The Synergy system was a bad design decision for Diablo 2 Reaper of Souls, and if balance changes come to D2R this will be remedied by the new Synergy.
While the synergy system had a good intention, it damaged a number of features of the game.
- It eliminates talents with poor synergy.
- It eliminates talents that have too many synergy.
- It eliminates talents with insufficient synergy.
- It severely harmed the notion of hybrid construction.
- It obliterated the majority of the charges’ abilities.
- It wiped off the majority of Oskill’s population.
- It obliterated the majority of Trigger’s abilities.
- It severely harmed the development of variety.
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The existing system of synergy is ineffective. By “poor,” I mean the synergy system’s damage-only element. Because damage is the sole synergy, abilities with poor total percent damage synergy or excellent total damage synergy but too many synergy are doomed; they will never be strong and will need too much effort to even be respectable.
Also, the way the synergy system was designed was awful since it typically added synergies on the same branch of the tree, thus if you construct a fireball sorc, your synergies would be fire as well, which is horrible for immune strategies. So, if you want to be hybrid, it’ll probably be a pain/impossible since you’ll need two talents with minimal synergies and a high overall damage percentage from synergies.
The way they implemented the synergy system also eliminated item-granted abilities… Those abilities were previously balanced by being low level in the mentality of not needing synergies, but since they introduced synergies, they have remained low level and are unable to benefit from synergies on other classes.
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Instead of Class and Damage Restrictions, a preferable approach to Synergies would have been skill effects depending on general skill type.
- projectile
- melee
- cold
- fire
- magic
- physical
- lightning
- poison
- area
- buff
- summon
Here’s a rough sketch of what it might look like based on what I began working on for a mod I wanted to develop before Blizzard stopped support for mods.
This is how it may seem.
docs.google.com/spreadsheets/d/1mRk7BNo9Mf5HciVSb0aFXuZcU1joQhPbSesyrHTmqJI/edit?usp=sharing
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Then there are extra bonuses associated with each skill’s synergy bonus.
For example, consider the synergy benefit of the magic arrow:
- For every ten projectile skill hard points, you’ll get an extra projectile.
- Per attack skill hardpoint, get 5% attack rating.
- each Magic skill hard point, get 5% magic damage
That way, a bow-wielding sorc/pally/barb/necro/assassin may invest in their projectile/attack/magic skill to get the benefit on Witchwild String.
Take, for example, Vengeance as an illustration of what may be done with such a framework.
For example, Vengeance’s synergy boost.
- When hitting each fire skill hard point, get 5% fire damage and a 1% chance to cast firestorm(same level as revenge, maxed at 20).
- every cold skill hard point, get 5% cold damage and a 1% chance to unleash Glacial spike on hitting
- every lightning skill hard point, get 5% lightning damage and 1% chance to throw shock web on hitting
- acquire 5% attack rating each hard point spent in the Attack skill
It is also less dependent on “similar type talents” using this method. For example, fireball is synergized with fire bolt, which are both essentially the same talent. However, with this system, you could enhance your fireball with aoe, projectile, and fire skill… enabling you to synergize fireball with a variety of options other than simply a projectile fire spell.
TLDR: You may change particular synergy skills to more general type synergies by altering specific synergy skills to more general type synergies.
- resurrect ctc
- oskill oskill oskill oskill oskill oskill os
- increase the survivability of constructions that employ many tree types
- Give yourself a lot of leeway when it comes to synergy selection.
- enables you to personalize your abilities
- Allows synergies to be used as a skill.
Original source: link
- For synergistic talents, maintain a balance of adaptability.When you don’t take synergy talents with them, I recommend buffing skills to normal power (synergy talents have a nerf due to the chance of picking talent that synergizes with it). Dehaka’s talents, for example (identical bonuses, no stack*): 1) 1 level abilities: -There is no bonus for “Enduring Swarm” (W), “Tissue Regeneration” (D), or “Enhanced Agility” (Z) if…
- A few of recommendations for rebalancingRevert cannon spawn to just after keeps are down is a contentious issue. I like a game that lasts a little longer and allows me to reach 20 points more often (Zera and Naz main here). The duration of the games is one of the reasons I like HOTS. They don’t drag as much as League or Dota, and I’m not sure why.
- After the racial balance update, race change tokens will be available.tl;dr Please, ZOS, consider giving each account more than one race change token following the upgrade. Good day, everyone! Yesterday, ZOS posted the patch notes for the next racials balancing pass, and with it, they stated that everyone who chooses to change their character’s race would get one race change token per account…
“Synergy system was horrible, and if there are balance changes coming to D2R, we should see Synergy 2.0,” said a user on the Diablo 3 forum.
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