I posted this over on D4 forums but would like to get the D3 community’s vibes as well.
I’m a very casual player of Diablo (and ARPG in general) games. I generally play through the campaign and leave it at that BUT generally prefer “Adventure” mode where I can just run dungeons and do boss fights. I don’t really care about min/maxing gear and I’ll generally just pick what looks thematically fun to play.
In that context I’ve been comparing my experience with Diablo 4 in relation to my time with Diablo 3. I’ve also played Diablo 2 but that experiences isn’t really considered in this comparison.
I’ve been playing the expansion, albeit rather slowly (an hour or two every week or so). I’ve entirely just been following the campaign quests, so entering dungeons when told to do so, and encountering boss fights when they happen. Last night I was working on the Chapter 2 boss (don’t remember its name) and it was the catalyst for thinking about my biggest pain points for playing D4 compared to D3. I played some D3 after last nights boss fight and confirmed some of my thoughts.
As a casual player I’m not going to bother with getting technical about the game design, only share my vibes when comparing my experiences. In a nutshell:
- D4 boss fights feel less refined compared to D3. The dance feels almost semi-random. Yes there are tells for when you’re about to get hit, but it’s often poorly shown. For example, last night’s fight there were circles that needed to be dodged but the color contrast was so minute it was a pain to see them clearly.
- Moving around the fight was mechanically clunky. There were times when I would right click hold to move only to have my character stand there doing nothing. This happens regularly throughout nearly all my attempts at the boss, a lot of times resulting it getting killed. Not fun.
- There were so many mobs on the screen that it was difficult to navigate. And this seems to happens with a lot of the boss fights I’ve done in D4 where adds don’t really add much to the fight other than annoying collision hazards.
- There are so many mobs on the screen that it was difficult to see anything. The clutter is just not a fun game mechanic and it makes the fight more like a visual mess of pixels.
- The number of mobs out in the open world seemed without any sense of planning. Just lots of mobs everywhere. No tactical or strategic game design was utilized in their placement and grouping. In some cases in last nights dungeon I could sear that they just keep coming in waves no matter where i was or what path I took.
I was so annoyed by the end of my play session last night that I hoped into D3 and jump into a simply boss kill run in adventure mode. Despite being tired I was able to engage with the game play in a way that I felt was entirely more enjoyable and when I got to the boss fight (Skeleton King) it was painfully clear to me how much better and refined the game play design was.
Whats going on at Blizzard that there has been such a decrease in seemingly basic game design?