CCCenturion
11-07-2009, 23:40
This topic is about balance and skills, and is applicable to all D3 classes. I probably should have titled the thread "Types of Passive Skills," but that might have been a little confusing to people who haven't thought of this before.
For anyone interested in developing a fan class, this should still interest you. One of these days I plan to overhaul my Mentalist class from a few weeks ago, and I'll definitely take this stuff into account. (It seems like the "Characters and Skills" forum has turned into the "Fan Class" forum in recent weeks, and there's nothing wrong with that, but it is a bit ironic that I'm putting up a post about characters and skills in general and it almost feels out of place in the Characters and Skills forum.)
I've been looking over the D3 skills we know about so far with the intent of predicting which builds will turn out to be the cookie-cutters that are most popular (because, of course, they'll be the most successful). I noticed an interesting distinction between a lot of the Passive skills. Some passives impact one or two active skills in a skill tree. I'll refer to these as Synergies. Some of them impact all of the skills within a skill tree, or a specific playing style. I'll refer to these as Masteries. Some passives have a universal application, rather than affecting particular skills or a particular tree. I'll call these Mods.
(I'm not totally satisfied with the "Mods" nickname; I'm referring to mods that you would normally get from your gear, and in that respect the name makes sense, but it just doesn't seem to fit well with Synergies and Masteries. Or maybe it does. What do you guys think?)
Also, among the Active skills, some of them would count as Attacks, and others would count as Buffs. For example, Barbarians have Whirlwind (attack) and Battle Rage (buff), while Wizards have Disintegrate (attack) and Slow Time (buff). Maybe "Buffs" is also an inappropriate name, but hopefully you get my point.
To illustrate what I'm talking about, see the next post in this thread, where I've categorized all of the skills on the Barbarian's Berserker tree into Attacks, Buffs, Synergies, Masteries, and Mods.
I think, though, that what we're going to see a lot of, once Diablo 3 is finally released (in about ten years), is that when players build a character they're going to pick their main attack skills based on what Mods are available in the higher Tiers of that skill tree. Remember, to get any Tier 3 skills, you have to have spent 10 points in the tree; 15 points to unlock Tier 4 skills.
I think that each tree is going to have comparably powerful high end attacks, so that will be a toss-up. The Synergies and Masteries are really only going to have an impact on Active skills within the same tree, so again, those won't really be a deciding factor. But in order to get the high-level Mods, you're going to have to invest more points into that tree, and so you'll have to spend a lot of points into a tree you don't plan to focus on if that tree has a Tier 3 or higher Mod that is considered a necessity.
For example, take the Barbarian skills. As I've classified the Passive skills, the Tier 3 and higher Mods are, for each tree:
Battlemaster: Deliberate Defense, Death Proof, Natural Resistance
Berserker: Savage, Slashing Strike, Destroy Armor
Juggernaut: Invigorated, Iron Will
All of these could be argued to be more or less useful than the others, but I think every Barb player is going to end up wanting points in Death Proof. That could possibly require a bigger investment in the Battlemaster tree than most pure Berserkers and Juggernauts would want to spend. So assuming everyone wants to get Death Proof, it'll be less costly to them if they focus on the Battlemaster tree than on the other trees.
So basically, to sum things up:
1. I'm predicting that character balancing issues are mainly going to come down to which Mods are available at higher Tiers.
2. For those of you planning to build your own fan classes, try to get a feel for the differences in the types of Passive and Active skills Blizzard is coming up with.
For anyone interested in developing a fan class, this should still interest you. One of these days I plan to overhaul my Mentalist class from a few weeks ago, and I'll definitely take this stuff into account. (It seems like the "Characters and Skills" forum has turned into the "Fan Class" forum in recent weeks, and there's nothing wrong with that, but it is a bit ironic that I'm putting up a post about characters and skills in general and it almost feels out of place in the Characters and Skills forum.)
I've been looking over the D3 skills we know about so far with the intent of predicting which builds will turn out to be the cookie-cutters that are most popular (because, of course, they'll be the most successful). I noticed an interesting distinction between a lot of the Passive skills. Some passives impact one or two active skills in a skill tree. I'll refer to these as Synergies. Some of them impact all of the skills within a skill tree, or a specific playing style. I'll refer to these as Masteries. Some passives have a universal application, rather than affecting particular skills or a particular tree. I'll call these Mods.
(I'm not totally satisfied with the "Mods" nickname; I'm referring to mods that you would normally get from your gear, and in that respect the name makes sense, but it just doesn't seem to fit well with Synergies and Masteries. Or maybe it does. What do you guys think?)
Also, among the Active skills, some of them would count as Attacks, and others would count as Buffs. For example, Barbarians have Whirlwind (attack) and Battle Rage (buff), while Wizards have Disintegrate (attack) and Slow Time (buff). Maybe "Buffs" is also an inappropriate name, but hopefully you get my point.
To illustrate what I'm talking about, see the next post in this thread, where I've categorized all of the skills on the Barbarian's Berserker tree into Attacks, Buffs, Synergies, Masteries, and Mods.
I think, though, that what we're going to see a lot of, once Diablo 3 is finally released (in about ten years), is that when players build a character they're going to pick their main attack skills based on what Mods are available in the higher Tiers of that skill tree. Remember, to get any Tier 3 skills, you have to have spent 10 points in the tree; 15 points to unlock Tier 4 skills.
I think that each tree is going to have comparably powerful high end attacks, so that will be a toss-up. The Synergies and Masteries are really only going to have an impact on Active skills within the same tree, so again, those won't really be a deciding factor. But in order to get the high-level Mods, you're going to have to invest more points into that tree, and so you'll have to spend a lot of points into a tree you don't plan to focus on if that tree has a Tier 3 or higher Mod that is considered a necessity.
For example, take the Barbarian skills. As I've classified the Passive skills, the Tier 3 and higher Mods are, for each tree:
Battlemaster: Deliberate Defense, Death Proof, Natural Resistance
Berserker: Savage, Slashing Strike, Destroy Armor
Juggernaut: Invigorated, Iron Will
All of these could be argued to be more or less useful than the others, but I think every Barb player is going to end up wanting points in Death Proof. That could possibly require a bigger investment in the Battlemaster tree than most pure Berserkers and Juggernauts would want to spend. So assuming everyone wants to get Death Proof, it'll be less costly to them if they focus on the Battlemaster tree than on the other trees.
So basically, to sum things up:
1. I'm predicting that character balancing issues are mainly going to come down to which Mods are available at higher Tiers.
2. For those of you planning to build your own fan classes, try to get a feel for the differences in the types of Passive and Active skills Blizzard is coming up with.