• Davidus
    #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