Diablo 4 feedback

One thing I certainly don’t wanna see in diablo 4 is immunities like in diablo 2. I have always hated it there and will make me not buy D4.

We have tryed that now and absolutely don’t wanna try it again. Was hoping for a nerf to it in resurrected.

I’m 100 % sure i’m not the only one hating that system. That’s my only concern so far, and hopefully for no reason.
Better just make some enemy’s harder than other instead.

And a few more things a fully working skillbar at least 8 possible skills at a time, and no need for hotkeys.
And give a big inventory, and a lot stash from the beginning, not hiding it by stupid conquests like in D3. These things should be a core element in all games from the very start.
We have always had poor stash in all diablo games, it’s time to make us not feel this anymore. I don’t like limitation in games. Also please no gold cap aswell.

That’s all so far, i don’t need a lot to be happy. This is just core things wich should not be a problem in any game.

Sure, see you on launch day.

2 Likes

No one likes that system. It does nothing beside annoy.

I will not if they implement that for sure i really hate it tbh

I highly doubt we will see immunities. There are ways to jump over the immunity hurdle in D2, but I agree, they should have very heavy resistances instead. It does create this situation where you have monsters chasing you, creating a powerless feeling because you didn’t invest in that element, which is probably the fear feeling they were after. I sort of like that D2 doesn’t care about what we prefer when fighting the minions of hell. We end up running through them or simply hit a wall that forces us to go back and rethink our choices, but I would say there are better ways to create “oh shhhh” moments.

Like Avalon said, see you in D4 haha

im not like alot players saying they dont wanna buy if its bad. I really hate that system and will not ever struggle with that again. But yes see you in D4 if they dont implement that system or else not. We are in 2021 they should be able to make a better option than that. but lets w8 and see if the game actual ever comes on top of whats going on in the company atm.

1 Like

Hopefully the next blog will be the first that covers subjects that many players want to see.
We saw art and sound, now get to the game play, system features and end game content.

2 Likes

Yeah, I would rather immunities to not make a return in Diablo 4. Resistances, on the other hand is fine (up to 80% imo); or heck even monster abilities that grant them temporary immunity (up to 5-10 secs with a 20 second cooldown).

2 Likes

Immunity is a good thing.

It forces diversity.

1 Like

And why exactly is that a “good” thing? Anything that forces you in a game is Imo just bad design. “yeah, you got all these options, but unless you pick these specific ones you won’t progress”

1 Like

Personally I rather build diversity to be attained via the implementation of different unique and cool abilities to make people want to experiment, not by monster immunity. But to each their own.

2 Likes

Why is obvious.

“Force” is a pejorative. “Encourage” is better.

But, I’m not doing this argument again.

I like immunity. Others do not.

Neither is right.

Both are wrong.

95% resistance is better, from a mechanical perspective.

One is definitely more right than the other.

If it’s a requirement to be able to do the core of the game, aka kill things, it’s forced. Encourage means you have a choice, regardless of which you pick you can still progress.

If it was I wouldn’t have asked.

There is at least one “immunity” elite in D3. In one of the Act V encounters – IIRC it’s in the Fields of Eternity. There you can run into an elite that is 100% immune to cold damage. I was running a Flurry/Tempest monk (in HC) and waiting for my follower to eventually kill it was insane. Fortunately it was possible to exit the dungeon, head back to town and rework my build enough to kill it. Totally silly mechanic that does not “add” to the game play which is heavily biased to “max out damage any way possible or else”

2 Likes

Should definitely not have immunities. But high resistances is a must for balance and combat diversity. Like, each monster having up to 90% resistance to a single dmg type.

That way, a pure fire build might still do everything, but simply struggle more against some enemies. While a fire+cold build will have less weakenss against any specific enemies, but be weaker overall due to less specialization.
If there are no resistances at all, the fire build is likely to always be best.

1 Like

Why? It’s not like fire damage by default is more efficient than frost, poison or physical. Granted, if you have +specific element damage clearly you will have less pure numbers if you are using an element which differs from what you stack.

Specialization/focus. Going for one element, one dmg skill etc. offers more concentrated power, unless there are stuff in the game that makes that specialization have disadvantages.
It can be +elemental dmg, but also passives, skill upgrades, skill nodes, legendary/unique affixes, and so on.

To counter it, monsters can have resistances, and likewise behavior/design that makes AoE/single target/cleave/dots/cc etc. weaker against different enemies, so you both have reasons to make “hybrid” builds, and rewarded for using those different tools at your disposal in combat. Instead of just falling asleep on the right mouse button.

D2 immunities makes the game varied. Builds, skills, items matter much more than in D3, where the difference is purely visual for the most part. This is also a great RPG feature.

I think the best option for D4 is to make no resistances for open world mobs, and immunes/very high resistances for dungeon mobs, so that people could plan what characters to build or take in a party for certain endgame dungeons. Making everyone killing everything will make D4 monsters as boring as they are in D3 or POE.

1 Like

So in other words, “lets make D4 multiplayer only”.

Wasn’t aware D4 was out aleady…

Only for the first 5 minutes after release. From there on out it just becomes another annoyance, especially if D4 itemization is anything like D3’s in which you’re shoehorned into a specific build/element.

D2R was a painful reminder of that.