One thing I didn’t like about Mythic Dungeons in World of Warcraft was the fact that you never felt powerful, it was a constant struggle and when I play a loot based RPG, I want to be able to become powerful through various systems, whether it’s loot, paragon, or whatever alternate systems the game has.
Diablo 4, while this is 100% speculation, it sounds like they will be tuning world tiers/high end content through enemy mitigation rather than higher health. This doesn’t necessarily mean it’s a bad thing, but it can be. If there is absolutely no amount of grinding possible to feel powerful eventually on the highest content then what is the point? This was my issue with mythic dungeons in WoW, you never feel powerful.
They just announced that Diablo 4 will have 5 armor slots. So its DOA for me. Im waiting BG3 and PoE2. Blizzard does not make games anymore. Atleast not for adults.
It mostly seems like a weird choice because if they want our damage numbers to be not in the billions, they could have just tuned them to not be in the billions in the first place.
Other than that what mostly matters is time to kill of enemies more than anything, which should probably be a bit variable so some enemies feel fragile and some tanky to differentiate them.
The hardest difficulty should also remain hard, even with full BiS. What’s the point of hard mode if you can simply make it easy? hard mode ought to always be hard.
I really hope the players/character wont feel powerful. It should be a permanent struggle against the demons of hell.
But also not a fan of the armor presentation. Different enemies need to have different armor and resistance values, otherwise it is pointless to give the enemies these defenses. 50% dmg reduction = 100% more HP = 50% lower player dmg numbers. Makes no difference.
Note that they meant 5 item slots that will have the armor defensive value.
Which is good imo. Rings etc. should not have inherent armor on them.
I do think there are too few gear slots in total though.
Devs would probably have to mentioned it more clearly. Anyway adding 2 rings and amu on top of very simpistic stats on gear is not going to do it for me. Baldur’s Gate 1 & 2 has more depth by far.
This, in isolation, does not mean much because there may be other sources of stats, such as altars, “cubes,” totems in town, etc. In the end, it does not matter if you carry the stat tables on your back or if they sit in town, as long as we still have a good number of varied options,
I’ve always felt the skill needed and tested in ARPG end game is speed and efficiency of farming. ARPGs are bad when it’s technically difficult and involves longer fights. Just makes mobs feel like bullet sponges. Boring. You should be steamrolling enemies easily with gg gear. And the challenge is getting your farming routes down as fast as possible. That’s fun!
Would have liked to see enemies have resistances as well (including physical resistance). Picking and choosing elemental buffs to weapons and spells. Would have added more depth to gear choices I would think.