Making Mastery Classes More Impactful

I am also a bit afraid of build diversity with those mastery passives.
They seem to be very strong and if the build you want to make doesn’t need this passive, you “waste” a powerful passive and it can deter people to try original builds.

It is a very delicate balancing act and we have been working very hard to make the passive bonuses, generic enough that it doesn’t force a very narrow playstyle while still being mastery thematic, powerful and exciting. These passive bonuses will change a lot before (and probably after) release as a major balancing point. I’m quite happy with the Sorcerer and Spellblade ones right now. Some of the other classes have been a lot trickier to nail down.

Also @Neyhoum you’re very much on the right track with which skills will be given in this system.

4 Likes

i am very interested in what is being done for Sorc/blade, i have been sitting waiting to see what changes come because i feel like sorc has kinda been left behind in build quality i don’t really seem to find a great build that is fun to play while also being challenging. Now i also dont sit and craft builds by just trying different things and that might be part of my issues i have been considering playing around with that but i have very limited time. and i honestly only play glass cannon style builds.

Which is it that you`re talking of? :smiley:

No complaints here, I always felt like this was either coming, or should be the actual deal with masteries. The “old” way, it was too generic. “Lemme just be a master of everything” and poof. And while yes, there are “jacks of all trades, masters of none”, out there, it doesn’t really belongs in the game. Very hyped to the change!

Also, nice teasing of the Runemaster. HAVE I NOT WAITED ENOUGH FOR IT EHG?!1

3 Likes

One thing that we’ve talked about before is select gear being class specific. This isn’t a prelude to everything being class specific at all, just certain pieces. So this might mean that you have to master into spellblade before you can use a certain chest piece or something. (Intentionally vague, sorry)

4 Likes

I love this idea for release, but I think it sucks for the beta. As I’ve made posts about before, investing days in a class to get it to a high level so that we can test out and report bugs and have some fun along the way, only to have our current build ruined, and potentially un-salvageable, due to an update is not fun, and make me want to move over to other games. And yes, those other games are also in beta.

For instance, I have a spellblade, level 92, that I used to love. I absolutely hate spellblade now due to updates you guys have made. That’s fine, I have no problem with that. But the fact that I can’t switch over to Sorcerer just sucks. That character is dead to me now. I’ve tried building him every way I can, and nothing is fun.

That’s fine for the release, because game breaking/fixing changes will be super rare, but now, in beta, they’re pretty much every patch, and there’s no good reason to enforce a mastery choice right now.

1 Like

Gear u say?:heart_eyes:

Agree. I also wished the devs gave more latitude in experimenting with builds in beta. But post-alpha, they have been quite adamant about creating a leveling experience that mirrors release.

That`s a very honorable way to go! Items specifically for the mastery-class even; yes yes and yes :smiley:

Very straight to the point and concise notes. Best thing about the game so far, that I have noticed, is the fact that developers really take in player feedback. This is crucial, especially in the earlier stages of the game development. Keep up the great work.

2 Likes

Very well done. Looking forward to try the new Mastery system :slight_smile:

1 Like

Drunk post? Haha.

have you seen the druid and his skills in diablo 4? this would be the perfect druid for last epoch! He uses many of his skills to interact with his own scenario with incredible effects of switching between man and wolf or bear! My hope with LE is that it will have solid gameplay with each class’s own skills using the scenario itself as a means of combat! It’s just a thought that I would very much like LE to be, Of course with its own originality … and please you should focus on making the game stable on FPS because lately it has been impossible to play with such stability in the high and low fps varieties. … finally, I wish success in know progress. hugs

I love this, and it fit perfectly my way of playing the spellblade.
For the mage, the bonus feel really great.

The thing I want now, is a way to see tree for mastery skill.
For the skill unlock from passive and the skill unlock at mastery, we don’t have any way to see the tree before unlocking it. So it really hard to plan character for someone as me that don’t have a lot of time to play.

I think the base class could give us some passive bonus as well, more generic and less stronger than masteries eg.
Mage: 10% increased mana regeneration, 1 ward per second or 10% spell bonus damage
Acolyte: 10% health regeneration, 10% minion damage
Sentinel: 10% increased armor and physical damage
Primalist: 10% increased elemental protection and elemental damage

2 Likes

Good stuff there thanks

Those additional bonuses need to be far more generic so I don’t think those would be worthwhile. If I take Primalist for example noone with a bleed or poison build based on phys dmg would be happy with it while 10% inreased resis are far to good ^^.
This could be something for a endless progressions system in the far future but right now I think it would be more benefical to get everything done that is in the game, get the performence right, implement the stuff that’s still missing and then add new stuff.
ATM LE looks like one big construction site.

One question I haven’t seen answered yet: will there still be the 25 point cut-off that prevents a player from taking higher-level passives in other classes? With this new Mastery spec, it sounds like it would now be possible to do more of a dual-class system, where you take the Mastery of one class, but can level up deep into two classes if the passives provide nice benefits. If that is the case, there were multiple instances in my building where there were several passive nodes I really wanted, but they were locked just out of reach for me to obtain without confining myself in that class.

I hope this ends up being the case - the more possibilities for passive combinations, the better.

Yes; we don’t have any plans to change this.
 

We are trying to present people with multiple compelling options. We think ARPGs are at their most interesting when homogenization is kept to a minimum and each person playing them is making different choices. Feel free to let us know if there are any particular passives you’d like to see moved, and we’ll be happy to consider such suggestions on a case-by-case basis.

5 Likes