Cauldron of Jordan and Nephilim Cube ==> eliminate need to go back to town so often to unload lootz.
Skill swapping restricted to in-town only ==> clicks the 'undo' button on the previous statement.
However, I believe this new addition will be much less of a hassle than it used to be in D2 when you would fill up every 5 minutes, especially in early levels when you grab everything to sell for gold. Considering how import gold will be in this game compared to its predecessor, adding the cauldron/cube to get your hands on gold/crafting goods easier belittles the already minimal grief over having to go back to town to quick change skills.
As for a cooldown, screw that noise. I would be pissed off if I went back to town, accidentally traded out my Spirit generator attack for a second Mantra and had to wait 5 minutes to correct it. A cooldown on the recall stone is more understandable... If you get to a waypoint, there is no reason you shouldn't be able to go change skills quick without having to wait on a timer from your last spell switch. A cooldown on the recall stone at least leaves you stranded knee-deep for a little while until you can come back to adjust your skills.
Bottom line is that we are used to going back to town from the previous game for other reasons, and we will be going back to town often enough anyway to stash loot and craft. Would it be cool to just skill swap on the fly? Yes. But, without a in/out of combat toggle mechanic in the game, simple macros will allow people to swap skills and runes seamlessly during any fight they wanted, thus eliminating some character build customization principles... If you can use ANY spell at ANY time and they are all level 60 spells with ANY rune you want, then what we have my friends, are cookie cutter characters constantly cluttering cathedral catacombs.
// as i started typing that i had to keep goin with the c's.
So yeah, in my opinion, send us to town to change spells and put a 1-2 minute cooldown on the stone of recall.
Edit: I just read about another possible solution elsewhere (here). Didn't read what they were saying yet but an option in the poll is to lock skills only in certain areas (boss fights and other group instances, random events, pvp arena, etc.). Also possibly restrict skill swapping to town-only in the later difficulties of the game (Inferno, possible Hell mode also). After everything is unlocked, you will probably start leaning toward a few set skills that you like using the most, and you will probably want to go back to town before switching game plans anyway.
Possibly contradicting some ideas from the pre-edit post, this solution seems very reasonable, practical, logical..
Rollback Post to RevisionRollBack
Does anybody really know what time it is?
Does anybody really care?
I'm not sure what I think about the unattuned rune system, but I love the idea of going to town to switch skills. Being able to respec easily is a good feature, because it lets you experiment and fine tune your build without a lot of unnecessary hassle. But I think the point should be to find a build you like and then have incentive to stick with. Being able to change out skills instantly anytime just seems like to much.
Every dungeon and boss encounter would have to be designed with a challenge level accounting for each character being able to optimize skills on the fly. So people who aren't changing their skills out constantly would always be underpowered with instant, unlimited skill swapping available.
In short:
Fighting through dungeons, then fine tuning your skill build after = fun.
Fighting through dungeons and stopping every few minutes to adjust skills to stay competitive = lame and tedious.
Skill tuning in town and at level up only please! LOL!
To be perfectly honestly, I am getting so tired of reading all this drib drab, this dead horse has been beaten enough. Why is there even resistance to the skill swapping possiblities and the eventual creation of macro programs that will allow you to use more than 6 skills at a time. Why are you babies fighting and helping Blizzard with making this release more Console freindly? Why are you offering solutions and opinions that will further limit the possibilities of this release, and help make this game MORE console friendly? Its the direction of Blizzard in wanting this game to be playable on consoles that is limiting its release capabilities on the platform that made them their billions. Im not even bitter that Blizzard is doing this its a direction which was inevitable, what I am bitter with is that they are releasing the Console version of this game onto the computer as well. Thats just how I see it.
Maybe im dead wrong, but its just so blatantly obvious, and to be frank I feel alittle cheated.
Just my two cents.
I get your point, but Diablo is a hack and slash sort of game. I think most people want it fast paced, with equipment, skill selection, reflexes and tactics being the focus, with a simple control scheme. That's what people are looking for in this style of game (I think). Making it necessary for everyone to use a bunch of macros to stay competitive would make it feel annoying and tedious. It takes the focus off just fighting. Plus, with all skills available all the time, there really wouldn't be "builds" anymore. Basically every character of the same class would play exactly the same. Sounds dull.
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Skill swapping restricted to in-town only ==> clicks the 'undo' button on the previous statement.
However, I believe this new addition will be much less of a hassle than it used to be in D2 when you would fill up every 5 minutes, especially in early levels when you grab everything to sell for gold. Considering how import gold will be in this game compared to its predecessor, adding the cauldron/cube to get your hands on gold/crafting goods easier belittles the already minimal grief over having to go back to town to quick change skills.
As for a cooldown, screw that noise. I would be pissed off if I went back to town, accidentally traded out my Spirit generator attack for a second Mantra and had to wait 5 minutes to correct it. A cooldown on the recall stone is more understandable... If you get to a waypoint, there is no reason you shouldn't be able to go change skills quick without having to wait on a timer from your last spell switch. A cooldown on the recall stone at least leaves you stranded knee-deep for a little while until you can come back to adjust your skills.
Bottom line is that we are used to going back to town from the previous game for other reasons, and we will be going back to town often enough anyway to stash loot and craft. Would it be cool to just skill swap on the fly? Yes. But, without a in/out of combat toggle mechanic in the game, simple macros will allow people to swap skills and runes seamlessly during any fight they wanted, thus eliminating some character build customization principles... If you can use ANY spell at ANY time and they are all level 60 spells with ANY rune you want, then what we have my friends, are cookie cutter characters constantly cluttering cathedral catacombs.
// as i started typing that i had to keep goin with the c's.
So yeah, in my opinion, send us to town to change spells and put a 1-2 minute cooldown on the stone of recall.
Edit: I just read about another possible solution elsewhere (here). Didn't read what they were saying yet but an option in the poll is to lock skills only in certain areas (boss fights and other group instances, random events, pvp arena, etc.). Also possibly restrict skill swapping to town-only in the later difficulties of the game (Inferno, possible Hell mode also). After everything is unlocked, you will probably start leaning toward a few set skills that you like using the most, and you will probably want to go back to town before switching game plans anyway.
Possibly contradicting some ideas from the pre-edit post, this solution seems very reasonable, practical, logical..
Does anybody really care?
Every dungeon and boss encounter would have to be designed with a challenge level accounting for each character being able to optimize skills on the fly. So people who aren't changing their skills out constantly would always be underpowered with instant, unlimited skill swapping available.
In short:
Fighting through dungeons, then fine tuning your skill build after = fun.
Fighting through dungeons and stopping every few minutes to adjust skills to stay competitive = lame and tedious.
Skill tuning in town and at level up only please! LOL!
I get your point, but Diablo is a hack and slash sort of game. I think most people want it fast paced, with equipment, skill selection, reflexes and tactics being the focus, with a simple control scheme. That's what people are looking for in this style of game (I think). Making it necessary for everyone to use a bunch of macros to stay competitive would make it feel annoying and tedious. It takes the focus off just fighting. Plus, with all skills available all the time, there really wouldn't be "builds" anymore. Basically every character of the same class would play exactly the same. Sounds dull.
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welcometo: http://www.netetrader.com
The website wholesale for many kinds of fashion shoes, like the nike,jordan,prada,****, also including the jeans,shirts,bags,hat and the decorations. All the products are free shipping, and the the price is competitive, and also can accept the paypal payment.,after the payment, can ship within short time.
free shippingcompetitive priceany size availableaccept the paypal
===== http://www.netetrader.com =====
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