As an example, right when you log into the game you start with a really colorless basic attack that isn't attached to any fantasy, and then you make your first choice of your basic skill where we're basically telling you 'hey, pick what you actually think is cool, what you want to do.' As a sorcerer, as an example, fire, ice, or lightning - basically you pick one skill that you like, then a little later on you can pick a core skill, then later on there is a defensive and later an ultimate. ![]() So, you're not going to see or need to care about everything all at once. Jackson: "We don't want to overwhelm players, we don't want the number of choices they have at the beginning to be too large, and that's why when you look at the entire skill tree at once it can be a decent amount of things to draw, but you have to remember that we actually space out almost all of the customization content as far as the character and build creation over a long period of time while you're playing. Jackson gave the following response and added that this was a concern the developers are very passionate about and will continue to work on post-launch as well:Īdam Z. When asked if there would be suggested paths for players who are more casual and don't want to research their skills, Adam Z. These systems look as though they can be incredibly detailed and involved, which is wonderful for much of the community but could also be overwhelming to some players. ![]() During the exclusive Q&A, Screen Rant posed a question regarding the skill tree and paragon boards in Diablo 4.
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