I posted this suggestion in bot US and EU but both got buried by hate/rage topics in 5 mns... Hope people here read it and give some feedback.. I thinks it's a pretty positive idea...
Don't know if this will ever end up in Devs ears but here goes anyway...
I thought of a way of adding endgame experience to game and also skill "binding" with one simple idea... I compared Diablo skills with real life skills, and i thought "when i get a new skill, let's say, exchange administration, i get more proficient every time i use that skill on the other hand, since i can't do everything on the same time, i lose proficiency on other skill i don't have the time to use anymore, let's say SQL administration".
What does that mean? Well if Runes had like 5 levels of proficiency and the char gain a level on it for every hour (Example) of effective use (effectively killing mobs, not staying in town for 1 hour) up to a maximum of 5, other skills that were not in use would lose a skill for every hour down to a minimum 1. This way you would have to level the skills every time you tryed a new skill/rune which would provide endgame content (leveling up) and also would make you think twice about skill swapping because you would have to level up the skills every time you did.
and it doen's have to be 5 for every rune. A Given rune could have 5 levels but another could only have 3 or 2. The point is every especified period of time you effectively use the skill it makes it better, but during that period of time all others skills are losing it's value. If you want to try the new Bash/Sprint/berserker rage skill you don't just swap skills, you have to level them... But after you discover it's not better than yours... well swap everthing back and level them again.
As i said, i don't know if this will ever get to the devs but i think it would be a cool idea for an expansion (i don't think they could do it in a patch only).
I like the idea because I'm a glutton for punishment. That, or the idea of something I call "lifetime weapons" where you level up your end game weapon. It's kind of like Secret of Mana IIRC, and it's permanent.
Great idea for skills and promotes keeping a build or set of skills for a long time. Couple of issues:
1) If you change your build, like changing your profession in RL, do you lose those "points" you have built up?
2) It goes away from the design philosophy of the game which is to have "billlions" of build options. Ok I LOL's when I said that.
3) It would lock you into a build that might be horrible for many reasons, but you might feel no option to change it because of the time you have put into it
How about we make it so that you have to use escalators backwards, so that when you want to go up, you take the down-escalator? This idea is equally awesome as yours; the skill system was designed so that skills will be easily swappable, so to torpedo that now with this unfun punishment would be extremely counter-productive imo. Neph stacks are enough for 'build permanence' and preventing exploitative skill swapping.
As for the 'leveling feel', I think they should re-introduce levels 61-99, but only give extra stat points for more levels after 60. That way you'd have the feeling (like you did in D2) that even if your runs give you no-good loot (imagine that...), you'll have made some kind of progress in all those hours you've spent farming. You could make the leveling progression similar to D2 1.13, meaning that it would take months to get to lvl 99.
i think there is already a bit of a penalty in some situations for swapping skills if you are going from one set up to another. I wanted to try critical mass build but required s lot of gear switch to focus on crit chance and crit damage. Sure there are other similar situations if u are really trying to specialize.