Sirrocco wrote:
I don't think we need to dumb things down. All classes are viable in the hands of an appropriately skilled player, at least in normal, and I'd argue that the majority of them have at least a few builds that are pretty distinct from one another that are viable (in addition to the smaller variations). Some require more skill to play properly, and some are more powerful, and there is a degree of character-building skill that goes into making these things work well, but I tend to think that that's a good thing. Coming up with nifty ways to make the powers work together is one of the cooler parts of this game.
Now, if the builds that you personally can win with are constrained... well, that's a different matter, and if you post on the Spoilers forum, perhaps we can help you. I personally haven't won yet, but that's honestly more because the game lasts longer than I can maintain interest than anything else.
What a condescending reply, given that I have won the game… with multiple different builds. However, I'll address this sans hostility.
It's not a question of dumbing things down. It's a question of "gameplay" diversity.
What's the difference between two skills on different characters (or the same for that face) that do essentially the same thing, in terms of gameplay? Nothing, by definition.
What you call "smart" play isn't smart so much as it's tedious. Casting magic eye and inching your way around corners… hit and run tactics or whatever cycle of actions a particular build has. Just because you call the skill something different doesn't make it play any differently.
Tome 4 does a lot really well. I'm quite impressed with it. However, diversity of gameplay is really where the excitement is (and in this case, missing). Why? Because of your accurate assessment of figuring out how skills work together. That's already done quite well and I'm not suggesting it be diminished or dumbed down.
A simple example of this is the Cursed… it's the simplest melee character, in my opinion, in terms of gameplay. Mostly passive skills and so it can be pretty "dumb" to play. Obviously the start is brutal but that's not my concern. The gameplay is ultimately identical to what it is for most other characters: hit and run, in this case using predator.
Compare that to an archmage using manashield and a bunch of shield runes with arcane/aether. I can ignore status effects entirely and basically tank everyone through the last bosses… and I do. The characters entire gameplay is predicated on keeping the Manashield up and tanking. It's as close to hack and slash as this game gets.
Then you have the Summoner, which is an attrition character. Kind of dull but good for new users. Just spam summons… that's a very different type of gameplay. Unfortunately, it's dull but that's another problem...
What most classes and builds have in common is this: show up, unload, get out, repeat or mine resource (hate, vim, etc.), show up, unload, run. Very few characters have any real strategic element beyond hit and run. There's no tradeoff.
Manashield is a great spell because it has a tradeoff, not because it's overpowered. The tradeoff isn't between Manashield and and another skill but between runes and infusions. One can micromanage the Manashield (hate it) or use runes to survive cool downs, status effects, etc. once your mana is full. What that produces it two entirely different sets of gameplay options: hit and run versus hack and slash with the same skill, based on your other choices.
Most other characters don't have much of a choice. There are very few builds that have true strategic choices (such as the ability to overpower an otherwise weak skill, as I noted earlier) that can affect gameplay. They generally range from tedious to extremely tedious (what you're calling "smart").
There's no reason you can't have characters who NEED to be in the battle. A character that can't survive outside of battle. Cursed is the best example but honestly not committed enough to the idea. Ultimately, playing it is just like playing most melee characters. It shouldn't be. A cursed should be, if one were to exaggerate it for the purposes of changing gameplay, like the movie "Crank." Just constantly rushing from one battle to the next… never resting, never auto-exploring, never checking every last corner…
Playing a Cursed could be a frantic, tense, nerve-wracking race… instead, it isn't. Imagine if you didn't heal naturally or even suffered perma-lifedrain? Imagine if your skills over-powered to insane levels when surrounded by numerous enemies in addition to taking damage, etc? That last one would prevent enemies from becoming too powerful as they always only face one enemy. Imagine big life drain off of hits. That would make getting to the enemy critical. The game would be a - SPRINT…. getting into battles super weak, always on the verge of death and then going all "Popeye" on huge mobs or even bosses.
Currently, you're usually tapped out at the end of a battle and strong at the start… with a Cursed, you'd enter weak, race to battle, and finish all 'roided out, then race again. Time would be your biggest enemy. That would be a legitimate gameplay change. Not smarter or dumber, just the exact opposite style of many other characters.