I feel like Diablo 4 is a step in a right direction when compared to Diablo 3, but not enough. Here is my feedback and suggested changes for D4 with my 20 years of hardcore Diablo gaming in mind. Hopefully it does reach the community managers:
- Remove health bars from being displayed on all enemies (only show the highlighted one as in D1/D2/poe).
- Change item art, make larger items use more spaces. It should be more similar to D1/D2/poe to both better display item art and feel more realistic with bigger items taking up more bag space.
- Move mana/energy orb to the right side of the screen.
- The random “world boss” as seen in the demo is bigger than anything in the entire Diablo or Diablo 2 where you kill everything up to and including the greater evils. It feels out of place in the Diablo universe (including all Diablo books for those who’ve read).
- Change text font for everything (needs to be more D1 and D2 style). Current one is straight from D3 and feels nothing “medieval” but rather modern. This is applicable to the entire inventory UI.
- Remove cooldowns from most skills (OK to have “F” this ultimate button to possibly fight for your life). Cooldowns promote the use of all skills as soon as they are off cooldown in a meaningless way, without strategic/situational choices being made.
- Blood splashes are over the top - currently hitting one monster 5 times creating 5 blood splashes that are larger than the monster in size itself, yet the monster lives on.
- Damage numbers already too big at level 20.
- Remove the damage numbers from being displayed altogether (D1/D2 style).
- Use rune art from D2 (why reuse “Vex” but not it’s original art to keep the game universe consistent?).
- Single Player / offline mode needs to exist.
- Rework potions.
- No maxing of all skills. Players need to make choices.
- More talents / meaningful skill tuning.
- Need differentiation between different types of damage (it is currently dumbed down to D3’s version of equiping any 2hander to give you 400% damage to everything).
- More / different stats than just damage, defense and life.
- Fix runewords.
- Add charms (separate inventory is a very good idea though).
- Add town scrolls and similar utility items back (with separate inventory slots in mind). Or add quests that teach characters the use of portals (or similar) in a meaningful way. Barbarians should not be able to cast portals as a common sense.
- Item stats should not always scale based on item level. High level monsters should not always drop high level items. Low level items (especially uniques/legendaries) should have valuable attributes that are meaningful to all levels, hence making that item special and actually unique/legendary. Look at D2 SoJ vs D3 SoJ. Look at D2’s Vipermagi or other items - they remain valuable as time and levels go on. Making everything scale around item level is just a lazy item implementation that devalues everything not being max level and everything once new expansion and level cap rise comes. Don’t make the same mistakes WoW and D3 made, learn from them.
I feel these are necessary for proper immersion and integrity of the Diablo universe and continuation of the success of the initial two games. Diablo 3 alienated the franchise in many ways and it feels like D4 may otherwise continue to do so.