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As a bone necromancer in Diablo 2 i used 10 skills on a regular basis (bonespear, bone armour, clay golem, revive, lifetap, dim vision, attract, amplify damage, corpse explosion, decreptify). In comparison the six skill maximum in diablo III seems limiting. Maybe there should be a passive that gives extra skill slots for certain classes?
Teleport, hammer, teleport, hammer hammer hammer, teleport, telepot, hammer hammer hammer hammer.
The design direction of Diablo 3 is to prevent all builds within a build class to readily access everything that build might care about. It would be nice if that included a higher skill limit, but there you go.
i dont want to have to say this but....................this is diablo 3 so you know, a different game. i think 6 is a good number, force us to make choices
Its simple. Diablo 3 is a different game to Diablo 2, you need to stop living in the past and embrace the changes. 5 of the skills you list are curses. For a start you don't have a tree full of curses that you can sink 1 point into each and with a few + skill items have several useable abilities. Each class in D3 has fewer "effect monster" type abilities than say the Necro in D2. Your list gives you nukes, summons, armor buffs and several utility spells in curses. It's all too easy and the D3 team want players to move away from those habbit's.
And as has been repeated countless times, this is a gameplay orientated decision. They don't want you to just be able to get everything into your build without limits. They want the player to think about their 6 abilities and make tough choices about what to take and which skills complement each other well. 6 was deemed the optimal number at which players began facing tough choices when picking abilities. Any higher and it felt too easy to get everything you needed in one build.
Thank you sir!
Quoted for the truth.They don't want you to just be able to get everything into your build without limits. They want the player to think about their 6 abilities and make tough choices about what to take and which skills complement each other well. 6 was deemed the optimal number at which players began facing tough choices when picking abilities. Any higher and it felt too easy to get everything you needed in one build.
Kinda tired of "this was not like D2" kind of things.
Meh that first line actually sounds a bit *****y now I read it back. It wasn't intended with any malice so I hope OP doesn't take any offence. I just think the sooner people get out of the D2 mindset the sooner they will adjust to D3 and be able to enjoy the game for what it is.
what do you want? 12?
I thought that 7 skills was a good compromise between restriction and options, but oh well - looks like we're sticking with 6 :P.
I've been making a lot of petless WD builds, and it seems particularly hard since you'll need a lot of CC/escape to survive Inferno, and if I take Grasp of the Dead, Horrify, Spirit Walk, and Mass Confusion, it only leaves room for two attack spells, one of which needs to be a low-mana one like Poison Dart :P. I'm hoping I can get away with just 3 CC spells including Mass Confusion, but those elite packs with 4 affixes sound so scary >_<.
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