I'm stuck. I want to make a game that feels like Diablo or Path of Exile. I think i have some of it down but i still seem to be missing a lot. All my games share a similar difficulty system. You can choose what area level you want or find a map similar to Path of Exile that lets you play a level of that area level. Either of these systems feel fine to me but i prefer the map system because it's more random and challenging. You have to use up your maps carefully. I can't really seem to figure out though what kind of item and skill system i should use. I want there to be some kind of character building but i also want there to be a lot of randomness. I think both character building and items should be random. Character building should have some non-random elements though, so you always have some decent options available at start.
I've played PoE for nearly 2000 hours and Diablo series for about that much as well. I don't like PoE's skill system because skills in that game are very limited. At most you can have only 1 active skill combined with 5 support skills. I want my games to feel as little limited as possible. The passive tree is also very limiting. Most builds share a similar structure and only have around tens of points that are different. Ideally the passive tree should be random every time, so builds are at least 90% different every time. This game also has the problem of forcing the player into using 1 skill. You really only have 1 skill linked with other 5 skills that is powerful. Other skills are mostly just for utility. It is good to have utility though. Having skills that let you skip attack animation to do an attack instantly, weakening enemies, powering up player and breaking status effects are all good ideas. Ideally the player should have many powerful skills they can use, this can easily be done with some powerful skills having cooldowns. Dungeon Fighter Online is a good example. That game mostly only has cooldown skills. You mostly only chain together cooldown skills and there are very powerful cooldown skills as well called awakenings. Awakenings have up to 2 minute cooldowns and regular skills have few second to minute cooldowns. The game does also have basic attacks, if you have nothing to do when all your skills are on cooldown.
I don't really like story in games because they often make games linear. The RPG i'd like to make would be for players who want to play the same game over and over again hundreds of times. I'd prefer if Path of Exile would start off with the player already running and finding maps from start. The less things there are that deviate from core gameplay the better. Story often makes multiple playthroughs repetitive. Doing quests you've already done many times on previous characters feels like a chore. Getting quest rewards instead when you reach a certain level would feel a lot better or there could simply be some items that are rarely found, can be used once and act as quest rewards.
I think RPGs should also have diversity, for example MapleStory had jump quests which were basically platformer levels but you got rewarded for completing them. PoE has labyrinth which i don't really like but it's good because it offers the player something else to do. Having a story and quests could help in this area but i feel like it gets in the way more. Maybe if quests were executed better, for example what PoE does with prophecies.
Everything that i say should be taken as my opinion and not a fact. Any argument might help people design games better. Even discussing obvious things can help realize something important.
My games:
Here i tried some status effects. This game has a system in which you get skills from weapons. It feels bad because of no character building. Status effects though do seem like a step forward because you can build around them, so for example enemy freeze duration is reduced. This one had maps. This one has a time limit for levels because then the player doesn't have to fully clear levels because it feels like a waste of time and i can make more rewarding levels because players can't spend much time in them.
Here i tried different skills. This game has a system in which you have items and are able to learn the skills you use. This feels bad because there isn't a lot of randomness involved in learning skills. I tried to make it a little bit random by making the player find skills but even then it feels like eventually player can still do whatever they want. This system is mostly similar to Diablo 2's. It has the problem of forcing the player into using 1 skill as well. In this one you could choose the area level. The problem with being able to learn what you want is also that you'll hit engine limitations quite fast.
Here i tried level generation. This feels bad because RPGs feel best in open areas. There are really only small areas in this one. This one also only had character building with no item system. This also felt bad because of barely any randomness at all. The upgrades were found randomly. This one had maps.
Something MapleStory style. Feels limited because it's basically 2d. Does have the option to have jump quests though.
Other things that i've made that i think are cool.
My 2 FPS projects. I've also had thoughts about making something like Borderlands or Hexen. Maybe FPS have advantages i'm not seeing?