Diablo 4 Developer Interview with Rhykker from Blizzconline

Dungeons are a bit different than areas though. And they said a lot of things in 2019 that are no longer true :slight_smile:
I’ll still be somewhat surprised if they game is not scaling when it finally releases. But there is hope it seems.

I know there was that dungeon, but they referred to areas back then. They can still scale thise areas to +5 like skull mons in WoW are always +3 at level cap.

If you watched this interview do you think they are a lot farther along in development vs what they want us to think? John said he played the game for 3 weeks.

D4 is Q4 2022.

D2R is Q4 2021.

We can’t change the dates no matter how much feedback we give. They just have to code the stuff into the game.

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I was thinking the same for the dates. They could make an announcement at BC 2022 that D4 is ready.

  • We already know D2R is coming this year we just do not know which Q.
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But you made us all believe the early access release was coming tomorrow! :stuck_out_tongue:

I agree with Q4 22-Q2 23 though.

They make it sound that way, but I doubt it is.
Nothing really prevents them from playing the lvl 1-10 part of the campaign for 3 weeks for example :smiley:

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I just do not get that impression the way they all talk it appears that a lot of it is ready.

  • At any rate I will still have the D3S and the up coming D2R to keep me occupied.
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every nook and cranny o.o

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It’s still coming some time after Blizzcon though, just the next one haha.

You caught that one as well.

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Well obviously they are only showing what is ready to be shown. Leveling 1-10 on all 4 characters and probably even the unannounced fifth one could possibly take up 3 weeks. It also sounded like they would test out the PvP zone also.

We have yet to see any updates on the rune word system. Did they decide to stick with the Blizz 19’ idea or perhaps they decided to go with the D2 rune word system or some combination of both. We haven’t seen much on passives and skill trees for a while now either. It seems like the game is moving along pretty well though.

I think it depends on what the scale of this MMO style ARPG is going to turn out to be. Jus how big will this game/world really be?

LB said “we were all doing end game” in D4 end game starts at level 40. Did it change?

Yeah. Just an example.
Nothing prevents them from making pre-made lvl 40 characters to go into a pvp zone to do “end-game”. Just saying those statements do not tell us a whole lot about how far along the game is.

Hopefully they don’t overdo it with crit chance this time… it’s really not hard, just think of a soft cap, like 40% with maxed out end gear and crit build. So if you go for normal builds and different gear, I think, crit chance should be at 5%-15% for normal chars…

I am all for hard cap on critical chance. It should not go above 33%, otherwise they better just scrap the stat.

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Nothing wrong with high crit, even 100% as long as there are other equally viable alternatives.

On PoE atm, my char have 100% effective crit chance. But crit and crit multi is one of many ways of scaling damage. Unlike D3 where it is the only way which is why the “oh crit % too high is bad” memo is coming from.

The purpose of stats has to be to deliver new gameplay. Once you make critical chance sky rocket it loses its purpose since you can achieve this type of gameplay with buff to the regular damage stat.

Said otherwise, high crit serves for a duplicate stat and this is deprecated design. You don’t have to make the player calculate Math stuff and “choosing” between duplicate stats. That’s one of the things the D4 devs already confirmed they are aiming to avoid in D4 thus critical chance must be capped.

Putting a hard cap on stats means basically that the devs think this stat is too powerful and thus failed to balance. Capping anything is stupid imo. oh movement speed, lets cap that to 25% max, but no more. Lets cap HP as well, 10.000 Life but thats it.

A good itemization and stats should be balanced with eachother in mind. If i wanna have 300% movement speed i can do that, but i then have to sacrifice a lot of other things.

Give and take is the answer, not capping things. When you cap stats it runs the risk of everybody getting to cap and everybody is the same again like D3. It doesnt help getting “your” char identity when you run around with 25% MS and 30% crit like everyybody else in the game.

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It depends on the stat. You can have:

  • No cap
  • Hard cap
  • Soft cap (diminishing returns for example)

In terms of critical chance the hard cap is the best choice.

It can also just offer different ways to the same gameplay. Which is pretty good in games that are all about making different builds etc. In the end everything translates to killing speed, but the different paths taken are still different.

Yeah, completely agreed.
I think capping stats can be useful in some cases. But the cap has to be quite high, not something you normally would reach, unlike D3s 25% MS. Caps should only really be used to prevent outlier exploits etc., or as an absolute last resort if your balancing failed. But at least dont design your game with the expectation that you failed.

Diminishing returns are fine on the other hand. Though everything can be designed in a bad way obviously.

Imo Blizzard should, other than making crit chance a rare stat coming in low amounts, and crit dmg even rarer, just try to balance crit chance by making each skill scale differently from crit.
Like one skill might have a higher inherent crit dmg, another might be unable to crit, or have a really low crit dmg chance. Some skills might get procs on crits etc. To ensure that crit is not just a good choice in all cases. Just like attack speed, faster cast speed, cooldown reduction etc. are not good for everything.