⭐ DIABLO IV - Feedback Collection Thread

1 very good point in this video
“they are afraid, ppl will criticize, that you cant understand the whole game very soon”
i personally get bored, as soon as i understand the whole game and know exactly what i am going for
D3 currently “new season, heres the new set, go farm for it, to get 1093939ß394ß0% damage”

3 Likes

This video exactly describes my fears.
Please beg that elective mode doesnt restrict you to have a total of 6 spells/attacks.
Also Allen Adham confirming (7:21)that they want to support paragon is fearsome…

Diablo 4 is still far from developing but all i can say is i hope they listen to the majority of the feedback and do some drastic changes in the development…
If they really want to be succesfull with D4 this time but instead they keep doing the same that they did to D3 to D4 history will just repeat itself.

Might even be worse, D4 for sure will not sell as much as D3 did because players will be skeptical of the game.
If the game doesnt meet the expectations of the majority of the fanbase D4 will have worse sales as D3.
I hope the developers take a good look at classic RPGs analyse and understand how an ARPG is designed and dont try to implement weird ideas… mostly from other games of the company such as WoW.
I dont know if its just to pride to rebell against Blizzard North mechanics or just inexperience in the ARPG genre of the team to choose these decisions.
We will see through the updates in which direction this will develop.

1 Like

I think the Rune system right now seems really interesting. I would like to have up to 4 or 6 sockets on item. If I can find a really rare and strong activation rune (easy to activate) and use 5 good effect runes. Or the inverse, if I have a crazy good effect rune and use 5 activations runes to keep it up all the time. That could be build defining.

They could also add some Rune word combinaison that create new item/special effect

3 Likes

The condition and effect runes sounds quite good. But 2 runes combined feels quite limited. I’d say at least 3. Each additional link multiplies the possibilities, so 3 would already be much more reasonable. Anything above 4, while it might initially sound nice, could get really silly with effect spam, which is something that should be avoided. (there could/should still be more than those 3-4 sockets on the items of course, just not for runes; but gems and jewels instead)

Maybe have a 3rd type of rune “power” which simply increases the Effect, so you had a trade-off betwen “multiple Condition or Effects” vs. more power from just the one combo - in a 3 socket system.

Condition - Effect - Power vs. Condition - Effect - Effect vs. Condition - Condition - Effect.

The basic idea of D2 runewords is worth keeping. But honestly it can easily be implemented in a crafting menu instead, where you just turn in some rare runes + a specific white item, heck, can even require turning them in, in a specific order, if that is important.
Leaving the sockets on items open for more interesting stuff.

Also, Blizzard really should, not merely for the rune system, but general itemization/skill interactions, add lots of tags for the skills, that runes could interact with.
Stuff like “ranged skills” (which they probably already have), “fire skills”, “defensive skills”, “shapeshift skills” and so on. So you can have stuff like a rune that activates on using any of the shapeshift abilities, or any fire skill and so on.

4 Likes

You are right man ! Really well written. I like the idea of a Power rune and the different possibilities you explained.

I hope David Kim and the Diablo team read your idea.

OR can simply have effect runes either upgraded or combined to create another effect… Similar to how runes in D2 were combined in the cube to get a rune of higher tier, that could be the same with new ones… Condition runes would probably be what they are, but the effect runes could be either upgraded, or combined to alternate what they do (potentially ?) as well :slight_smile:

Sure. My proposal for a Power rune was not so much to have a system for making runes stronger though, but to create that trade-off between one stronger effect vs. multiple weaker effects (or conditions).
I am completely in favor of having ways to make the individual runes stronger as well.

Edit; Maybe that is actually what you said, and I just misunderstood, in which case sorry :slight_smile: Not entirely sure on what you meant by “could be either upgraded, or combined to alternate what they do”.
Like if you combine a fire aoe effect and a healing effect => new rune that got both. But if you combine 2 fire aoe effects, you get a stronger fire aoe.
Then you could get more or less the same effect as I was arguing for, just with only 2 sockets being linked.

I was referring to get higher tier effect rune by combining lower tier ones, just as in D2… 3 Tal created 1 Ral, 3 Ral created 1 Ort, 3 Ort created 1 Thul, and so on and so forth

That could be same/similar-ish the case in D4, you have 2 effect runes that give IDK say + 50% AoE radius, well now you can combine 2 (or 3, or whatever else in addition to the two) and now you got a rune that instead of higher AoE raduis instead does a slow (or root when upgraded), things like that, or then maybe instead of upgrading slow to root and then stun, perhaps prefer to upgrade to prevent heal that can be upgraded to longer-ish silence (maybe :thinking:)

That’s what I thought of combine to get a different/higher-tier rune I guess :), you could either increase the radius say from 50% to 75% with a new upgrade, or just lose the radius increase altogether and get a slow (that can later on be upgraded to root, and then even stun ?) instead

So, basically keep the D4 rune system, and use the “combine more of to upgrade” concept kinda same from D2-ish as well… Not sure if can/could be done with condition runes, but certainly CAN be done with the effect ones I’d say :slight_smile:

1 Like

Ah, yeah. Got it.
Especially if the runes are also used for crafting items, that could likely be very necessary/positive.

Please add an option to turn off the effect of all those skill who MORPH your character look ,like Akarats Champion, epiphany, archon .

Especially when it is possible , to reduce 90% cooldown of the skill . I want to see the look of my equipment and transmog in battle , not some random morph looks. Many people already request this option for diablo 3 , and somehow its just never happen … ,so i hope this wont happen again in d4 . Thx

That is not true!.
As you know very well,in D2 max party is 12.
Better exist both single(private),mullty.
You can fun again.
Plus that…if someone is not to close to you in this your party,then difficulty would be much more very hard!.:wink:

Enigma, the most BROKEN runeword gives a massive active bonus(teleport)

D1 itemization is the best

More one video.

1 Like

D1 itemization is the best? That’s questionable. All that had was 1 prefix and 1 suffix for a total of 2 stats. Stringing together the powerful ones was pretty rare in the endgame, and the stat ranges were such that even if you did it could be marginal.

Then you had the cursed items, which were totally useless. No doubt you’re gonna rant here about extra challenge or whatever, but the fact is cursed loot isn’t exciting and is overall just another RNG layer overcome.

D1 din’t had broken OP gear giving + to all skills (equivalent to level up dozens of times), nor giving class specific skills to all classes

As for cursed items, some times you get -X and a massive advantage an beyond naked challenges was fun.

2 Likes

That’s mostly because skills and class specific skills (the kind you’re talking about, anyway) didn’t exist in D1, not because they chose not to have gear like that.

What you’re doing would be like me praising Chick-fil-A for not having greasy gross hamburgers like other fast food places. That’s not because they somehow make a better hamburger. It’s because they don’t HAVE hamburgers in the first place.

First I just want to say I am heartened at the team’s responsiveness to community feedback. What an exciting time. I’ve been avidly following the storms of discussion, especially around the major streamers, who seem to have the biggest influence on the direction Diablo 4 takes for its development. Very exciting seeing Blizzard paying attention to the players who know the genre the best.

So here are some things that come to mind when I think about what I want in Diablo 4. A lot of these things are by far not new concepts in video games, but maybe are a bit new for the Diablo IP or maybe there are a few things that are already in the games that could be taken to a more extreme level than in the past and these are of course, just my tastes but as we seem to be seeing, the more we support the ideas that we like, the more the devs pay attention and the more likely they will be included in some form in the game. So great, let’s get to the list and I’m definitely interested to hear if anyone else would like something like these ideas in some form in Diablo 4.

  1. Clans

Not much has been said regarding plans for Clans in Diablo 4, but I imagine their impact on the game will be pretty huge. Or it could be, and in a good way, if implemented right. Right? So what are some activities people actually want to do with their clans? I see some great potential for both PVE and PVP and some great things that could be done with a Clan Fortress in both modes.

Imagine being able to design your Clan Fortress like a battle map. A PVE activity might be to defend your fortress from invading monsters. PVP would be similar but it would obviously be invading players (or a mixture of both players AND monsters, as the devs have stated its a PVP mode they want to explore.)

Let’s take it a step further. Not only can you design your Clan Fortress like a battle map, you can also outfit it with environmental hazards, difficult terrain, traps, weather effects (if they can affect gameplay), maybe even soldier/archer spawners to help attack the invading team.

How about taking it another step further? What about adding siege walls and fortified doors that can be destroyed? And the invading force could use what are effectively “clan mounts” but are in reality siege equipment suitable for PVP and maybe even some PVE scenarios. Siege mounts can include traditional medieval warfare devices such as battering rams, ballistae, trebuchets, and catapults and might need to be operated by multiple people simultaneously in order to be used effectively. You could also get crazy and add giant chained monsters as living siege weapons, magically bound demons, or arcane technology functioning as magically-based siege equipment powered by socketed sorcerers, necromancers, and demon-heart batteries.

The invading team wants to break into the Clan Fortress and loot its treasury. The Clan Fortress and/or its set pieces can have durability ratings if you want to add a repair system into the game. You could have something like, if the damage sustained by the fortress is neglected by its clan then repeated assaults will eventually result in the complete destruction of the Clan. (Hardcore Mode?)

This could have consequences ranging from the clan losing whatever potential boons their fortress was bestowing upon them to having to repay the founding price in order to recreate their clan.

Not interested in controlling siege weaponry? No problem! Charge into the fray on foot or on your regular mount and fight the old fashioned way. You shouldn’t be required to use siege weaponry to be effective in large-scale PVP, although in certain situations it might be more effective.

  1. Environmental Hazards

These are nothing new in ARPG’s but I’d personally like to see a lot more of it in Diablo 4. PoE, imo, was on the right track with its Trials of Ascendency. Spikes, buzzsaws, guillotine doors, periodically flaming floors, etc. for the player to dodge and outmaneuver. These kinds of things make the game more exciting without relying on constantly killing monsters. I think environmental hazards have a way of making movement and travel more meaningful. And obviously more dangerous. I say load the world with traps and make them potent. Traps start to become trivial if they only deal HP damage and the character has life regeneration so maybe add a Grievous Wound type of system for traps where each Grievous Wound reduces your max HP by a fixed amount and you can only sustain so many Grievous Wounds before your max HP is reduced to 0. I like the spiciness of traps and environmental hazards because so often I find myself charging through maps in various ARPG’s and not even looking at the environment save for the basic outline of the walls, because I’m just focused on enemy encounters and the more I think about it, the more I think that’s kind of a shame.

But yeah, adding a Grievous Wound system would then open you up to being able to create systems to overcome Grievous Wounds, like maybe potions on long cooldowns which can remove a Grievous Wound, or affixes on equipment (or talents) which give you x% chance of avoiding a Grievous Wound instead of just automatically getting hit with it. There’s probably a lot that could be done with trap and environmental damage that goes beyond the simplicity of HP.

Traps, imo, are a great way to make maps more exciting and their traversal more meaningful (and less boring). If you have multiple choices for paths to take in winding tight spaces, you might need to look for the non-trapped passage to make it through alive. Design ways for a clever player to avoid traps, such as by finding a breakable wall which introduces a much safer shortcut. Your dungeons will get more crawly and players will keep the sense that danger is afoot.

Another idea I really like is when environmental hazards are designed in such a way that a savvy player can use it against the monsters they are pitted against. Using knockback abilities to send an enemy off a cliff or into a spinning meat grinder. Stunning an enemy as it passes under that guillotine pendulum. This adds tons of situational gameplay value to your game. And if you can find a way to randomize all this while still keeping it rational, then what a powerful achievement.

Also, the gameplay trailer showed a player powerfully dismounting their horse with an awesome attack. How about some less graceful dismounts as well? Say I’m charging across the countryside on my trusty steed when suddenly my horse biffs it. I am sent flying forward and over its head. There was a monster underground and it grabbed my horse’s ankle with its tentacle. My mount fades away. I take some damage and am put into hit recovery as I eat dirt. Now the monster is breaking up through the ground and coming in for seconds. He’s joined by a few of his friends too, and some local wildlife who routinely scavenge off their kills. And I thought I was just going to mosey on across the way to farm me some goat fur. Well, not in this dangerous world.

  1. Difficult Terrain - Making The World Harsher and More Brutal

These things have been done before but I think they are fun elements to add to ARPG’s.
a. Tar (like from Diablo 3, movement slowing effect), Swamp Marshland, Quicksand
b. Wind (can tie into weather effects, may blow from a single direction, permanently or periodically. Depending on its strength it will slow down, stop, or even regress movement progress when walking against it. Terrain features such as rocks may be used to shield against the wind at certain points of traversal)
c. Ice (slippery, more difficult to control movement when on it)
d. Exotic Surfaces (have no real-life analog but exist purely to act as a vehicle for strange new gameplay mechanics)
e. Mounts On Difficult Terrain (some mounts might be better suited to mitigating or even outright nullifying the effects of one or more types of difficult terrain)

  1. Itemization

You’re probably sick of hearing this word by now and honestly, enough has been said about it and it sounds like the devs are headed in the right philosophical direction regarding it. I’d just like to add my desire for this:

CURSED ITEMS

Items with drawbacks such as negative stats or negative legendary effects. Can balance them by adding a slightly larger than normal positive stat as well, or a slightly better than normal positive legendary effect as well. For example, a cursed legendary might have a nice legendary power but then also a curse, something like “every time an enemy hits you, you have a chance to be inflicted with poison.” Sounds bad, right? Yeah, but its also something clever players could build around. Maybe your build has enough HP regen that you don’t need to worry about an HP draining poison effect. Maybe you have some poison resistance that reduces the curse’s effect. Hell, maybe you even have something that turns poison damage into healing. The point is, it puts the player into the position of getting to make a decision. Is the bonus worth the curse? Can I mitigate the curse? Can I use the curse to my advantage? Curses add more potential depth and complexity to itemization. That’s all I want to add to the conversation about items.

  1. Crafting

Personally I’m for deep crafting. I think it adds a lot of gameplay value to the game for certain kinds of players and it’s worth the time it takes to put it in. I wonder how many people are interested in crafting minigames like you see in Dragon Quest XI. Wouldn’t have to be mandatory to use it to craft an item. Maybe you could have Expedient Crafting, which is just like your typical bulk crafting in Diablo, pumping out loads of random stuff automatically, and then alongside it have the option to Hand Craft, where you get to play a crafting minigame which involves a little bit of skill but maybe it also gives you the chance to have a tiny little bit of control of the outcome of your item. Curious to see people’s thoughts on that if they’re into crafting.

  1. Bounty System

Ok, so forget bounties from Diablo 3. I’m talking about a PVP system sort of like Assassin’s Creed: Odyssey, which itself is loosely based on Grand Theft Auto. You do bad things like damage town property or attack/kill friendly players. May or may not be tied to a Witness system (if no one sees you do it, your notoriety does not go up). Each crime increases notoriety until a full notch is reached (up to 5 notches). For one notch, the criminal will be periodically harassed by an NPC bounty hunter/mercenary which is equal or higher power than the criminal. As the bounty hunter/mercenary attempts to kill the criminal, the criminal is forced to choose between fighting and fleeing. These NPC’s can track you even into the deepest dungeons and will try to ambush you when you leash suspect it. Not unlike a NEMESIS. If you kill the bounty hunter you get perhaps loot or coin. Notoriety fades over time (or you can make it so that it remains unless “remediary” actions or quests are undertaken).

But also keep other players in the loop. NPC’s should not be the only ones trying to collect bounties. Let players in on the system so they can become bounty hunters. This way players get to choose whether they want to be scoundrels, enforcers, or just generally uninvolved but perhaps periodically ganked (I can live with that).

  1. Destroy/Rebuild World Mechanics

Do you like PVP? Want to assault towns? Become a hunted scoundrel? How about a warlord? Okay! Add some crime/destruction and warfare mechanics to the world and some consequences/benefits for those types of ne’er-do-well players.

Are you more into PVE? Want to defend towns? Enforce justice? Even capture and jail criminals? Okay! Add some rebuild mechanics and prison mechanics to the world and some consequences/benefits for those types of do-gooder players. Prison mechanics? Like what? How about the outlaw gets thrown into a PVE dungeon of a certain number of floors. They can choose to “serve their sentence” and just wait out the timer, or they can fight/break their way out floor by floor up to the surface and to freedom. Wait, why would a PVP player who goes around ganking want to do PVE content like prison-breaking? Exactly. Consequences. If a PVE player can be subject to ganking by some rando, then why not have a captured outlaw have to fight through PVE jail? It’s all fun in my book.

Destroy/rebuild paradigm pretty much creates an almost infinite cycle of gameplay that doesn’t involve progression but rather an oscillation between ruin, status quo, and thriving civilization.

Anyway that’s all I have to say for now. If you took the time to read all that then thank you!

1 Like

That’s a great one too. Hope everyone checks it out.

In a nutshell.

old video but this again explain a lot of the differences between those two.
I hope devs take a closer look at this for D4

2 Likes

What is up with people and light radius?? Zoom in your view and leave the rest of use alone please.

1 Like