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ͳһµÄ²ã´Î½á¹¹" TITLE="°µºÚÆÆ»µÉñ3¼¼ÄÜÊ÷×îж¯ÏòͳһµÄ²ã´Î½á¹¹" />¡¡¡¡ÒÔÏÂΪÀ¶Ìûʱ¼ä~~¡¡¡¡ÍøÓÑ£º¡¡¡¡I'm new and a bit late to the gaem but I think I've researchedas much as I can on the skill trees. From what I gather skills canhave up to five points in them and five points is required in atier to advance downward. (most of this information came fromblizzcast 8) I read a post by bashiok saying that it isn't final,itteration, that customization is a big part of the game and theywon't stop adding it.So I think he did a good job of covering allpossible exits. ¡¡¡¡My question, or rather observation, is that the requirement tospend 5 skill points to advance down a new tier doesn't actuallyallow for that much customization. It also makes people focus onspecific trees as a whole (because theyre investing their points)instead of being able to mix and match. So you may have trees 1, 2,and 3. In the end there are only so many potential builds you canget out of this.¡¡¡¡1, with some of 2¡¡¡¡2, with some of 1¡¡¡¡2, with some of 3¡¡¡¡etc etc¡¡¡¡ÎÒÊÇÒ»ÃûÓÅÐãµÄж ¡£

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ÔÚ×îºó£¬ÄãÖ»Äܴ³öÕâÑùµÄÒ»¸ö¼¼ÄÜÊ÷£º¡¡¡¡1£¬ÒÔ¼°²¿·Ö2¡¡¡¡2£¬ÒÔ¼°²¿·Ö1¡¡¡¡2£¬ÒÔ¼°²¿·Ö3¡¡¡¡µÈµÈ¡­¡­¡¡¡¡We're assuming that you get one skill point per level, with 99levels you could pretty much reach the bottom of each tree by theend of the game. But that's spending in a very linear fashion. Onlyspending enough points to max out one skill from each tier. It'sunlikely those would be optimal builds whatsoever. If they are,that's a separate problem. But more than likely the "X with some ofY" I proposed above is more likely.¡¡¡¡So, I'm curious, is this lack of customization somethinganyone else is worried about? I don't doubt they understand howthese things work, and it's not done, but it just stucked out to meI guess as a problem.¡¡¡¡ÎÒÃÇÀ´¼ÙÉèһϣºÈç¹ûÄãÿһ¼¶»ñµÃÒ»¸öµãÊý£¬ÄÇôµ½ÓÎÏ·×îÖÕÄãµ½´ï99µÄʱºò£¬Ä㵱Ȼ¿ÉÒÔ½«¼¼ÄÜÊ÷ÀïÃæµÄ×îÖÕ¼¼Äܶ¼¼ÓÉÏ ¡£

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ͳһµÄ²ã´Î½á¹¹" TITLE="°µºÚÆÆ»µÉñ3¼¼ÄÜÊ÷×îж¯ÏòͳһµÄ²ã´Î½á¹¹" />¡¡¡¡Bashiok£º¡¡¡¡As you mentioned and I had said in that rather lengthy post,we're under heavy iteration. The version shown off with BlizzCastwas a prototype in many ways, and a jumping off point in others.We're working with a modified skill tree system now of what weshowed, under heavy testing and scrutiny. It's of course not final,the ideas it proposes are something we're happy with in theirdirection but they could very well change. In fact I would bet onthem continuing to evolve.¡¡¡¡¾ÍÏñÄãËù˵µÄÄÇÑù£¬ÎÒÔø¾­·¢¹ýÒ»¸ö³¤Ìù ¡£

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¡¡¡¡So, the system we have now... you'll have to just picture itwithout any visual representation, sorry. They're not radicallydifferent visually except that the trees are all viewable at thesame time. Taking the barbarian trees (berserker, battlemaster,juggernaut) and not tabbing them, but having them all viewablesimultaneously. Side by side. This is important due to how they arenow apart of a unified tier progression. Instead of spending 5points in the berserker tree to then begin spending points in thesecond tier of the berserker tree, the new design allows you tospend wherever you like. As long as your points in the first tierof skills adds up to five, the next tier for all trees isunlocked.¡¡¡¡So, I could spend 2 points in Heightened Senses which is aberserker skill, and 3 points in Bash which is a Juggernaut skill,thus adding up to 5 points and granting me access to the secondtier of skills for all of the trees. With this amount of freedomyou can see how easy it is then to diversify yourself and yourbuild. You're no longer gaining abilities through investment, butinstead more through choice and personal preference.¡¡¡¡àÅ£¬ÏÖÔÚµÄϵͳ¡­¡­ÄãÏÖÔھͿÉÒÔ²»½èÖúÈκλ­Í¼¹¤¾ß¾Í»­µÃ³öÀ´£¬µ«ÊÇÈç¹ûÄãûÓÐÈ·¶¨ÄãµÄ¼Óµã·Ö²¼µÄ»°£¬¼¼ÄܵÄЧ¹ûµÄÇø±ðÊÇ¿´²»³öÀ´µÄ ¡£

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Äã²»ÔÙ»áͨ¹ý¼ÓµãÀ´Ôö¼ÓÄÜÁ¦£¬¶øÊÇͨ¹ýÑ¡ÔñºÍ¸öÈËÆ«ºÃ»ñµÃ¸ü¶àºÃ´¦ ¡£

ͳһµÄ²ã´Î½á¹¹" TITLE="°µºÚÆÆ»µÉñ3¼¼ÄÜÊ÷×îж¯ÏòͳһµÄ²ã´Î½á¹¹" />¡¡¡¡¸ÅÄîͼ¡¡¡¡It certainly diversifies the types and amounts of buildsavailable to players, that's obvious. This style of a unified tierapproach also helps in a few other areas though. Since all of thetrees are open we can clean up the trees a lot more, removingredundant abilities. We don't have to throw in skills that areimportant, such as damage mitigation, all over the place. You willalways have access to those skills no matter where you're spending,so they can instead be focused into a few key skills. Another wayit helps is by allowing players access to the skills they want, andthe skills we want them to have.¡¡¡¡Every barbarian is probably going to want whirlwind. And whynot? What this tree style allows for, and one reason we're prettykeen on it, is that we aren't saying "You're a 'berserker'barbarian, you can't have whirlwind". Instead, you're abarbarian£¬pick the key skills that define you and your character asyou want them to be.¡¡¡¡ÏÔÈ»£¬ÕâÑù»áʹµÃÍæ¼Ò¶øÑÔÅäÖõÄÊýÁ¿ºÍÖÖÀà¶¼±äµÃ¶àÑù»¯ ¡£

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¡¡¡¡One important addition to this is the skill caps themselves.Currently we're envisioning the majority of skills to be capped at5 points, to begin with. As a form of progression we're planningfor players to be able to increase the point caps of skills. Morethan likely to a maximum of 15. It's a system that's still underheavy design, but the fact of choosing and increasing key skillsbeyond their initial cap is important to this new unified tiersystem.¡¡¡¡So, once again these are things that are still under heavydesign and iteration. They're changes we're testing, and while welike how they play there are certainly issues or flaws that couldcause an entire switch to something else..¡¡¡¡ÁíÍâÒªÔö¼ÓºÜÖØÒªµÄÒ»µãÊÇ£¬¼¼ÄÜЧ¹û¿ÉÒÔÍ»ÆÆ¼ÓµãµÄÏÞÖÆ ¡£

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