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I think that they've designed the game to force you to use a variety of skills. I came up against the act 2 boss (no spoilers), and he was impossible with the skill set up I had, but when I changed to a more 'direct' set of skills, he was a walk in the park
Thoughts?
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Redemptio - The Road to Redemption [99 Thread and Diary]
I take a minute to review my skills before each boss fight and make sure that I have set skills that are best for single targets or that work well without targeting.
I have mixed feelings about the skill system. It seems a bit too simplified, but it does have variety. I haven't really played enough (only two classes so far and highest is level 19) to render a verdict.
The skill system does force you to use a variety of skills, but at the end of the day your character will be exactly the same as anyone else's of the same class at the same level (excluding gear). The lack of character customization and development is rather disappointing.
Mmm, I think the fact that you're forced to use a variety of skills actually hurts build diversity quite a bit. If there were several different builds which were viable through most of the game, then you could customize your gear around that particular set of skills. As it stands, I suspect that most people will just try to stack as much damage stat/vitality/magic find/whatever else ends up being important as possible and switch skills as necessary.
Disclaimer: I'm only in Act III Normal so far, so it's possible that I'm completely wrong. These are just my opinions from a game design theory perspective. I'm also having a blast playing the game so far, so don't take this as too harsh a criticism.
It's a different game, and until we get more experience with it, I'm on the fence as to which is better. They might end up so different that they're incomparable. I'm not even out of act I yet, playing each class in parallel. But I see already that the skills granted tend to oscilate between "boss mode" and "croud mode". It's not rocket science to decide which mode to be in.
I wrote in the Wednesdaily that I had to switch skills to beat a couple of bosses (NM Diablo, Hell A1 boss), not my entire setup, but a few choice things for fights that I know are going to be really long.
In the long run I hope to change many of my skills, right now choices are being dictated by the fact that I feel undergeared and I'm living by the skin of my teeth. I think that's *part* of the reason that easy respeccing exists in D3 and was put into D2, it is about being able to use class skills in order to progress, even if they're not what you're going to use end-game.
Does this system equate to something like a load-out in an FPS?
Well, it's suggested that you balance your single target and aoe damage with your survivability. Which skill setup you take for this is up to you. With elective mode, there are quite few viable builds, or has been so far for me at least. I'm at NM act 3 though so don't know if things will tighten at later levels of the game.
I actually hadn't noticed elective mode. Thanks for pointing it out! My Demon Hunter is much happier now. Maybe this will help.
I guess I was a little bit harsh but what I meant was there are no skill points or attribute points to be placed when you level up. At level 60, every monk (for example) will have access to every monk skill, and will all have the same base attribute points. Or at least that's how I think it works. I guess it just dampens replayability for me a little bit. I'll only ever need 1 monk for anything a monk can do, or 1 wizard for anything a wizard can do (provided I have different sets of gear).
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