We believe that unique class mechanics with very different strengths and playstyles compared to other classes will make exploring the different classes-and playing the game-much more fun. We have this goal because Diablo is the kind of game where many players try out different builds or classes, especially during seasonal play. The main goal for us here is to have very unique class-specific mechanics in Diablo IV. We’ve also been exploring unique class mechanics for our other classes. Many of you might remember the Barbarian’s unique Arsenal system-their ability to carry and smoothly swap between multiple deadly weapons-which greatly increased their power. Here, you unlock brand new skills, unlock additional functionality for these skills, and unlock Passive Points that you can then spend on the lower Passive section of the tree. The upper Skills section is where you will spend the Skill Points that you earn by leveling up. As you can see from the screenshot below, we have separate sections for Skills and Passives in our freshly painted Skill Tree. With this valuable feedback in mind, we’ve have been iterating on a new Skill System. Similarly, Skill system progression felt too simple, which created issues where a player would have no meaningful reason to spend their skill points. We’ve been reading through a lot of the comments from the community and agree that the Talent system needs more depth. Lead System Designer, David Kim, provided some details on the new skill system including allocations and passive assignments.Īs Luis mentioned, we have made some major changes to Diablo IV’s Skills and Talent systems. There’s a lot to cover so we’ll break down the highlights below but you can also find the full post from Game Director Luis Barriga here. Diablo 4 is deep in development at Blizzard and today, we got a new look at the game thanks to their quarterly update.
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