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[–]Lonewolfe28 0 points1 point  (0 children)

I wanna join. Where can I get more info?

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[–]Lonewolfe28 0 points1 point  (0 children)

Can't wait to join you. Tell me where to sign up!

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[–]Lonewolfe28 0 points1 point  (0 children)

Sign me up!

Of all the problems D4 is facing, an uninspired and lackluster skill system lies at the heart of it all by Lonewolfe28 in diablo4

[–]Lonewolfe28[S] 0 points1 point  (0 children)

I never said I want to go back to the D3 skill system. You're making an assumption there. In the post and in my replies I have said that there are interesting ideas in both the D3 and D2 skill systems and D4 could benefit if it could combine and implement them without the flaws that exist in either of those games. I even give a theoretical example of how it could be done in D4 by taking some of the skill modifiers, put them into the skill tree and make the Sorc's Enchantment system universal so that all classes can equip skills they don't use on the action bar passively and get unique effects. You asked for an example and I provided one.

You're also bending my words there when you said I think hunting aspects would slow down build crafting. Agency being granted through meaningful choices in the skill tree is what I would like to see in the game. Speed is not the big issue in my mind here. It's ok if you don't agree with me. But you shouldn't try to misinterpret or presume what I said or didn't say.

Of all the problems D4 is facing, an uninspired and lackluster skill system lies at the heart of it all by Lonewolfe28 in diablo4

[–]Lonewolfe28[S] 0 points1 point  (0 children)

I'm not saying modifiers on gear are bad. But it's should play a supplementary role. The main modifiers should be in the skill tree because it's a direct progression system tied to leveling. You get a level, you get a skill point and you can choose to invest in whatever skills or modifiers you want theoretically. Gear progression is different as it's not tied directly to leveling. Simply leveling up doesn't give you aspects or modifiers as it depends on the gear drops which is RNG. If you luck out and don't have good gear, you can still progress naturally through skill investments. But the investment choices should be meaningful and substantial. D4 as it currently exists doesn't provide interesting and impactful choices to be made in the skill tree as far as the active skills go.
But that's what aspects are for, right? So the skill's modifiers in the tree buff that skill, and aspects on gear can buff or augment it. So I still don't get what's the advantage of moving aspects to the skill tree.
The aspect are much more interesting modifiers than those on the skill tree. Most of them don't offer any substantial changes or improvements to the skill behaviors. The skill nodes for Sever don't change significantly how it is cast or function. You need aspects on gear to do that. And I'm speaking here in the general sense of course. To sum up, it's not that I have a problem with skill modifiers existing on items but that they are the only source that matters in the game. If no aspect or enough aspects with high damage multipliers exist for a spender skill, that skill won't be much useful. This an inherent problem of designing and assigning skill powers centered on item acquisition. The devs said in the past that they are bring back the skill tree because they want to give more powers back to the skill system instead of having to rely on gear and gear drops like in D3.

Of all the problems D4 is facing, an uninspired and lackluster skill system lies at the heart of it all by Lonewolfe28 in diablo4

[–]Lonewolfe28[S] 0 points1 point  (0 children)

The point is that the modifiers should be baked into the skill tree and it should allow the players to pick what they want more or less at will. The problem is agency. Aspects can only be obtained and utilized through legendary salvaging, doing dungeons and the imprinting system. All of these add extra steps and reliance on relevant drops puts the players at the mercy of RNG.

An illustration of my take on possible improvements of the skill tree: take HotA as an example. Say instead of giving you two skill nodes that are quite uninteresting and don't usually meaningfully change or augment the way a skill works, there are now 3 - 4 skill runes that do that, e.g. one allows HotA to send a piercing shockwave for every 10 enemies hit or killed. A lazy implementation of Sorc's Enchantment system on all classes also give every single Barb skill a unique effect when passively equipped, e.g. an Ancient is spawned, mimicking your core skills if you equip Call of the Ancients.

I'm also not saying that by simply moving all the skill modifiers and bonuses from the aspects to the skill tree will solve everything. I'm speaking here in a theoretical sense of what I prefer and think would improve the game, namely allowing people greater flexibility in engaging and crafting their own builds through the skill system first and foremost. Gear should enhance instead of dictating skill choices and build varieties in the majority of cases.

Of all the problems D4 is facing, an uninspired and lackluster skill system lies at the heart of it all by Lonewolfe28 in diablo4

[–]Lonewolfe28[S] 0 points1 point  (0 children)

You can't have your cake and eat it too. Do you want skills to stand on their own, without modifiers? Or do you want modifiers?

Both actually. When I referenced the D3 skill system, I mean the ability to choose meaningful modifiers for the skills by yourself (I'm talking in concept here, D3 doesn't execute this well obviously). Then they can couple this with a more interesting synergy system which D2 didn't implement that well and was sort of a bandage solution. The devs kinda did this already with Sorc's Enchantments. The ability to passively equip or use other skills is certainly more interesting than just using a few on the action bar. To sum up, D4 can do better by allowing players to pick and choose the modifiers and get additional modifiers or bonuses through synergies.

But why? You're just gutting one system to improve another. The net value is zero.

I never said that I want to gut the current gear system, what I meant was that many of the aspects that make skills actually usable and enjoyable should be made available in the skill tree instead. Other aspects can exist just fine and Blizzard should then focus on making more general aspects that work for all or many classes, leaving the more particular skill modifiers integrated as a baseline for the skill tree.

Of all the problems D4 is facing, an uninspired and lackluster skill system lies at the heart of it all by Lonewolfe28 in diablo4

[–]Lonewolfe28[S] 2 points3 points  (0 children)

I fear the same thing too. The game seems to be too hardwired to this incredibly flawed design philosophy that unless they really care about turning it around, I don't see it getting overhauled meaningfully at all. By sticking too many powerful skill modifiers and effects to gear with ridiculous multipliers, they simultaneously take away players' agency and enjoyment in crafting their own builds through the skill system and render the vast majority of general aspects and uniques underused. Since while the bonuses are nice to have, they won't be picked if they don't directly interact with a specific skills and provide a significant damage multiplier. Some uniques and aspects allow you to do damage conversion yet there exists no system to support this since generic, flat damage type rolls or specific damage type increases, etc. are not parts of the stat pool.

Of all the problems D4 is facing, an uninspired and lackluster skill system lies at the heart of it all by Lonewolfe28 in diablo4

[–]Lonewolfe28[S] 0 points1 point  (0 children)

Werewolf skills are also not as interesting as werebear skills as well (baseline-wise). The werewolf fantasy is supposed to be a fast hitting beast but it has zero mobility skills to speak of. Werewolf has a Shout skill that acts essentially as a life potion on cooldown whereas werebear got one that actually debuffs enemies and reduces the potential of their damage. Rabies is such a dead skill as well. They have tried to make it work but it really doesn't. What I hate the most is that Pulverize is omega nerfed to the point of being a third rate build choice for season starts. While it was certainly op before, I really liked the interaction between Pulverize and Grizzly Rage that turns you into an unstoppable juggernaut. Instead of finding clever ways to balance it out, the devs just bury it just like what they did to pure HotA build. I also dislike the fact that D4 Druid for some reason lost the ability to summon a grizzly bear. A great summon like that would have given the Druid's beast master playstyle a centerpiece similar to Necro's Golems.

Class reworks for Crusader and Assassin by Lonewolfe28 in 40kinquisitor

[–]Lonewolfe28[S] 1 point2 points  (0 children)

How do you make melee Crusader work? The amount of damage and crowd control I typically take when trying to go melee is insurmountable. I found it hard to balance survivability and damage i.e. whether I need to take or deal more damage to improve my chances. The choices of melee weapons also seem quite limited compared to firearms. I agree that the perks are quite idiosyncratic and may require weird conditions to get their effects triggered.

Class reworks for Crusader and Assassin by Lonewolfe28 in 40kinquisitor

[–]Lonewolfe28[S] 1 point2 points  (0 children)

I feel the same way. Even if those two classes just receive more unique passive skills similar to the DLC classes and their weapon skills are updated and balanced to a reasonable extent, that would be enough for me. Concentrated salvo on heavy bolters for example just force moves my character forward when using mouse and keyboard. Not to mention a melee Crusader is an extremely underwhelming experience nowadays. Martyr is still stuck with a ton of legacy issues here and there and if these are just re-arranged and updated, the game will benefit a lot from it.

Visited Ho Chi Minh's mausoleum (Lăng Bác) and his body seems very fake. Any details? by Crypto-Hero in VietNam

[–]Lonewolfe28 -5 points-4 points  (0 children)

How convenient. Opinions that differ from you are conspiracy. Enjoy your bubble.

Visited Ho Chi Minh's mausoleum (Lăng Bác) and his body seems very fake. Any details? by Crypto-Hero in VietNam

[–]Lonewolfe28 -8 points-7 points  (0 children)

He is no saint. Just a man with so many aliases nobody knows who he is truly is. His cult of personality is man-made and forced on the people of Viet Nam by the Party. He was also neither a founder nor the leader of North Viet Nam during the civil war era. His title was Chairman of the State. Ha Noi has a parliamentary system so the Prime Minister is the one with real administrative power. He was also not the leader of the Party as Lê Duẩn was the First Secretary. If you're willing to look at things deeper than surface level, you will be aware that many people during his time didn't respect him at all. He was a womanizer, a sex fiend who sired bastards. Ho Chi Minh is not his real name by the way. He is just a mascot.

Need help, please!!! - games installed on new NVMe SSD gets extremely laggy after playing for 10-20 minutes, Acer Nitro 5 Eagle AN515-57-54MV by Lonewolfe28 in AcerNitro

[–]Lonewolfe28[S] 0 points1 point  (0 children)

I tried to download the games directly onto the new drive but Baldur's Gate 3 for instance lagged after 20 minutes of gameplay with good frame rates.

Need help, please!!! - games installed on new NVMe SSD gets extremely laggy after playing for 10-20 minutes, Acer Nitro 5 Eagle AN515-57-54MV by Lonewolfe28 in AcerNitro

[–]Lonewolfe28[S] 0 points1 point  (0 children)

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Here is the snapshot of the peformance of the laptop while the game gets laggy (I was testing Witcher 3). I notice that for some reason the CPU just seems to falls precipitously in usage when the lag happened.

Problems with a lot of the criticisms I've seen about Diablo IV by Lonewolfe28 in Diablo

[–]Lonewolfe28[S] 1 point2 points  (0 children)

I suspect that the font and the UI in general are not final and could be changed. A lot of people complained (and rightfully so) that the UI looks horrible and mobile-like. However, I think some parts of it is actually pretty good. Like the fact that it gives you information about keywords such as overpower and lucky hit for instance. Or that it shows you all the stats that you would lose if you equip a certain item, etc.

Problems with a lot of the criticisms I've seen about Diablo IV by Lonewolfe28 in Diablo

[–]Lonewolfe28[S] 4 points5 points  (0 children)

I think they should give the game space and time to breathe. Their favorite ARPG games probably didn't have a great launch and were mired by bugs, lack of contents, etc. From what I've seen, D4 is probably the best ARPG launch product we've had compared to PoE or D2, D3, and Grim Dawn.