
Originally Posted by
UkcsAlias
Skill trees in far too many games gave more issues than they solved. Especialy when you have to cooperate.
The problem is that a lot of people see certain builds as optimal, and no matter what you do, deviating from that is only going to hurt your own experience (guess who they will blame). Even very simple skill trees (as blizzard even tried in heroes of the storm) in most cases just dont work. 1 build will dominate, or the builds will all be very stale and depend on the enemy (and against that, its a fixed path again).
For games like diablo, which are single player, it doesnt hurt since you dont hinder teammates. This makes them capable of going a lot further and give them even some strange options. And yes, this sometimes means broken effects, but that is why skill trees in single player games simply end up being better.
It was a good choise to simply have none, as in most cases they arent relevant at all, or only changes when a new bossfight is released, and then is purely adjusted for that. Its very dull as players are simply good at optimizing fun out of it.
And this is where PvP actualy shines, as that is a situation in which you can (and usualy must) adapt towards the enemy, If they choose something strange to counter you, you sometimes must follow and counter them again. But yeah, usualy this still means just a binary choice system (the main option, or a counter specific one).