As Luis mentioned, we have made some major changes to Diablo IV’s Skills and Talent systems. We’ve been reading through a lot of the comments from the community and agree that the Talent system needs more depth. Similarly, Skill system progression felt too simple, which created issues where a player would have no meaningful reason to spend their skill points. With this valuable feedback in mind, we’ve have been iterating on a new Skill System.
As you can see from the screenshot below, we have separate sections for Skills and Passives in our freshly painted Skill Tree. Take a look:
The Sorceress skill tree. The branches contain skills and skill upgrades, while the roots contain powerful passive effects.
The upper Skills section is where you will spend the Skill Points that you earn by leveling up. 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.
You can spend skill points on square nodes to unlock new active skills for your character.
Spend points on circular upgrade nodes to enhance active skills you've unlocked.
As you explore the branches of the tree, you will find passive points.
You can spend passive points in the roots of the tree to unlock powerful effects.
The Skill Tree you see above consists of many specific nodes, a sample of which you can see in the screenshots above. If we imagine every single node on that massive Skill Tree affecting different skills in different ways, the path that you decide to take will determine big power increases and playstyle choices.
The Passive part of this system is where you will find more general upgrades to your character. These effects are not specific to particular skills. Therefore, the Skill Tree will have a good mix of all types of different choices for players to make.
One last thing we want to point out is that players will not be able to acquire every Skill Tree node. We’re currently aiming for 30~40% of the nodes filled in for end game, so that players can have very distinct, and different ways they build out their character.
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. We’ve also been exploring unique class mechanics for our other classes. The main goal for us here is to have very unique class-specific mechanics in Diablo IV. We have this goal because Diablo is the kind of game where many players try out different builds or classes, especially during seasonal play. 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.
For the Sorceress, we’ve been trying out the Enchantment System. This is how it works:
The Ball Lightning skill. Unlike other classes, each Sorceress skill has two possible effects.
Sorceress skills can be placed into two locations: an active skill slot (that every other class also has access to), and an Enchantment slot. If you place a skill in the Enchantment slot, you can no longer use it as an active skill, but your character instead gains a secondary bonus power.
Ball Lightning as an enchantment. You can gain the secondary effect of a skill by placing it in an Enchantment slot instead of an active skill slot.
The power you gain from Enchantments is extremely significant, and you can currently make builds based around your Enchantments, your active skills, or a mix of both.
Here is an example of this system using the Meteor skill. Meteor allows you to call a fiery chunk of rock from the sky. If you choose to slot it as an Enchantment, you won’t be able to control your Meteors, but they’ll fall onto enemies periodically. This skill is still under development and may be different in the final game.
We’ve been testing this class mechanic for a while now, and the team feedback has been really positive. This new system now empowers you to make some interesting choices to strategize around which skills you would want to slot in as an Enchantment, as you won’t be able to put one skill in both places.
We are also exploring a Druid-specific class mechanic as well, and we’ll have more information on that to share in the future.
Step in the right direction, but i hope there is more , complexity of classes , diversity of loot, creates replay ability, something D2 had in spades not so much D3.Love the quarterly updates looking forward to more.
Oh that looks a lot like Rift's skill trees.
Im kinda tired with all preorder things ordered SL since day1 and halo mcc to pc since november 2019 and still not all content are released 1 year before release is kinda max time companies can go
Spending points on top to earn points for below, is this Rift?
No new mechanics, this bring nothing new to the table. Sure it looks pretty, but it's actually kinda hard to navigate looking it at first glance. Also those are the same customisation options form D3, which is a pathetic game.Also there is not enough innovation, D4 is supposed to push the entire genre forward, and this looks sub-Path of exile. Skill customisation is far from enough, it's just a D3 reskin, and this game is being developed with Consoles in mind. No one will take you serious if you develop your product with cross-platform as the main selling point, cuz money grabbing Acti-blizzrd. And it's insane when you read through the blue post , %^&* like Legendary ItemsWe are exploring some big changes in this space for two reasons:1. We agree with the feedback that a character’s power is currently too dependent on items. We plan to put more of the player’s power back into the character to make build choices more impactful, rather than have the majority of player power coming from the items they have equipped. That said, it’s important that we strike the right balance so that itemization choices always feel meaningful.REALLY? With feedback like that, this game will be the next meme.
A literal skill tree? That's kind of awesome and a pretty hilarious troll
Don't tell Sylvanas or she will have to resurrect Wirt to learn how to travel.
I do not like this. It looks visually more complicated than it actually is to me. What happened to keep things simple (diablo2)?
Looking more like PoE....
The atmosphere is going to be vital for this game. Diablo III failed in part because it didn't have the same sinister, macabre, and eerie vibe that the previous games had (especially the first game). The reason the first Diablo game had such a big impact on me when I played it way back in the 90's, is just the amazing combination of soundtrack, visuals, and dungeon design. In comparison, Diablo III felt like Disney Diablo.It should feel like we are traversing through Hell itself.
I'm going to be negative until they revamp the whole itemization system, attack and defense as only stats in the current gear is extremely lazy for a AAA company, the playerbase are not toddler or mentally challenged people that gets overwhelmed by numbers. All character should benefit from intelligence, strength and agility and even more. Numbers are fun and calculating is fun