So we have buffs we have to constantly refresh (seriously, how outdated is this?) and a nuke that is either going to be OP or useless.
I believe many here also were talking about teleport.
And, speaking of teleport, from what I understand there are ways to spec/rune it to decrease the cooldown to something small. Which, to me, implies we will be able to decrease the cooldown of most such skills. This is going to cause some issues if the nukes in question are relatively spammable resource wise.
I'm worried about nukes (Earthquake), reasons were given.
I'm worried about buffs, because I freaking hate buffs. If the buff lasts 2 minutes and the cooldown is 2 minutes just make it a passive. Summon at least I can somewhat understand - it's your job to keep it alive for that long. But buffs? Please no, I had enough with resetting Burst of Speed every 5 minutes... unless the game has a debuff system or something, I just don't see the point.
From what I understand, these buffs are very shortlived, and amount to nukes.
And teleport. I'm sure some people will spec into it in PvP, perhaps some in PvE, but without a spec it seems to be in a very strange position.
In any case, considering possibility to decrease cooldowns, and the supposed strength of these tier 7 abilities, why would you not pick a tier 7 ability? Why would you get a bunch of level 1-5 abilities if the end abilities are stronger?
You could try to argue that using cooldown runes on tier 7 abilities will make them equal to tier 1 abilities with damage runes, but we have multiple tiers of abilities without cooldowns, + if we have buffs then those buffs don't need their cooldowns lowered anyway. Which brings us back to tier 7 skills being OP compared to lower tier.
If these abilities complement other abilities (e.g., tier 7 is buffs/supports only), it may be manageable. E.g., higher tier cannot provide any damage.
You seem to be ignoring the post I just made.
So barb has these skills here:
I don't know how many points you can put into each, I'll just consider them as 1-point skills. That's 23 skills. You need 7. I suck at statistics, so I can't give you a precise number, but that number is very large, and I'm happy with it.
The problem is, though, tiered skills may skew how many builds we actually get. For instance, if everyone always takes the skills in tiered order (from most to least), that essentially halves the number of skills. And a big chunk of those skills are either necessary or useless to specific variation in builds. + add imbalances.
Skill availability is rather irrelevant, it just delays complete build freedom until w/e level you can get all skills at, I believe the argument was that the tiers categorize skills by power.
The reason a number of builds float to the top is both unbalancing and lack of choices. A large amount of choices generally blurrs build power, and unbalances make some builds useless while others OP. It's Blizzard's job to minimize the amount of OP and UP builds, leaving more builds in the "viable" sector. The problem with DII was that many builds that should have been viable, weren't, mostly due to unbalances. Builds in DII were heavily limited due to synergies. Here, we see something similar to synergies, but a more hidden concept.
And what do you base this on? I played games with a lot more builds than that. And builds shouldn't lend themselves to math. The most high damage build should get you killed.