While the intent behind synergy system was noble, it ruined a lot of aspects of the game
it kills skills with bad synergies
it kills skills with too many synergies
it kills skills with too low synergies
it greatly weakened the concept of Hybrid build
it killed most of charges skills
it killed most of Oskill
it killed most of Trigger skills
it greatly weakened build diversity
The current synergy system is bad, By “bad” I mean the damage only aspect of synergy system. By being damage only it make it so skills that get low total %damage synergy or decent total damage synergy but with too many synergy are doomed, they can never be good or take too much investment to even be decent.
Also the way synergy system got implemented was bad because it mostly add synergies on the same branch of the tree, so if you make a fireball sorc, your synergies are also fire which sucks in terms of tactics against immunes. So if you want to be hybrid it will most likely suck/be impossible because you would need 2 skills with few synergies and high total damage% from sysnergies
The way they added synergy system also killed item granted skills… those skills were already balanced by being low level in a mindset of not requiring synergies, but since they added synergies they have been kept at the same low level and cannot benefit from synergies on other classes.
A better approach to Synergies would have been skill effects based on general skill type rather than Class and damage restricted
Here’s a quick display(fine tuning required) of what it would look like based on what i started to do for a Mod i wanted to make before Blizzard cut mod support
Then the synergy bonus from each skills is special perks proper those skills
Ie: magic arrow’s synergy bonus:
Gain 1 additional projectile per 10 projectile skill hard point
Gain 5%attack rating per attack skill hardpoint
gain 5% magic damage per Magic skill hard point
That way a sorc/pally/barb/necro/assassin using a bow could invest in their projectile/attack/magic skill to get that bonus on Witchwild String
Other example of what could be done with such system , take Vengeance
Ie: Vengeance’s synergy bonus
gain 5% fire damage & 1% chance to cast firestorm(same level as vengeance capped at 20) when striking per fire skill hard point
gain 5% cold damage & 1% chance to cast Glacial spike on striking per cold skill hard point
gain 5% lightning damage & 1% chance to cast shock web on striking per lightning skill hard point
gain 5% attack rating per Attack skill hard point
This system also makes it less reliant on “same type skills”. Ie: fireball being synergized by fire bolt which are both pretty much the same skill. But with this system you could buff your fireball through aoe,projectile and fire skill … allowing you to synergize fireball with a plethora of choices that aren’t just a projectile fire spell like it
TLDR: by changing specific synergy skills to more general type synergies you
give some love to cross class oskill
improve viability of builds that use more than 1 tree type
give a lot of flexibility in your choice of synergy
allows you to customize your skills
Allows synergies to be usable skills as well
- Synergy system is far from perfect. It Solved some issues but cause a lot more in return
- Monthly reminder that The way Synergy system got implemented did more damage than good to the game
- The way Synergy system got implemented did more damage than good to the game, how it can be better
More about DiabloPost: "Synergy system was bad and If there are balance change comes to D2R, we should see Synergy 2.0" specifically for the game Diablo. Other useful information about this game:
- I’ve been tracking my Trav runs too, all 160 of them.
- 100 quest bug / seal “bug” Chaos runs – Results
- IDEA: How to make upcoming Seasons interesting but balanced at the same time!
- Lets talk about Diablo Immortal as a nobody
- If Diablo 4 makes you choose which Side to ally with, would you be part of Humanity, Heaven or Hell?
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