Diablo 4 - Skill Cooldown in ARPG
Aug-01-2023 PSTI've loved Diablo 2 since I was a kid and love the ARPG genre in general; games that revolve around upgrading gear and finding loot while leveling up a specific class your way is the winning game for me.
Since the release of Diablo 3, I've wondered about specific reasons why I'm unsatisfied with Diablo games, partly including Diablo 4 (only partly because it's a new game and has come to the fore). when things change). I realize it depends on how your character plays in terms of skills and cooldowns; something that doesn't exist in Diablo 2. Item placement is also an issue, but I think it's mostly related to how skills work in D3/D4, and if that changes, the classification of items will also be in a positive direction.
Ultimately, I don't think the long cooldown in Diablo is a positive thing for the game, especially when nearly all of your power is generated from those skills. The general course of action in Diablo 3/4 is as follows: activate your best skills, hope it kills everything, then take out the strays with your weakest skill, then wait Your skills are refreshed. Going back and forth between having OP skills and being forced to use weak skills or kite enemies until the cooldown cools down is not fun in my opinion. Your character doesn't feel strong, just feels like your character has a strong skill or two. skills that you can only use once every 10-30 seconds. To me, the long cooldown is like a concept borrowed from a MOBA. They work great in these games because the battles are much more tactical and less common. Usually, a big battle that requires all of your skills will take place at most every 2-3 minutes. In ARPG, you're constantly surrounded by crowds, so denying abilities that make your character feel powerful most of the time you're fighting seems counterintuitive. Does that mean I want to feel OP all the time? No, it just means that I want to *reach* what makes my character good all the time, not 1/10th of the time.
Balanced power comes from how strong the spell is when used all the time, versus increasing or decreasing how often you use it. The spillover effect of this is that the only way to balance the game is to make sure this skill's rank doesn't make it too OP, so you'll notice that upgrading the skill to D4 doesn't just increase skill damage by 5-10%; a seemingly insignificant amount. In other words; Your character's level does not improve your skills, which reduces your cooldown. It's the same in D3, but with even less control over how powerful your skills are and how that relates to character level. At least runes make the skills more diverse. Including level-up enemies and leveling up is almost like a punishment. This type of locker either integrates into the cooldown reduction or the resource cost reduction, making inventory boring because the only things that really matter are those two factors. Branches in the build type are binary. It's not about feeling like you're investing in a spell or spell combo, but more of just picking the best damage in the AOE, then making that spell cheap for whether it's a CD or a resource. This essentially makes most classes and their goals identical.
I understand that Diablo 2 mostly spams a skill or two (some classes require placing curses or other things that make them more interesting), but is there a way to capture the feeling of power level Change that in D2, while having a bunch of useful skills too. I just feel like the long cooldowns and linking resource-intensive skills to your core skills make the genre less interesting, both in terms of action and detail.
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