One of the most disappointing aspects of Diablo 3 for me was how the game handled difficulty. Simply toggling a difficulty mode. I realize this was done in response to getting away from the normal, nightmare, hell progression of the previous game, but the difficulty scaling seemed very arbitrary and gamey. This post is designed to give feedback and encourage discussion about how to scale difficulty organically, not only in breadth but depth, in Diablo 4.
Difficulty Scaling
At present we’ve been told the max level is 40. This presents issues with difficulty scaling in my opinion. I agree the sooner we get into endgame the better, but I believe the endgame can be introduced before you get to max level. Suppose you finish the campaign at lvl 40 and that opens up the endgame systems liked keyed dungeons. Your level though still goes up to 100 and you still gain stats and skill points along the way, but the dungeons scale in weird ways at endgame. The shared world is always scaled to your level, but dungeon keys could roll at +1 to +5 the character level with more rewards for completing higher dungeons. This type of level scaling also allows for differentiated itemization and dropping of items. Reaching lvl 40 shouldn’t make every item in the game able to drop, but instead new tiers of items could drop from lvl 50, lvl 60, lvl 70, lvl 80, lvl 90 monsters and so on. This always gives you a reason to keep progressing your level after finishing the campaign.
Bring Back Gearing for Resistances
Gearing for resistances was essentially lost in Diablo 3. Resistances were simply a damage reduction stat and had no real cap. I hardly paid attention to them in D3. With hundreds of dungeons available to us in Diablo 4 I would like to see certain dungeons require the player to gear for resistance. This could be done through keying or in their base forms, but imagine a dungeon that suggests players have at least 75% cold resist (base cap level) and then as your progress in levels maybe you need +max resist because lvl 90 dungeons require 90% resist in one of several areas. Resist types I’d like to see: cold, fire, lightning, poison, shadow all at 75% resist max, with ability to itemize for +15% max resist up to 90% total resists. With the introduction of the armory in Diablo 3, switching between resist sets to take on specific dungeon challenges would be easy to do. This could also fuel the attractiveness of an MTX system that might give players access to more gear load-outs or stash tabs, etc…
Summoning Circles
Occasionally, while running dungeons players will run into summoning rituals. These summoning rituals can be completed by the player by adding in certain consumables. The player can make the boss or event summoned more complex by adding more rare or high level consumables. This would also give a natural way to introduce summonings to alternate realms (whimsyshire, cow-level, etc…) It would also give players a reason to farm areas of the shared world, or a particular dungeon for certain reagents to complete these summons. The summoning events themselves could drop rare items that could lead into an ubers type system.
Taking Cues From Breath of the Wild
As the Diablo 4 pvp system is clearly inspired by Division dark zones, I think the developers should look to Breath of the Wild temples for inspiration. I think there should be really difficult to locate puzzle dungeons in Diablo 4 (developers could really flex their secret finding muscles here and make it take quite some time for the community to find all of them). Finding these statically-located dungeons would feel great, but just because you find them doesn’t mean you can solve them just yet. Finding specific items or gaining specific skills from exploring the world would be needed to conquer these dungeons and these items needed would drop randomly. The reward for completing puzzle dungeons could be special one-time use item augments like imbues from Charsi, or glove/helm enchants from labs in POE.
Monster Traits
Diablo 3 created many awesome monster traits but the way they were implemented in Diablo 3 made them feel either completely unfair (can’t play around them) or something you didn’t really care about. First off, I love what I’ve seen with the small radial buttons below the names for the elites in the D4 footage that tell you what type of affixes the monsters possess. Some affixes I would really like to see retained or brought back.
- Waller
- Avenger
- Electrified
- Change fast to swarming - changes monster AI to try to surround the player.
- Fire chains
- Frozen
- Jailer - change to bone prison (could have time to destroy the jail)
- Cursing (casts curses on the player)
- Resource Draining (drains player resource)
- Molten
- Corpse Explosion (love it, fear it, bring it back, make it hurt
) - Poison corpse clouds
- Life leech, mana leech
- Webbing
- Stunning
- Juggernaut
- Fearing
- Plagued
- Reflect Damage (yes, I think there should be a reflect damage modifier for monsters, but it shouldn’t be on all the time and should be easily seen by the player)
- Vortex
- Frenzy
- Modulating - the more you use a particular element the more the enemy becomes resistant to it.
- Monster immunities - fire immune, lightning immune, cold immune, physical immune, shadow immune, poison immune, etc…
I think the last one needs a bit more explanation. Having monsters with immunities necessitates smart character building from players and I think in dungeons only (never the shared world) monster packs should have immunity types. This could be on the dungeon description so players can properly prepare, but each dungeon you explore at higher levels should be a challenge players have to mentally prepare for. An intentional consequence of this design decision would be to have players invest skill points in a skill or two (that maybe they don’t always keep on their bar, but could swap in) that they could use to defeat such packs. It would also make items with borrowed skills very highly sought after.
Lairs
Lairs are a merging of two ideas - player housing and wave-based siege defense. Imagine there are various areas of sanctuary that are instanced which can be cleared out by the player. These lairs can be cleared and claimed by the player as the player’s base of operations. POE has a similar system, but the twist here is that not only does the player need to claim their lair, but once claimed the player’s lair can be sieged by the monsters trying to get it back. These monster sieges would not trigger randomly, but rather the player would trigger them and control their difficulty - from within their home base. Similar to the summoning circle idea above, players could use certain consumables to trigger siege events. The higher the level of the consumables used and the more elaborate the level of the player’s lair, the more ferocious the siege on the player’s lair. This should be a very high risk / reward activity. You get one life - die and you lose the siege - and you have to pay a significant gold cost to repair your lair. But succeed and you can earn lair points toward outfitting your lair. Obviously trophies from the main world and MTX options could be used to fill out these spaces as well.
Just some ideas for creating more organic difficulty into D4. Thanks for reading.