First, upon braking down, Gosu's idea about removing class specific affixes is not bad at all and it's got hellavalot more to do with itemization, than it does with a "roundabout way of re-implementong the Diablo 2 skill system". I think that both me and the Game designer misunderstood Gosu's idea (which is partially our fault, but partially Gosu's fault as well, considering that again, both me and the dev failed to understand what he was saying initially)... or may be that's my interpretation, I don't know.
I agree. His idea of collating all the redundant affixes into less but more useful ones is a good idea. And actually I am all for it. I just felt that having a skill free or point options for this new "mastery skill" . . . I'm not so sure about it. It's in WoW and it works well there. So to me having a skill that works for all classes is good. How you use this skill, if it's points for a choose your own tree style or each class has a fixed "mastery" skill like in WoW, that's my main issue. How this is implemented. It needs to be well and a mini skill tree I feel is not the best idea.
My question is how would you feel about the system the way I described it.
I don't know. And that's the question. At the moment I see only 2 ways to impliment the system. NP or mastery, 2 different names for the same thing. I just used mastery cause that's what WoW uses.
1. Your way with + NP points. So you can choose what class specific ability you want.
2. WoW style where you have + NP points (or mastery). But what MP points do is set for each class. Like each NP point has 5 uses. One for each class. If you don't like what NP does for your class you don't stack it.
I haven't seem a 3rd way been described to implement this yet. Not that a 3rd way does not exist, I just have not seen it yet. And I feel each way has pros and cons.
Your way gives the player lots of customisation. They can choose exactly what they want. And can make builds how they see fit. The downside is you don't want stats to directly replicate character passives/skills. . . or do we? Take your + hatred regen example. We already have a plus hatred regen skill, the bat. If you're ok with saying some of the mastery options can be in addition to skills/passives that do the same thing then sure. But if you want all of the mastery options to be different to what the character already has then that'd be tougher.
The WoW way does have less options. It makes the mastery more like a class specific affix. Makes it feel more like an affix. You can tailor each one of the 5 masteries (one for each class) to be unique from what they already have skill/passive wise. The downside is there's only one per class. So if it does not fit your build or you don't like it, then you simply don't stack it.
In both cases you can use that chest on any class. The difference is do you either get a point to choose your own class specific bonus or you have one specific class bonus given to you.
And I think neither option of 1 or 2 is perfect. The first gives many options but also adds lots of complexity and skill points (of a sort) back into the game. The 2nd makes it feel like one affix and is pretty simple to add into the game, but lacks the customisation the first has.
Wait . . . I just had an idea. That sort of combines options 1 and 2. You could have:
A. each mastery affix on an item is one point. And you can use the points to choose an ability like you said. But each ability has only one point to add to it. So the mastery affix on 2 different items would equal two different options chosen. That's remove the whole skill tree issue.
B. Each mastery affix you have equals one more passive skill choice. So with 2 mastery affixes you now have 5 passives to choose from.
Just some random ideas I had.
That said, Gosu's suggestion's got nothing to do with that. He didn't suggest re-leveling the same character over and over again. What he did suggest was a fix, which was directed towards improving the itemization, while adding some very minor form of customization (which is good), and from what I understood he suggested the points to be refundable (which is also good, since I don't wanna re-level my character hundred times).
I agree. It has nothing to to with re-levelling characters. The points would be refundable, and have a CD of 30 seconds of so like changing skills has. And I agree with the idea of his fix. I think a mastery skill is a great idea. It's just how his mastery idea will be implemented in game is the question.
Do you think WoW is a good place right now? Because I most certainly don't.Do you think Diablo should follow in WoW's footsteps? Because I most certainly don't.Not everything in the past is necessarily bad. I would argue that many things in the past were better and it's not just the nostalgia talking.
I think WoW is at a cross roads now. Wrath I feel got it right in terms of game play. Removed all the too complex statistics and choices but left enough to make you feel that you still had enough choice. A tough balance that Wrath did well. Wrath skill trees were another issue. There was little choice for customisation there. Cata to me was a complete mess. I feel it was the patch WoW needed to have to move on, and thankfully it did. And Panda is better. But to me I see Cata and post as WoW 2.0. In a way it's almost a new game, so many differences. Almost not the same game as pre cata.
Do you think Diablo should follow in WoW's footsteps?
Entirely? No. But Diablo 3 can learn from WoW and from D1/D2. Many things are better in the past. I will be one of the first people to say there are aspects of D2 that are way better then D3. The gem/jewel system for one. The developers need to work out what was dome better in the past and work out how to implement it into D3. Sometimes a straight copy/paste into D3 won't work. The old ideas might need a tweak before they can enter the D3 world.