and at level 15 it does 320. Or, the passives can adjust the damage to make lower tier skills appear weak in the early game, but their potential is realized end game. So skills are only truely "homogenized" after a few experts play for 5 years and get the best of everything and use their passives wisely.

This is all assuming solo. Of course, groups where teamwork is employed can net greater gains. So there could be a 'cookie cutter party', but I'm cool with that because teamwork is a good thing. 90% of sorc's using Blizzard spell is a bad thing imo.


 

NASE

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

Why is everyone assuming that low levels skill won't be used at all. there are ways to make low level skills interesting.

One idea I just thought about:
look at the sorcerers fire tree. You take fire bolt as the main skill, fire ball can be turned in a passive that adds range and damage to the bolt. Hydra could draw it's damage directly from fire bolt where points in hydra give you less mana, longer duration and more heads.
Then we have 3 'passives': warmth, fire mastery and enchant.
Inferno could receive a burn property, making it do fire damage over time (fire poison). useful in long (boss) fights. Blaze and fire wall could work similar to fire bolt/fire wall where blaze is the main damage source while firewall adds range and duration.
Meteor could perfectly be a stand alone skill.

An other system is to simply make the skills useful. There are quite a few level 1 skills that are quite useful or could be quite useful in a DIII environment. Magic arrow is quite useful and deserve atleast one point (as tool and as PI solution for pure bowazon). Howl can be useful when monsters are stronger and the slow on Clay Golem makes it very useful.
Don't forget DIII might look more like DII at the start of the ladder and not like DII at the end of the ladder.
 

mouseman

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

I bet we're all going to laugh at ourselves when we read these posts after the game comes out. :)

I really think the caps won't be raised from items. It could be through main quest line/clvl, but most probably from points spent on a skill tree. You would still have to specialize and make tough choices.

Some of you guys are right that if you have no eliminating choices it's easy to figure out the one best build. They are simply doing a system that's going to force you make eliminating choices, but it's different than prereq's and synergies. Obviously it's a huge difference if one skill is lvl 15 and one skill is lvl 5. You are still pretty much limited to one skill tree, but allowed to have passives/support skills from all trees limiting the need of identical skills in each tree.

Talking about skills comes with talk about respeccing. I really hope they add permanent damage to the character using respeccing. The kind of damage that doesn't hurt the casual player, but would make min/max'er think twice or reroll before respeccing. Reassigning your skills could be a painful witch doctor ritual which would leave your character permanently with -50 less life, for example. You wouldn't want to do this more than once, but it could still save your gaming experience from stupid choices early on and allow you to beat the game without rerolling.
 

In the name of Zod

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

Skills are largely irrelevant when you can only equip so many items that really make your character. The idea is so if you get a new uber item you don't need to rebuild. That's what the idea is, its been expressed by blizzard in writing before and you can bet that its one of the many game design fulcrums that a large sum of decisions swing around.
 

Apocalypse

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

I bet we're all going to laugh at ourselves when we read these posts after the game comes out. :)

plenty of laughs rereading the forums after D2 hit thats for sure. of course alot of those laughs were reading what bliz wanted to do and what the game ended up being. by the time this game hits alot of these talks will seem pretty foolish but since the games not out and we only and given selected info we gotta talk about what we got and with that people tend to pick 2 sides of a topic on how they think things will go when in the end it actually goes off into some 3rd path that no one saw coming


 

Bad Ash

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

THIS GAME IS GOING TO FRIEKEN RULE AND I CANT WAIT. Keeps getting better and better
 

Chorkstain

Diabloii.Net Member
Re: Breaking News! Bashiok says One skill tree.

"How would Whirlwind kill the same number of monsters per minute as Bash?" Another good question. I don't recall what bash does, but if it's a utility sort of skill that stuns enemies and Bliz says that's the main point of it (not really fast enough to be a main active skill for killing things) then bash doesn't count and doesn't have to have the same maximum potential kills per minute as every active skill in the game. Now, if bash turns out to be intended as a potential active skill that can be used as your main punch if you desire, then it would be a simple case of making it do way more damage than WW because it hits so few times compared to WW. So your WW kills 53 monsters in one minute by whittling them down while bash one-hit kills 53 monsters in one minute one shot at a time. The resulting damage and kills per minute is the same for both skills (provided best possible gear at best level in hell end game best exp zone).

"How would an area effect skill work if it was supposed to kill the same number of monsters per minute as a single-target skill?" This is a simple case of making the single target skill do way more damage than the wide area skill. If one of the skills kills only 50 'throne room' monsters per minute while another skill kills 60, guess which one everyone will use? I don't want that, so I say make them have equal kills per minute.
OK, this part is pretty short-sighted.

1. You can't bank on how many critters will fall within the range of an area spell. This throws a spanner into your calculation.

2. With a single attack you can choose exactly where your damage goes. With an area attack, you may also end up attacking things that are resistant to the damage type, reducing the efficiency of the area attack.

3. Even with the two above points, if you need to spam an area attack that many times to match the single-target attack, the area attack will take longer to kill *anything* by a great margin, which is a huge problem. Here's what I mean:

With each use (or comparitively few uses) of the single-target attack, you make progress with the horde. You kill something. With area attacks, all enemies die fairly close together (temporally) which means you're stuck with all of them until you dispatch them. In conclusion, if the area attack has the same 'efficiency' by your definition, then the single-target attack is far better because you're reducing the threat to your character constantly.

4. The whole point of area attacks is to kill many things quickly! That's why we use them, they should kill more foes per minute than single-target attacks. It's not unbalanced, because they suffer the drawbacks that I've mentioned above, plus they tend to come with a greater energy cost (or they can or should). They have geometric variation (straight line, splash on impact, cone, etc.) which brings limitations into account when using these abilities.

So that is why I don't think you can apply an benchmark kill-efficiency to skills with any faith. :coffee:


 
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