01/03/2014 04:59 PMPosted by LylirraGoing to echo a similar response I gave to a thread that asked this same question a few months ago. Apologies for the overlap, but the answer hasn't changed since then. :)
So! No current plans to increase the 6-skill limit. We still feel that 6 is a good number, enough to give you flexibility in your build choices, but not too much to where you don't have to make thoughtful decisions about what you put on your bar. (We actually had 7 skills available for a pretty substantial period of time before Diablo III shipped; however, after lots of testing and feedback rounds, we reduced the number to 6. So, this is definitely something we've not only considered, but also evaluated heavily in the actual game environment.)
We know that some players may disagree with that approach (example: the OP). Totally cool, but let me turn the question back on you and then add a few more, because learning why you prefer one gameplay feature over another is super meaningful. Also, sometimes it can be pretty fun, too.
- How is having only six skill lots negatively impacting your gameplay experience right now? If you can cite specific examples, even better!
- On the flip side, how would having an extra skill slot improve your game experience?
- If you had a 7th skill slot, what additional spells or abilities would you add to your bar (on top of the builds you use currently)?
Note that players will get a 4th passive slot at level 70.
I know that a good many players have stated they don't need a 7th skill slot, but I feel as though if that's their choice, that's their choice. It shouldn't necessarily be the one I'm left with because of their preferences for skill limitation.
One of the things that comes to mind regarding a 7th skill slot however, is the fact that there do need to be inherent limitations. For example, I shouldn't be running with all of my "Ultimates" slotted in a single build. There are several other skills which act as similar "Nukes" that would need to be disallowed in combination with some other skills in "excess".
Another issue that exists is the very nature of skills in Diablo 3. Some skills are nukes with a timer. This means that the more skill slots you open up, the more of these you allow to be on a build at any given time. This is part of the problem. People bypass their intended place on the power curve through specific allotment of skills that defeat those mechanisms with short, burst-style damage.
We have yet more skills that cause problems, usually found in high utility skills that generate resource. If more skills had a resource cost, but resource was in turn more plentiful or faster generating, this might not necessarily be an issue. As it stands though, it presents additional concerns when tuning content, given that an additional skill slot were in fact added.
The last serious problem I can think of with the currents skills would have to be "Active Passives". There are more skills than I'd like to admit, which do nothing but provide you a passive buff. Those are what we refer to as passives most of the time in games, just not here. In other ARPG's they don't take up a slot on a bar of any kind, they just cost a couple skill points, and are referred to as auras. We don't have skill points proper in D3 like we should, so this requirement to take up a slot or two in a given build (with only 6 slots) in order to have buffs that make your hampered build more viable or survivable, is just unfun.
If we disallow certain "overstacking" of given skill types in a single build, we can make the 7th skill slot a reality, and one that agrees with current gameplay mechanics without eschewing other factors of play. This would provide for a deeper, more interesting, often more tactical experience, with players having more interesting repertoires, all while not breaking anything.
I think one of the best uses for this, if I'm being simple about it, would be to have two different primaries. Primaries are, for a couple of the classes (Barb being the worst in my opinion) nothing short of glorified auto attacks. Given some of the damage changes to other slots, they're definitely not helping your cause much with too many of the classes. They are just a mechanism for delay between using that auto-attack and the next real damage skill, as you need resource to make those happen.
In short though, my gameplay would be better because I enjoy options and it is my opinion that we don't have enough of them currently. If the concern is synergizing, well most builds could actually use a little more synergy, so I say bring it on. If that isn't the concern, then I don't see what one more slot is going to hurt. I'm playing on PC for Pete's sake, number of buttons necessary for inputs is just not an issue. If it is for somebody else then they can run with 6 slots, but that's simply not a problem with a keyboard in front of you.
P.S. Disallowing the selection of more than 2 skills from the same category is probably a pretty safe blanketed implementation of limits for skills. After that, I don't think 7 or even 8 skill slots is a problem. =)