Diablo IV Quarterly Update - Q1 February 2020

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Thank you for the update.

Now let me express my opinion about the latest blog post.

  1. Item sizes
    I think this is a bad decision, there was a basically minigame in D2 where you had to fit your items to inventory. In D3 the number of patterns was reduced slightly and you just picked all sh*t till your inventory is full and that’s it. Please bring different item sizes back. It also makes sense to have different size for Axe and a different size for an amulet.
  2. UI on side vs on centre
    I like that we have an option, personally I am surprised how I like the UI on the side. It looks better IMO. (PC player).
  3. Controller support
    I played always on keyboard + mouse, but I feel like Diablo is a good game to use a controller with. It just makes sense, thank you for optimising UI for both options. I guess I need to try that with controller someday :slight_smile:
  4. New item icons
    They look better I think, good job.
  5. Inventory design
    Please make the character smaller, it just looks like the Druid does not fit into the picture. (Like me on a selfie with my girlfriend). It’s painful to watch really.
  6. Flesh eaters
    Nice, keep it up.

Gently reminder
Please don’t screw up the PvP, I really hope we will get some balanced 2v2 arena experience as we should have had in D3. I believe you can do that!

With love,
Kaleb

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I have a question around Couch Co-op, will there be the option for couch co-op play from a PC with controllers? Or do you need to purchase a console and the console version to get that functionality?

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Indeed you do not speak for everyone as you can see.

Colors are fine but there’s Overwatch-color and Diablo-color which should be two different things. A gloomy Diablo genre has no place for Lego Duplo.

On a 1x1 minislot there is no way you can fastly distinguish between a dagger and a sword.

I really like the design from Olbat and even it is cobbled together I already prefer it 100 times over Blizzard’s. Unfortunately they’d never admit that and keep their plain vanilla

It’s not super important overall but if Blizz has nothing better to announce in their big “quaterly update” then we talk about that.

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Admit what? It is not universal. Not everyone like it.

I am very, very happy that they are committed to adding controller support to PC. It’s something I have wanted on Diablo III PC for ages, and I’m very glad they are going forward with that support.

Unfortunately I too am not liking the loss of gear slots, not only for the fact that it drops several potential legendary affixes from the list of build combinations but also due to the loss of potential transmog slots. Shoulders were very striking in Diablo III and losing the option to transmog those is pretty disappointing. It sadly looks like they’ve filled in all of the cosmetic design space in the preview build image for the most part, so I’m not sure where they would be able to sneak in those additional slots whilst this far in (it would be cool to actually have things like belts reflected on your character as well). It’s a shame because the graphics in the game look great so far, and more options I feel are almost always going to be superior to fewer both in terms of build and cosmetics.

I know I’m just one more voice heaped on the pile of hundreds, but I still felt compelled to add my two cents.

For gods sake remove the highlighted colorful area under the player showing what direction the player is facing.

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Few things I’m curious about. Why are we breaking away from the stats system that’s aways worked well?

I feel there’s nothing wrong with STR, Dex, Stam and Intell. If you’d like to add another system for items I don’t see why not but the base stats should still be a big part of the characters.

How about some more item slots?
I couldn’t tell but were Bracers removed? I would expect additional items slots added not removing some. Why don’t we have a cape slot and charm or trinket slots as well?

Hiring system, why wasn’t this expanded on in diablo3? I enjoyed leveling my hire and gearing him or her up in diablo2. Should be able to use them in multiplayer as well.

Ancient items, I don’t see a problem with them… just add skill bonuses to them with the improved the stats? Regular item gives you a skill bonus and maybe the ancient adds another skill bonus.

I feel a lot is being removed due to being a console friendly game. Or just another diablo3 start in the making. All these big changes and plans… when diablo 1 and 2 worked so well… go back to what worked and your fans enjoyed. Expand on what was great about diablo 1 and 2. Let’s make diablo great again blizz

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But is it really usefull ?

I mean.
In D3, you are only stacking your Mainstat, without that you need to think about it.
Maybe a few Paras into Vita, if you sacreficed it on your Gear for Stats.

And in D2 ?
It was always, just enough to carry your Gear and the rest went (most of the Time) pure in Dex

In the End, there was no real Meaning to this Stats, where you could greatly alter your Charakter or the Way he played.


Sure

It´s a nice Illusion, that you can spend your Points on something.
But in the End, there was no real Meaning in it.

In vit* as far as i know xD

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Depending on your Class =)

For my Bowsette, it was always Dex as Dex can :stuck_out_tongue_winking_eye:
(Even though its was most of the time a Buri instead of a Bow … But phssst :smiley: )

But it’s true
Attributes have to be balanced and serve an other purpose but gear requirements

They could be used to enable global passive skills or the stats that they increase just have to be balanced so that ever attribute can be a good choice and it’s lethal to just focus all points into 1 of them

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You can make an attribute system interesting, useful and compelling, but it depends on how it is done.

E.g. you can take the attribute requirement from items and then you can have:

  • one attribute for offense (damage increase, crit chance, crushing blow, etc)
  • one attribute for defensive (increased life, reduced damage taken, increased resistances, etc)
  • one attribute for resource management (reduced resource cost, reduced cooldowns, increased resource regeneration and/or generation, increased maximum resource)
  • and one attribute for movement/utility (increased movement speed, increased Stamina - maybe for Sprinting or Dodge Rolls, CC Resistance, maybe something with Healing Potions, etc)

If that is well balanced, than it can be very interesting.

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I appreaci you thoughts …

BUT NOPE !

It would not only overthrown the existend System …
But make it absolete, couz you would gain the max CDR + RCR in a matter of Time, but sounds like a joke
:sunflower:

In D2 strenght actually increased your global physical melee damage… while dextirity increased global ranged bow physical damage, global attack rating (physical hit chance) and global block chance with a shield.
Defense didnt provide any damage reduction, it just increased that the chances of enemies hitting you lowered… in other words Attack Rating and defense were tied to each other.
It all depended on mobs as well… mobs had also defense and attack rating.
In D3 every physical hit is 100% sure while in D2 depending your AR/enemy defense you may not even hit every time and the max treshhold chance to hit is 95%… not even 100% but the same applies for enemies hitting you.

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people dont like attack and defense rating because its super frustrating to not hit something at all xD

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Yeah, but more realistic in some way.
They are defining stats meant for balance as well.
This way ranged characters like the amazon werent OP as well by spamming arrows cos if they had dextirity instead of vitality to increase hit chances and damage that means that they were easy target to kill with burst damage.
Sort of similar to glass cannon spell casters, which normally gained very little life compared to melee classes.

yea sure, i do support attack and defense rating but somehow in a better way…
especially attack rating
you shouldnt choose between hitting at all and hitting stronger
thats a terrible situation

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:man_shrugging: thats how it worked in D1 and D2 and why there were “spammable potions” as well, because every attack had a risk of not getting through and hits from enemies when they hit surely deal more burst damage than D3 mobs.
Thats why positioning was way more tactical in D1 and D2, since fighting a pack of lot of enemies was not wise cos of additional stun/hit recovery and you rather split enemies to kill a larger pack slowly ( do you remember diablo 1 after entering a door and you see a mass of enemies going straight to you? Exactly, you then back off and wait til mobs go 1 by 1through the door instead of facing many enemies as once).
Some monsters also had class spells, like vipers had that charging spell of paladin or the fetish shamans had inferno skill.
Not to forget that overpowered damage lightning enchant that basically was a spamm for every hit on enemy of charged bolts that also stunned you and hindered you from running.

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i mean, thats not the point
you can still have dangerous enemies and force players to play tactical

my point is just that the attack rating should probably be increased automatically with your basic skill mastery and not a tradeoff for dealing less damage or having more sustain
its like…EVERY warrior wants to hit their enemies xD and they will learn it when they train their martial arts
dexterity could instead increase the critical chance (and dodge)