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then play titan quest
As for skills - why you would ever need more then 5-6 in this genre?
-buff
-utility
-mobility
-single target
-aoe
This is all you need and pretty much all of ARPGs are defaulting to that, because that is also controller friendly.
What you are saying is ok to manage well the gameplay and the enemies, but I don't play only to win: what I want most from a videogame is FUN ... and for me, in a Hack&Slash expecially, the more tools of fighting you have the more is the fun. In other words, for me, it is very important to have a good amount of variety.
Of making worse games, you mean!
Are you trying to pick a fight with me? Haven't you anything better to do in your life??? I have simply and respectfully expressed my preferences about H&S games. So, what is your problem with that???
All Arpg's defaulting to 5 skills? Really??
Two of the biggest modern competitors to LE both have more than 5, POE and GD. With the latter having two hotbars of 10. I mean EHG have clearly leaned into the POE zoom/clear playstyle that evolved in that game over the years which is fine but to limit it to 5 explicitly has always seemed a weird choice to me. A simple switchable hotbar for buffs and summons would have made so much difference.
I totally agree.
The problem with the very limited skill set in the game is there is typically only 1 ability in each of your sub categories, so every paladin is the same as every other paladin, with maybe the attack skill being slightly different. The 5 skills end up being a straight jacket since there's so little variation between builds.
Where does it say you are only allowed to design such a limit amount of active skills?
Hint... there's no rule that says such a thing. A designer can create 1 active skill up to infinite active skills.
In trading card games this is referred to as a solved meta, it is also considered the more boring part of rotation. Now its one thing to say I am playing RF in PoE, you know what that build is and the diversity comes not in different flavors of RF but RF vs the other build options.
For a game like LE that makes bold claims about builds and skill diversity its simply not there. The vast majority of skills are solved by cramming all the more damage nodes possible and adjusting for targeting/mana/cd skill depending. Even the new addition of RI is solved by the generation nodes, due to clear winners in the Invocation pool.