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Skill Trees

Discussion in 'Diablo 3 General Discussion' started by Sokar Rostau, Jul 1, 2008.

  1. Sokar Rostau

    Sokar Rostau Diabloii.Net Member

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    Skill Trees

    I was thinking about the Mage class, and by extension all the others, today while playing Neverwinter Nights.

    The skills in D2 were a LOT more complicated than in D1, allowing for literally thousands of builds. It is reasonable to assume that the skill system in D3 will be just as much more complicated in relation to D2.

    What if some of the Necromancer's skills have been merged into the new Mage class and others, as we have seen, into the Witch Doctor? In NWN Wizards have the option to either be a Generalist or to specialise in a particular school of magic and gain specific bonuses and penalties from it. We have no idea at this stage of how the skill trees are set up in D3, let alone how many skills there are. The Barbarian in D2 could specialise in a particular Weapon (something that is also found in NWN) and gain bonuses from doing so. What if this is the jumping off point for all the classes in D3?

    Think of the six Weapon proficiencies a Barbarian in D2 gets and then apply that to magic - Fire, Cold, Electricity, Poison, Bone and Summoning. One class could thus take the place of several - including the Necromancer - by the way the skill tree is arranged. Specialising in Poison Magic, for example, could be a level 1 skill that gives you access to all the poison spells and by spending more points in that school it increases the power of all your spells (in the same way as the Sorc Mastery Skills, except at level 1 rather than level 30). Specialising in Summoning would allow you to summon a horde of monsters (not necessarily Skeletons) in the same way the Necro did with every point in the "Spell School" allowing you to summon another minion.

    Barbarians may well have a skill tree that works by specialising in a weapon - the Axe Tree would give very different combat skills than the Sword Tree. Whirlwind may be the result of a General Combat Tree while one of the other skills we saw could very well be a Hammer-only skill (where he strikes the ground with his weapon... nice skill when using a Hammer but a bit silly when using a Dagger)

    Instead of there being three different Trees per class, we may find ourselves with 10 different Trees (and only enough Skill Points to train in 3 of the 10, hence the respec feature). Some people have expressed concern over there being only 5 classes in the initial release, which is pretty justified when you consider how many base classes (and skills/spells) are available in NWN. With a lot of extra Skill Trees to each of the 5 base classes, however, we may find ourselves with, in practice, 50 base "subclasses" (a Fire Mage, a Poison Mage, a Hammer Barb, an Axe barb) coming out of the 5 base classes, with hundreds of build options on top of those.

    It may be that the Necromancer exists in D3, but is a sub-class, based upon a Skill Tree specialisation, of the Mage or Witch Doctor.
     
    Last edited: Jul 1, 2008
  2. hestah

    hestah Diabloii.Net Member

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    Re: Skill Trees

    Specialization and subclasses intrigues me but I dont really know if I want it in Diablo 3.
    Its works really well in NWN and Lineage 2 tho.
    I think subclasses could be interesting in as long as it doesnt make the class stray of to much of its original. I want a Sorceress to be a sorceress and and only minor(perhaps slight appereance) changes to be possible.
     
  3. Sokar Rostau

    Sokar Rostau Diabloii.Net Member

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    Re: Skill Trees

    I'm not talking about appearance changes though. A Barbarian is still a Barbarian whether he specialises in Swords, Axes or Polearms. Likewise with a Mage that specialises in Fire or Cold... much like in D2 only vastly expanded.
     
  4. hestah

    hestah Diabloii.Net Member

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    Re: Skill Trees

    perhaps waht I wrote came out wrong. I mean of course that the changes should be in how you play the class, like some new skills or slighty improved, decreased damage duration whatever on base skills.
    What I meant by appearance was maybe ther should be something indicating what you have specialized in or what sublass that barbarian is just by looking at him or see him perform an attack.
     
  5. JubalBane

    JubalBane Diabloii.Net Member

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    Re: Skill Trees

    I hope that the game isn't generalized along specialization of skills. Dungeon Siege basically did that and it was fun for about one run through the game.
    If it is not done very well you end up with every character in the game with the "self-heal" "self-teleport" spells and it becomes a matter of number crunching and over coming monster immunities. You end up with characters that specialize in Ice and back up in Fire and someone else specializing in Fire with a back up in Ice and you can't tell the difference. One character does a little more damage on average with their fire ball than the other. IMHO.
     
  6. Sokar Rostau

    Sokar Rostau Diabloii.Net Member

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    Re: Skill Trees

    Something about that sounds familiar... something... I just can't put my finger on it... everyone with "self-teleport"... characters specialising in Fire with some Cold... where do I know that from?



     
  7. prion

    prion Diabloii.Net Member

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    Re: Skill Trees

    yes--i can see what he's getting at but the words he used actually describe D2 v1.10+ hehe
    one of the problems with Dungeon Siege imo is that both schools of magic had heal spells...thats kinda not right..
    but i think what Sokar is getting at is that pursuing one tree may actually lock you out of other abilities
    it sounds good to me
     
  8. Remy

    Remy Diabloii.Net Member

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    Re: Skill Trees

    So long as the trees are not universal. A Barb should never be able to launch a fireball for instance. If you erase the lines that separate each of the classes, you just end up with one class with a big skill selection.

    If the original poster meant that each class would have their own unique selection of masteries, and you can only learn skills after first opening up a particular mastery/tree, then it sound like a pretty good idea. However, working on limited number of possible skill points that can be freely spent, it isn't too much different from what we have in D2. Also, it somehow seems very unlikely that Blizzard will give us 6~10 full trees per class.

    The point about the shockwave skill done with a hammer vs dagger made so much sense though.
     
  9. Pitboss_2000

    Pitboss_2000 Diabloii.Net Member

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    Re: Skill Trees

    Well, in D2, Frenzy doesn't work if you have a single weapon equipped, and in other games, certain skills only work with two-handed hammers. That may be the case here as well, although I must say that that Sokar's idea sounds really cool. :D Let's hope things work like that in D3, for a bit at least!
     
  10. cycloop

    cycloop Diabloii.Net Member

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    Re: Skill Trees

    It could be me but this is the exact way skills used to work (aka, putting all your points in fire for example).

    We do know one difference between the original skills and the new ones. We now have 0/5 instead of 0/20 limits in skill points (which can be seen in the WWI gameplay movie or be read on the wiki).
     
  11. hestah

    hestah Diabloii.Net Member

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    Re: Skill Trees

    Are you sure about that? I think I remember seeing one skills as an 1/1 one as an 1/5 and ww as a 1/20 skill. I'm not 100% sure tho.



     

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