I really hope D4 has true Raid Dungeons with a weekly reset to give Lost Ark some competition. Imagine each week getting your friends together to hit the “Bone Lair” a sprawling dungeon that forks in every direction that contains thousands of Skeletons and 5 Overlords of the dead guarding a big fat loot filled chest next to each of them.
It’s not as easy as enter and win though, traps and puzzles bar your way to each Overlord. Your team of 6 will need to learn to work together to swing the odds in your favor. Special load outs need to be considered for team cohesion, strategies need to be drawn and to have any chance of quelling this evil you all need each other.
I have well over 20yrs of raid leading experience, I create guides, build friendships that last years, encourage, motivate and train people to raid. I have over 13k hours in FF14 alone and the only thing that keeps me engaged is the raids because all the other content is too easy in comparison.
Add Raids to D4 give me a reason to bring my team over and get invested in the game, give me a reason to build a guild that gets together faithfully 3 nights a week to play in your game in search of treasure and glory. Give us mechanics to learn and difficult challenges to overcome. Give us something to talk about when were not playing.
I absolutely hate mandatory/forced grouping in games, most especially in a Diablo game. Scale difficulty up based on number of players in a group but don’t force us to have a group to enjoy any of the content. Everything should be able to be enjoyed solo if desired.
I am totally fine with the world bosses, as we don’t have to group up for those, just jump on and add to the takedown. But no, I don’t want to be forced to find randos to team up with to get into any part of the game.
I disagree, this mindset has stifled PoE and it shows with how much more successful Lost Ark has been. We need group pinnacle content to inspire us , to give a bigger purpose with friends. Both worlds can exist but team content should always yield a reward worth peoples time to coordinate. That said there should be solo special dungeons that offer rewards for individual play as well and I’m sure that’s what most of the game will be.
So have the rewards scale upward with the difficulty. It’s not that hard to understand. Make anything doable solo, then become equivalently harder based on the number in the group. That way everyone wins, not just the people who have a large set of friends to play with.
The absolute worst is when they make raid required content that gives specific rewards that cannot be gained any other way.
It is nice if they have bosses that are designed like MMO raid bosses. But they have to be soloable. And no silly weekly resets either.
It should not be harder and more rewarding in groups. Both can be equally hard. Solo players want hard content too. Besides, what usually happens is not that group play is harder and more rewarding; it rather is easier and more rewarding
I am only saying that if Boss X has Y amount of health and damage ability, and solo player can take it down with reasonable skill and luck, then scale it effectively so that if 2+ people are there it’s still a challenge.
They could add things like additional mechanics if the group is larger to make the fight more strategic, thus those who like to group have a more interesting experience. While still allowing those who prefer to solo to enjoy the full game as well.
As much as I like to team up that I dislike forced group.
The idea to make a guild more relevant this isn’t bad at all, in fact I stopped to log in D3 when all my friends left,
To set a dungeon difficult based on the party size shouldn’t be an issue, even a leaderboard related to it is interesting.
Beside world bosses I just disagree with mandatory group for content on a ARPG.
On a MMO things are quite different, players do raid with their guild mate and can spend hours to clear an instance.
It’s more a social activity where the cause of a failure imply a lack of grind from members of the party, if not it’s because they are learning the instances.
Gaming pace is much slower in a MMO, reflexes and fast thinking aren’t needed and that gives some room for larger scale coordination.
In the end, I prefer run Greater Rift with friends because D3 have nice mechanics for team play but I also want to do it alone when I want to test a build or simply if I feel for it.
Once again, I have nothing against raid party in D4, but if the endame becomes base on it or if an instance/zone is locked because I’m not on a party, I’m out.
Outside of world bosses, there won’t be any content that would require players to group up (regardless of partying up or not). Dungeons will be available to both solo and group players.
Well, at least that is what Blizzard says, until it no longer is true.
Given how they handled things in D3 with solo and group balance, it doesn’t give me much hope.
As long as the solo and the group fight are equally challenging, they should just offer similar rewards.
In fact in recent interviews they said they still have End Game content to share , I’m hoping it’s raids. The trash mobs they are killing are all dying in one or two shots, the world boss look face roll easy no ones dying, the dungeon bosses again look simple , is this what people want to feel strong without struggle? To kill everything without having to learn to be better at anything? Hell just give me your money we can play Tic Tac Toe and I’ll charge you $70. We NEED aspirational content and rifts are not it!
I’m pretty sure that’s Nightmare Dungeons and Tree of Whispers:
End Game Offerings
Closing the final chapter of Diablo IV’s main story will be a monumental moment, but it will certainly not signify the end of your hero’s journey. We want players to see the end game of Diablo IV as a new beginning filled with quite a few decisions ahead on what to experience next. First, you might try to take on Nightmare Dungeons: transformed and teeming with enhanced demonic dangers and added difficulty in the form of new objectives and added afflictions to the dungeon. Perhaps you want to branch off into another direction, say, place down roots for your future. Look no further than the Tree of Whispers, an end-game system that will provide you with frequently cycling world objectives and bounties that reward you with Legendary gear, experience, crafting materials, and more!
Tyvm for the video. I noticed early in the video that they placed some emphasis on player choice, as such stated that players can choose to solo or group up. So I imagine raids (usually group only content) aren’t on the table in that case. Time will tell.