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Diablo IV: Vessel of Hatred beszerzése
Diablo IV: Vessel of Hatred megjelenés: 2024. október 08.
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#4337
Skill System, Evolution of Skills
* Diablo I - Skills were acquired from books. This was a simple system, and it was always exciting to find a random book. But the inability to customize your skills, coupled with the random nature ruined the balance.
* Diablo II - Skills were unique to each class, which allowed many different builds. But often you would focus on only a few skills, ignored the unwanted ones. Many didn't need a full 20 points to be effective. There was also no respec.
* Diablo II v1.10 - Introduced Synergies. Allowed addition strategy for builds, lessened point saving but did no eliminate it. Added additional complexity and confusion.
* World of Warcraft - Talents evolved from Diablo II skills, Separated skill acquisition from Customization.
* Why that works for Diablo - Point hoarding becomes useless, more options as you build, as well as respec.
* Why that doesn't work for Diablo - Fewer Builds, less customization, low impact on character, high number of skills
Goal for Diablo III Skills
* Simple to understand
* Compelling early and late game, they have to work in Hell and Nightmare difficult just as well as Normal.
* Many variants of builds possible
* Support for six active skills
Rejected Ideas for Diablo III
* Skill rings - drops-attached to skills, upgrades, etc...
* Radial skill system - build out from circle, not different from regular
* Radial beads - another version of radial
* Skill wheel - too complex.
* Skill cards - outer cards combined with inner to create skill
* Horadric skill cube - "no comment"
* Simplified advancement - simple version of d2/wow talents
* Tiered skill - same idea on its side
* Progressive skills - spent points on upgrade to skill, changed its nature
* Schools and specializations
* Hex advancement
"What We Learned"
* Different but worse isn't better, better is better.
* Two ideas we liked, randomly dropped skills and skill modifications.
Skill System Today
* Evolution of diablo2 skills
* Synergies integrated as new skills
* Skill Runes (new system)
* Respec (not yet designed)
Issues
* Intimidating
* Higher number of skills
* No deep spending in signature skills is bad
* Assigning skills is unintuitive
* Respec system not yet done
* Not final, but on the right track
Rune System
* Runes randomly drop
* Use for all Classes
* Significant impact on skills
* System encourages experiment
* Uses elements from other systems we tried
* Random drops affecting skills
* Skill customization, crafting
Examples of Runes
* Teleport with striking rune, damages nearby monsters
* Teleport with multistrike, creates images of yourself to distract, similar to shadow warrior