Breaking News! Bashiok says One skill tree.

stillman

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

^Chorkstain,

As often, there is some info I failed to put in since I had a too-long post. But here it goes:

In a game or two, you are right. Someone using X skill is going to kill more things than someone specialized in Y skill because of the random arrangement of the monsters, the odd number of fire res spawning foes which is more or less than number of cold res spawning monsters, etc. But after 100 'throne room' runs, an average number of fire res vs cold res monsters is going to emerge. After 1000 runs, the average number of those monsters is going to become even more well defined. Ultimately, an average number will come through and that number will be equal numbers of fire res and cold res monsters. There will also be an average pattern of space the monsters occupy on the screen after a 1000 runs due to the mosnters AI programs.

Of course, the character will never kill a perfect 53 monsters per minute evey game. The best possible magic missle build might kill only 50 in one game (due to randomness of spawning and AI monster movements), but kill 56 in another. The average kills per minute over hundreds of runs is going to be the 53 though, which is the same for any active skill. Plus, the player will tire and make mistakes, human error, flukey tough mini bosses, and so on will lower his kill rate per minute. But in other games, there would be flukey easy mini bosses and fewer res to deal with, so again an average will emerge. Imo, the important thing is that no skill ever comes out on top during end game.

"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."

I see your point here. But Blizzard could deal with this. I notice with multishot for example, the enemies get a little 'stun' when they get hit with each arrow which stops them in their tracks for just a brief time. Their advance stops, and with enough IAS, they have trouble reaching you. You have the whole hoarde to deal with, but all of them are getting slowed a bit. With the one-target attack, you are shrinking the enemy numbers, but the survivors are untouched by you yet so they are fast and you have to deal with that. Bliz would incorperate these issues. They would palytest themselves (and cheat)to get a perfect build using each skill and make sure NO skill can have the upperhand in terms of killing power.

"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."

^This is where we simply disagree. Imo, if the area attacks kill more things faster, we all know that these skills are going to be favored in a few years. Why would anyone shoot themselves in the foot by chosing skills that kill slower? There are many answers, like more survivability, prefered playstyle, fun different builds, etc, but at the end of the day, most players will choose the area attacks because they net more kills. I would like to avoid this because this is how cookie cutters are born.

The drawbacks you mentioned would be factored in. Bliz would know that a player using certain melee skills must retreat to heal sometimes, and that would get factored in. He would do more damage using those dangerous skills where he gets hurt because when he retreats he is not doing any damage. Skills that let you hang back and shoot away would do lesser damage because you don't have to stop attacking as much.

Bliz could tackle all these issues. They would have to give themselves the top gear in their game testing and keep adjusting the damage on all skills until every active skill (provided the player choose the proper best passive arrangement) is equal in killing power over hundreds of end game runs.

Some skills might come out on top as being 'easier' to use, so those could very well end up being the cookie cutters. But some players enjoy easy playstyles and some enjoy more stategic playing, so many will go with whatever skills they like the best. Ultimately, the cookie cutter builds would be whichever ideal gear setup is cheaper for given skills. But all this end game gear is going to be rare anyway. You can never eliminate cookie cutters for good because of tendencies of the masses, but this method at least tries to remove the notion of 'useless' skills and 'overpowered skills' which contibute to cookie cutters.

I think you and many others want for there to be a firebolt spell that is dwarfed by a fireball spell which has more damage and area damage. But we all know what becomes of that. Firebolt is almost never specialized in, making it useless, and fireball is used by too much of the palyer base.
 

nEgativezEro

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

That's beside the point. What if I want to use strafe (or any high level skill)? In D2 I levelled up to 30 by using fire arrow, ice arrow, multishot, ... In D3 there are no prereq arrows, so where do you put your initial points: right, PASSIVES. ALL of them.

Any point into any attack skill you don't plan on using at level 90+ would be a wasted point, whereas points into passives are (almost) never wasted. So if you were smart, you would put ALL points you don't need for your main attacks into passives... and if you chose a couple of high level skills as main attacks, you have only passives for the first 20-30 levels and nothing to actually attack with. Yawn.

Skill balance has nothing to do with it, maybe I do want to use armageddon or lightning strike after all.

'No prereqs' has been tried in mods. That sucked as a result.
This was my point about balancing. Yes putting points into skill yo don't plan on using in the late game is pointless. That's why they need to balance the skills so tier one and two skills ARE useful for the end game, as others have stated in this thread.

Obviously from the D2 model the early skills are only useful early in the game.

Imagine if you will a sorceress in D3. Look at the cold skill tree. You have Ice Bolt, Ice Blast, Glacial Spike, and Frozen Orb. 4 skills separated though incredibly similar in design and function. Now imagine that instead of four separate skills in D3, they're all grouped together as 1 tier one skill. It starts out as Ice Bolt. After a couple points are spent in the skill and/or passive skills related to it, it will act as Ice Blast. A few more skill points and it acts as Glacial Spike, and by the time you reach level 50 or so it acts as Frozen Orb. All from a single tier one tree. At early stages it will act as it should, a simple spell to cause damage. As you progress in the game and build up that particular spell, it becomes more powerful. It parallels the damage output you would expect as if you used the old arrow/pre-req system. Instead of having the pre-requisites as separate skills, you keep it all contained in one skill and have the upgrade worthwhile.

As far as the higher tiers, they need to be worthwhile as well. You look at D2 and some builds never use the lvl30 spells. There are Blizzard sorcs. No points into Orb. Neither Fireball or Meteor are lvl30 skills. Chain Lightning isn't a lvl30.

Look at the Barb. His most important skill in the combat masteries tree is level 1 (or 6 depending on his weapon). Either way a low level. The most popular WarCry isn't lvl30. Battle Command was a one-point wonder, and Battle Orders was the one everyone pumped.

Point there is the top tier skills haven't always been the best and most powerful. Some of them are simply complimentary to other skills that boost the primary skills power. If Blizzard expects players to have 4 or 5 primary skills used during the game, it's a good bet they're going to make the lower tier skills not only worthwhile, but very effective during all stages of the game.


 

Enigmers

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

What I don't get is why only 5-15 max per skill. D2 had 20 and I thought that was not enough. I wanted the option to go even more extreme and pump 30 skills to max something and be really weak everywhere else, but really strong in that skill.
Because there are many skills, and Blizzard wants to encourage everyone to try them out without spending points that could have been spent elsewhere. So basically, you could have your base build with all the important skills maxed, and then use your leftover points for flashy skills or mobility skills or anything that's just for kicks. This doesn't necessarily mean that each individual skill is going to be weak, it's just encouraging a more varied gameplay style, and many different ways to build ones character in order to combat the idea of cookie-cutter builds as much as possible.



 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Breaking News! Bashiok says One skill tree.

The notion of a one-build (or maybe 2 or 3) everyone will chose is definitely a big danger with this system. However it is really only feasible to expect this to happen if the skill balancing is so screwed that the trees will offer "One Build To Rule Them All".
That is my biggest concern. With the increased number of skills and the addition of runes there will be an awful lot of balancing to do to make sure that there is no clear set of winners among the sixty skills. To me it seems that they might have bitten off more than they can chew. Still, I eagerly await to be surprised.



 

Chorkstain

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

^This is where we simply disagree. Imo, if the area attacks kill more things faster, we all know that these skills are going to be favored in a few years. Why would anyone shoot themselves in the foot by chosing skills that kill slower? There are many answers, like more survivability, prefered playstyle, fun different builds, etc, but at the end of the day, most players will choose the area attacks because they net more kills. I would like to avoid this because this is how cookie cutters are born.

I think you and many others want for there to be a firebolt spell that is dwarfed by a fireball spell which has more damage and area damage. But we all know what becomes of that. Firebolt is almost never specialized in, making it useless, and fireball is used by too much of the palyer base.
The firebolt and fireball is a bad example of my position. The main thing that I object to is the use of that standard, the 53 kills per minute you are referring to. In the end, now that I think about it, you may be partially right. Eventually you do want to be able to kill the same amount of things over a long period of time, don't you? Otherwise you are progressing much slower than another player. But there are some more things to take into account.

For one thing, the player will not have an endless supply of mana. You can't just cast spells over and over because you'll have no energy left. Things get much slower at that point. Ok, so I'm not quite saying that area attacks do more damage than single-target spells, but by my estimate, not much less than half. If we're in the mana-conservation paradigm, you won't necessarily use that area spell because it does less damage per target and costs more mana. If all you can use is the area spell, you'll run out of mana and be left defenseless. That said, the area spell could be invaluable when you're getting swarmed. But ideally, it would be expensive enough that you don't use it abundantly to dispatch everything.

One could make a thread on this topic alone.

Now the way you address my problem with your multiple shot example seems to be a last ditch attempt at defending your 53 kills per minute theory. To give it a 'stun' property ad hoc to solve my problem probably adds a plethora of other difficulties. Wasn't the intention of your measure to provide a reliable way to judging whether two abilities are equal? I'm not convinced that it stands at all. If it's correct, it shouldn't rely on balancing things vaguely like providing that stun effect. My explanations aren't great so I can elaborate if needed.


 

Krugar

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

That is my biggest concern. With the increased number of skills and the addition of runes there will be an awful lot of balancing to do to make sure that there is no clear set of winners among the sixty skills. To me it seems that they might have bitten off more than they can chew. Still, I eagerly await to be surprised.
I'm more optimistic on that regard. I think they can pretty much guarantee against "a build to end all builds" and even against uber skills and uber skill combinations. Testing these things is usually done by coding number crunching routines that can go through an insurmountable number of combinations and toss full reports on their findings. Any live testing using the actual game code is only done at a later stage to test "accepted" patterns.

(And yes, these routines can include all sorts of peripheral data, like runes, equipment, etc)

What I don't think it's possible is to produce a full-proof system. In fact I don't even agree it is desirable. There will always be options that are better than others. Part of the charm of a game is exactly to explore and unearth these.

So the relevant bit is how many "good options" we will have in comparison to earlier games. Will D3 offer players more in terms of finishing builds, than D2 did? We will have to wait and see... This system makes me much more confident we actually will.


 

Kiroptus

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

Cookie Cutter builds will always exist, its up to have builds that actually works, even if they are not the mean killing machines that the cookie cutter builds are they can still fit a playstyle and sometimes, even bloom to become a favority of the community.

For example: A Phoenix strike asn does work can play just nice, it requires a lot of finesse to play with, its not a killing machine like a trap asn but its quite fun to line up meteors and lots of cool lighting action in the screen.

As long as there arent broken weak-skills like Inferno, Artic blast (bugged for so much time) or Vulcano (greatly weakned by Next-damage-delay) there will be some oddball builds that can work, maybe not as great as a Ccutter build, what cant happen again are those type of skills and skills like Blizzard and Blessed Hammer and I am confident that Blizzard wont make the same mistake again, after all its a new design team and Blizzard has matured more on the design process than how it was in 2001.
 

Akse

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

Ye I think with this system we will have cookie cutters but they are easier to personalize. You might have the few key skills to make a good char but rest of the skills might be whatever :)
 

stillman

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

Chorkstain,

I didn't think about the mana problem. It's hard to predict how they will go with mana. We would think they will make it a challenge to have enough mana for the more devastating area spells. Then again, running out of mana all the time made players feel delayed in their fun, so it seems Bliz put in too many mana pots and insight to give us infinite mana all the time. This hardly seems like a good evolution. Certainly there will be no cheap insight type of item in d3, and with globes instead of endless pots, we can guess having enough mana will be an issue again.

So if they make each area spell impossible to use as your main punch attack due to mana costs, then my idea doesn't hold. The idea is for main punch attacks and spells that you are using all the time. So those area spells would fall under 'utility' skills and don't have to match up with end game magic missle and WW damage per minute. If it's possible to use them as your main, their damage would be adjusted high enough to compensate for the times when you're running around waiting for your mana to get back up.

I like to think in terms of d2 for the moment, and consider that with the best gear possible, a player can meet his mana needs to use big area spells as his main punch. If they go with that, it wouldn't be so bad I think because only the best players who accumulate so much wealth would have the ability to use these spells as their main. It's not like everyone gets insight polearm early on and never has to worry about mana again. Then again, Bliz seems to want us to switch between skills a lot, so if we're forced to do that and never get to use area spells as a main, then my idea falls apart.

Actually, if they throw in several immunes and force us to switch between damage forms all the time, my idea isn't needed. But some people would not like this. Some players like to have just 2-3 skills and rely on those constantly for their end game grind. Some players like spamming the same spell, and I think this should be allowable IF you are good enough to figgure out how to make it possible and you have to put up with being weak in other areas. I don't think Bliz should take this playstyle away from us if we want it bad enough. I like to come home after work and just relax with an easy-to-use character that requires little thinking because I already put in the thinking time to make it. It's a reward after getting through the whole game using 2 skills.

I think what I might do is, in a month or so, I'll make a whole thread about this and repost the whole debate. There's so much text needed to support the idea because Diablo is such a complex system.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Re: Breaking News! Bashiok says One skill tree.

Testing these things is usually done by coding number crunching routines that can go through an insurmountable number of combinations and toss full reports on their findings. Any live testing using the actual game code is only done at a later stage to test "accepted" patterns.
Keep in mind that I know ****-all about game production and what they currently use. But isn't the biggest problem not so much the math behind it, but the bugs that introduce flaws in the math?

Bugs are the reason the damage of the Hammerdin is so high. The reason why the Fire Golem does pitiful damage. There have been a lot of bugged skills in DII. With more skills and combinations the chances for bugs seems higher. Still, modern software might make catching them easier.



 

Puckineh

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

no matter the system they put in place i really hope they give me a reason to use every skill at some point
it really annoys me that diablo 2 had so many skills that didnt work or were just not worthwhile .... why didnt someone try inferno, twister or fire golem and see if these skills performed the way they wanted them to before releasing the product.. IF they do work as intended why even put them in the game
 

Krugar

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

But isn't the biggest problem not so much the math behind it, but the bugs that introduce flaws in the math?
Yes, this is true. As bugs (read errors or mistakes) in the testing methodologies themselves.


 

Brother Laz

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.
Fantastic plan! Except it assumes there is such a thing as the best gear and the best farming area and your whole idea banks on this. Your idea of skill balance requires purposely imbalanced items and areas.

Also, one skill or the other will be better while levelling (it's unavoidable if they are balanced for something ELSE) so if they are equal in the end game and blizzard is better while levelling, BLIZZARD IS BETTER PERIOD and everyone will go blizzard.



 

stillman

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

I take it you mean while levelig towards end game (playing through the difficulties). After so many years, the amount of time spent getting to end game is only tiny compared to the end game grind. So if we spend 2% of our time playing through to end game and then 98% of our time grinding exp for ladder competitions, then the programmers should balance skills based on the 98% chunk of time, imo. I'm not sure everyone would choose blizzard spell just because it saves them a few hours out of several hundred or thousand hours. It doesn't seem significant enough.

But if they do, it can't be avoided. The important thing is that blizzard skill doesn't net you more exp at the end of hell mode as any other active skill.

I believe there is some set up of gear for each active skill that will ultimately be the best possible. I'm not sure how it is possible to avoid this. If they can, that's great, but maybe it would require periodically adding more patches to the game to make some items get more and more powerful, which will require making the monsters more powerful as well. I hope they don't rely on this, and instead get it right the first few patches. Instead I like the d2 setup: it gets to a point where in theory, you could do more damage per minute, but any further gains would be very expensive and only net you a small increase.
 

Strills

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

I don't know if it has been said, but the Passive skills ins the barbarians' tree's that gives +X% Damage for all skills in the tree really makes sense now.
If someone chooses to go for all the best skills they will lack damage because of that he most likely won't have enough points to spend in all these passives.

This mixed with my earlier idea that the skill cap for one tree raises when you spend X points in it would make it harder to make a cookie-cutter that uses all the best skills in all tree's, as if he does the attacks won't damage as much as they would.

I myself see this as a good solution. The skills with +X% Damage to all skills in the tree might be enough.

Great job Blizzard :]
 
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