Marco wrote:Well not really. The problem in skill diversity in median isn't caused by limitations but rather, the low amount of decent skill/missile functions that there are available.
Sure, but now you can have separate cooldowns for different skills, and that alone should add a lot to the design space. Plus you have room for more stats.
Marco wrote:Skills will be one of the lowest priorities for the first sigma versions. For the first alpha, the biggest reworks will be seen on the levels, maps, regular monsters, cube recipes, items and uberquests. Several uberquests will be removed (brachy, infernal machine, etc.), several quests will be reworked from scratch (lesser prime evils: Azmodan & Belial), uberquests will be moved outside the main storyline, tiered item count will be reduced to 4, one-of-each sacred unique will be removed or will replace a removed tiered unique (because Jitan's Kamon+deadfall has become unoriginal). There will be new uberquests. Dogmas will be removed because they're not fun. Most forms of item rerolling will be gone because horadric cube is taking way too much time of our lives. I can go on for an hour but my point is, no don't expect a new character tree, at least for a while.
Sounds good, but it'd be nice if every class had at least one skill changed or rebalanced so that we don't have to go through the whole game playing same skill for 1,000th time.
Eg: For Throwsin move Stormcrows to level 1, remove Scorpion Blade from the tree but still keep it as a proc, add a new high-damage throw skill that has its own short cooldown (~4s) at level 1 and goes down to 0 with hard points. So you could either play a standard Throwsin who uses Stormcrows/Wychwind/Maelstrom as her main skill and casts that other skill once every 4s, or maxes that skill and just uses it.
As for what the skill could be... maybe a knife trap like Broadside, but one that rapidly fires knifes only along the 4 cardinal directions (like how Noctule only fires bats along 2)?
As for ubers, I thought of something...
Right now every uber is either a farming zone that may or may not have a boss in it (Duncraig, Fauztinville) or is just a boss battle (Judgment Day, Chyrsaor). What about an uber where you need to kill a tough boss to unlock a farming zone? You could even make it a chain of zones, with a set of elemental-themed guardians that you need to defeat one-by-one before you can access each farming area via a red portal spawned on his death, with the next guardian at the end of it.