D4 - Runspeed and Teamplay

What I hate about D3:

  • From level 1 to 70 (T16) in 2-3 days.
  • No teamplay :frowning: There’s Always one “uber” guy who 1-shot-kills everything at insane run speed. You never need the group for anything. That’s not what I understand as teamplay.
  • Sometimes the whole screen is full of billions of monsters, effects, exlosions and you can hardly see the mouse cursor. Less quantitiy, more quality. Fights don’t feel like fights.

What I want for D4:

  • No insane quick leveling --> make it some work, make it feel worth something again.
  • No gigantic 100 meter in size monsters and even bigger health numbers (billions, trillions, are you crazy?) --> Can we have reasonable numbers please?
  • Make gold worth something. Not every monster has to carry 100 tons of gold. Less is more. Same with jewels, you have 1000 diamonds, topaz, etc… SURE!!
  • Solo Mode: Player can more or less kill everything.
  • Group Mode: Add some monster resistances (e.g. 50%- 90%) which “forces” players to act as a team and fight together. I don’t want to see a D4 where the motto is “I can kill even faster, try to catch me”…
    AND, IMPORTANT: The character can only be played either in solo or in group mode. You have to choose when creating, like with the season/non-season.
3 Likes

Maybe add a mechanism that keeps players together. If you run more than X yards away from other players you get a debuff that decreases your movement speed. All the way to 100% lower movement speed if you go far enough away :smiley:
Okay, might be too much…

Completely agreed. Make group play fun, engaging and difficult again.

That would be bad. So if you have a group character, and your friends are not online, you cant play it?

Solo and grouping should be seamless. You simply need to balance it so neither is better than the other.

1 Like

No. Friends or public matchmaking should work.

Since balancing is very hard I want to avoid players doing something in solo mode because is it 0,1% more efficient there and then going back to group mode.
I want the commitment to one mode at the beginning of the character creation with all consequences.

Yeah, no. Not being forced to play with public randos because I chose to level with my wife. Or not being able to help her out or vice versa because We started out playing solo.

2 Likes

Yep. I refuse to play with random people in pretty much all games. Nothing is worth that “experience”.
So if my friends are not online, it would be silly to require that I must play another character.

The answer is to balance solo and grouping. If they are close to each other, there is no problem anymore. There is no reason it should be particularly difficult to do.

I see no reason to encourage grouping other than it possibly being faster to complete tasks. No extra gear or item drops are necessary. If people want to group they will. Forced socializing is bad IMO. I’m not against a shared world to make it feel alive and for large scale bosses. But adding bonuses to get people to do things is bad. It was bad when players decided they would rather do 10 man raiding over 25 and they made 25 drop a higher % of gear and increased the war forging rates as well. It’s bad in Diablo to give more rewards, bonus exp, and anything else.

There should be an option to look for a group in towns, cities or outposts, a board on the one we could click and look at who’s willing to team up and why.

I agree with monsters resistances and/or immunity, but it should be solo’able with a mercenary at the very least.

It has been stated during the Blizzcon that spells would take much less visual in D4, I wouldn’t worry about that (not to mention that many players complained about it on D3)

Not sure if contributing or not but really like this idea so gonna share it again to see if people like (probably posting like 10th time by now :stuck_out_tongue: ) tbh:

Normal: repair costs 100%, gold drop rates 100% , rarity drop rate 100%
Hard: repair costs 150% , gold drop rates 80% , rarity drop rate 140% , monster damage +25%
Diablo: repair costs 300% , gold drop rates 60% , rarity drop rate 200% , monster damage +50%, monster resistances + 50%

And yes, combat should be slower with more strategic vibe overall. Which is also why I like the idea of a Stagger/Stamina (if stagger you get punished when filled, if Stamina you get punished when empty) bar for combat endurance

Well then if that is what you are looking for then I wo09uld find a game that was made to be multiplayer.

Everything you listed in a direct result of unrestrained power creep and inflation. It’s the video game equivalent of Zimbabwe bucks and happened for the same reason, the developers just kept printing bigger and bigger numbers on items to hand out til none of it had value. Thus, the difficulty settings cross many orders of magnitude from normal to T16.

When you’re in a group, different players have different levels of progress, but instead of there being minor differences in power, the differences are enormous, so you get the one guy soloing and everyone else running behind, looting, and trying to keep up while avoiding being one-shot killed by straggler monsters.


The solution here is additive power gain. Blizzard is going to eventually implement many potential sources of player power: items in a dozen or so gear slots, spells, augmented by a spell tree, power gain due to player level (whether the player allocates the stats or it’s automatic), and then various item enhancement mechanics.

If you think about it, the leveling is really only a minor thing. The vast majority of the power gain will fall on the items, so this really is the key to get right. Blizzard will likely implement a power tier for the items. Items gain the potential to become more powerful as the item itself has higher requirement, and as you add rarity from common to magic to eventually legendary and mythic. Keeping that power gain under control will be critical.

Eventually, they’ll add additional power systems. Sockets in items. Enchants on items. Reforging to optimize the affix rolls on items, or whatever other type of augment system they want to implement. Various RPGs get very creative as a means to offer customization, but really just end up being cumulative new sources of power and new resource sinks (like Caldesann’s Despair, for example).

We already know Blizzard is planning “build defining” legendaries. We’ve seen one at the demo that casts 3 fireballs instead of 1, allowing for a potential 300% damage multiplier if all 3 hit. Multiplicative power gains are a huge concern for me because they’re what broke D3 in the first place. The multiplicative effects of CHC, CHD, AS, and main stat all on the same item were so powerful, no other scaling mechanic could compete. When they realized this mistake, the baked it in, and vastly inflated all the other numbers to try and offset it. It never really fixed the problem.

My hope is that they’ll find creative ways to get this right, to keep combat engaging and skill based without making it a slog, or giving the player so much power that the content is trivial until it 1-shots you (like we have now in GRs).

  • Cursed items where you have to trade off one type of power for others
  • Limited access to multiplicative affixes, so if you’re going to specialize in AS, you can’t also stack stupid high amounts of CHC. If the item will not roll more than one of these, you can limit the power gain and force players to specialize
  • The angelic, ancestral, demonic power mechanic they’ve suggested (which I honestly don’t like) also does this by turning off affixes on items unless you play Tetris with a secondary stat to unlock the full power of items.
    There are likely other ways to limit power as well. We’ll see what they come up with. If the get the core mechanics right, they’ll have a lot of room to grow.
2 Likes

At this point, you should accept that Paragon is the true leveling in D3. And it really hard to break thru P1500 for many casual players.

Gold is worth something in D3 due to empower GR. I have like 3 billion gold and I can easily finish it when I am running GR100+ over and over for gem upgrade.

This bound to happen if the content itself allows that. Why would you stick together if your character can one-shot everything? The only time you see people sticking together is during the time when they push high GR where they can’t kill anything alone in a shorter time.

Even if you add ridiculous monster resistance in group play, people will play at the lower difficulty or farm an easier place to maximize the results.

For example:

If I can’t one-shot T16 monsters and possibly of dying, and it took us 20 minutes to get 20 items, then I rather farm at T14 where I can one-shot everything with zero risks of dying and only took us 15 minutes for 16 items.

1 hour at T16 = 60 items with a chance to die
1 hour at T14 = 64 items with zero chance to die

That is a bad suggestion and you should feel bad even suggesting that.

I always start my season game solo and later I start playing with others at the public games because it is more fun or help my real-life friends who started the season late than I due to his real-life commitment.

If you want to play solo, please do but please stop suggesting something that ruins people who like to play solo and group.

1 Like

Unnecessary roughness. 5 yard penalty. Repeat down.

He’s trying to solve a very real problem which is the massive disparity in efficiency of play between solo and group play. Diablo has a long history of people who play Solo Self-Found (SSF). There is a demand for such a thing, especially among old school players who knew the game that way. Modern gamers are used to every game on the market having a multiplayer component and see that as normal. That’s fair too. The market has shifted. But D3 right now makes group play so much more rewarding that those SSF players who maybe want a slower experience, or who don’t want to see epilepsy-inducing fireworks all over the screen from 4 mans, or who want to actually play instead of run around chasing the WW barb flying through the zone at lightning speed taking all the monsters for himself… those players deserve a fair chance at loot and progression too.

I’m with you. I don’t think he has the right solution (which appears essentially to be “penalize groups harshly and force them to always played with those penalties”), but there’s no reason to be that rude about telling him so.

No teamplay :frowning: There’s Always one “uber” guy who 1-shot-kills everything at insane run speed.

You haven’t played PoE, where in the party there are many uber-guys who run with crazy speed, competing with each other who will one-shot whole screen of mobs first :first_quarter_moon_with_face:

1 Like

That’s the dumbest idea of the month.

3 Likes

How do you make ingame friends then?
I play with random people, start chatting, give and accept friend requests.
Experience is mostly positive.

2 Likes

I don’t. I play with people I know outside of the games.

Sometimes I log in and want to play with friends. Sometimes I log in and want to just chill solo. I shouldn’t have to make 2 separate characters to accomplish this.

SSF should be an option, not a requirement. If you want a game with replayability, you need to give the players more options, not pidgeon-hole them in one direction or the other.

2 Likes

I’m seeing lots of different people basically saying they want some form of this same system.

I think it would be massively beneficial if Diablo 4 gets some seriously considered character creation optional restrictions.

It seems like a logical expansion of hardcore mode to have different options that restrict your character in some way.

They could potentially do similar to Path of Exile where you can opt-out of the difficult option at any time but you have to make a new character to opt-in.

For example, trade is hotly contested in D4, a lot of veteran D2 players and PoE players want to see comprehensive trading while other players (some still from D2 and PoE) would much rather see trade either disabled (ssf mode) or just more restricted (such as friend and clan only trade).

These options are a bit too restrictive for some of the more casual players, so having a nice opt-in system would really help with the divide.

If, and only if they manage to balance, that a solo or group has no benefit over each other in regards to difficulty, rewards, anything, then, only then I’m ok with a character entering both “worlds”.
But honestly, I don’t believe they could do that.

Two more notes:
One time I reached, don’t remember exactly, something around 900 paragon (season hardcore, play only hardcore) when I realized how stupid and boring it is to repeat grift after grift, picking up legendary after legendary, tons of it, none feeling special. At that moment I deleted the character and turned back to real life. Again: less quantity, more quality!

Second, I’d like to see a Diablo that is slower and more focussed on teamplay. Whether that can be done via monster resistances or some other means, I don’t care, but what I don’t want is, another fake-teamplay-game, where three guys try to follow one rambo-sprinter-one-hit-kill-dude. The D3 matchmaking is very disappointing.

And split bounties as non-team teamplay.