Diablo IV Quarterly Update - Q1 February 2020

Maan, pls tell me we didn’t do the RNG should be the primary factor of whether you live or die, i.e. the most important mechanic of the game

Why don’t people realize there are flaws to things like that… ESPECIALLY with projectiles with X amount of charges lol, yaay that hit right in the face, oh wait it didn’t

So far i remember physical skills also increased attack rating for each point and not just damage (e.g. Zeal and Whirlwind for reference)
I think if Dextirity already increases block % with shield that is enough because its a global block for any class and optional instead of going rambo 2-handed weapons.
I would rather have a passive for crit chance like the amazon or rather be a very hard to get affix on item ( and no silly 5-10% increased crit chance like every item in D3 )

I’d be lying if I said I wasn’t worried that you’re making the exact same mistakes you made with diablo 3 in terms of oversimplification. so much focus on designing the game to be console-friendly. I just hope that this is because you’re still figuring things out and not that you’ve actually committed to this idea for the game

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You mean the A/D/A Power system? or the mainstat system or Attack and Defense?

It depends on how it is balanced and if certain buffs, like for example Wrath of the Berserker will first start their cooldown after their effects expired, then CDR is not really an issue anymore since you could not get 100% uptime on skills regardless of how much CDR you have.

That feature is already on a few skills in D3 like Spirit Walk, Smoke Cloud, Seven Sided Strike, Serenity (iirc), Falling Sword and a few others and it could also work in D4 to not make CDR so powerful

sure, i just mean that it shouldnt be a thing for attributes because then its included in the balance and it means that chars that dont use it, will hit less
it shouldnt be necessary to “choose” hit rate
hit rate should always increase when you get better/specialize in skills/weapons

I also agree! Cut-scenes ruin the mood… leave all that stuff for the cinematic team between acts please!!!

Will there be a Diablo 4 release for the switch and consoles? If not please fix the bugs in Diablo 3 till d4 is released on console

Ok, here’s what I thought could work and kinda run with that system

Slight-warning though: wall-of-text below but PROMISE it’s good organized fashion :slight_smile:

There are 4 default procs on each character:

5% chance to return 10% of damage done in HP
5% chance to return 10% of damage done in Mana
5% chance to increase Ability power by 10% for 1 second
5% chance to decrease Ability power of a target by 10% for 1 second

Think of these as Crits, but instead of Crits (let’s be honest, they kinda cheap tbh :P), we treat the life-steal and mana-return as “crit” types of stats as baseline. IN ADDITION to further embrace the ADA system the way devs “envisioned” it the first time we add another 2 procs that increase our Ability power for short amount of time and/or decrease the target/s ability power/s (also short amount baseline)

Before starting to explain how the ADA powers would affect your character just a couple more informations:

  1. EACH LEVEL OF YOUR CHARACTER YOU GAIN 3 POWER STATS (to spec into)
  2. Stamina is the 3rd “main resource”. I’ll shortly introduce (you’d have to take care of). This time (compared to D2) there’s a small-ish to understand but quite important difference (see detail), but (importantly) STILL quite intuitive to understand IMO
Stamina, how it works

Instead of how much/far you can run, this is about how much hits you can take before your character goes into “dazed” form, i.e. a slight root (that you surely wouldn’t like to happen mid-fight vs plentiful stuff) for 1.5 seconds until your Stamina-Bar fills up again. This I refered to as “Stagger bar” earlier, think Stamina kinda makes it more believable/intuitive though :thinking: :slight_smile:

Stamina would be the resource that I suggest for “hit recovery”, i.e. the “Primary survival resource”. The more stamina would be required for your character to be “dazed” for a bit (1.5 seconds root until your “Stamina bar refills back”), each hit taken (yes even pleb mobs would affect this stat) decreases your stamina until rooted (again)

HOPE to balance this out in the lategame by NOT OVERCROWDING dungeons with mobs (read HERE: D4 - Class fantasies ARE more important than Balance - #143 by Utukka-1683 for cons of an overcrowded dungeon if like)

Diablo IV Quarterly Update - Q1 February 2020 - #436 by anon88344807

Angelic affects:

Basic stats: HP (+1 HP per angelic, +3% HP Regen)|
HP return proc: +1% damage done bonus amount per power
Ability power bonus (+1% amount) and duration of that bonus (each increases the duration by 7.5%)

Demonic increases:

Basic stat: Resource (+1 Res per demonic, + 4% Regen)
Resource return proc: +1% damage done bonus amount per power
Ability power decrease bonus (+1% amount) and duration of that bonus (+10% duration)

so yes curses are sliiighly more stackable (25% per bonus longer)

Ancestral increases

Basic stat: Primary damage (+1 min and +1 max per hit per 3 ANC power)
Resource return proc: +1% chance to both per power
+1 to max Stamina

Here are some stats I kinda thought of per class (starting stats)

Lvl1 (Starting stats) of each class:
Barb: HP: 60, Resource: 25, Stamina: 45
Druid: HP: 45, Resource: 40, Stamina: 60
Sorc: Resource: 50, HP: 35, Stamina: 30

Yes, more like D2-ish low numbers for start but the important thing is the stamina here: the Sorc would be rooted most often for allowing unnecessary hits suffered, whilest the Druid would be most “antistun” durable

Now - here’s the “Interesting part” = should ALSO stamina management be a part of the “baked-in” procs management reliant on the Powers you chose or not… For example:

Stamina:

  • Angelic increases basic regen (7.5% per power)
  • Demonic increases stamina-return (yes, stamina return proc much like Resource proc return) [+5% per power]
  • Ancestral procs a stamina-drain on your target/s (making opponents stunnable/rootable, empowering CC builds somewhat) [+5% per power]

Therefore summarized:

  • The Angelic-route would give you (as announced by the devs) More HP, more HP regen, AND if you go really into that route “baseline” stackable Ability Power
  • The Demonic-route would give you (as announced by the devs) More Resource, more Resource regen, AND if you go really into that route “baseline” stackable Ability Power decrease on your target/s
  • The Ancestral-route would give you (as announced by the devs) harder/harsher CC, more damage, and more Procs of bonuses for your current Angelic/Demonic HP/Resource return and de/buff of Ability power
Long-story-short: and WHY I love this system
  1. (Most important) NO LONGER rely on a RNG for hit or survival… i.e:
  2. None of those main stats “Pigeonhole” your character into a “must-do” build

If you want a Melee Sorc you might well do that but you should take care of your Stamina management and maybe have an early “natural” drawback of starting with less HP on lvl1. Remeber, each power stat gives you a +1 HP per power (meaning 5 levels behind a Barb on HP) though. Same with the Barb - you might wanna go full “destructable” mode where you gain higher amount of Resource therefore able to “cast sh*t” more (and even more often if your Ancestral is high enough to do the proc/s)

  1. There’s STILL LOTS OF INTUITION with the system. Each hit connects but not each hit procs (think of Lifesteal, Mana, Self-Empower, Target-Depower as “Crit chance” procs)
  2. (Also important IMO) FULLY EMBRACES what devs said they’re onto

ALL hits would count (even those that you concede) BUT not all of them will proc a Lifesteal or Manareturn (AND if Stamina in power-stats included then stamina-regen/return). Just not sure about Stamina-proc-chance: should it have a proc % or it be a 100% thing (in order to embrace intuition further), OR be a separate-gear-based stat though :thinking: :slight_smile:

There, kinda tried my best at explaining what I think should be the best “resource/recovery” system for D4 IMO :slight_smile:

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Seriously, if anyone believes that they surely have mental problems.

No, of course they aren’t removing them. They just decide to put them in the detail page and reduce the number of displayed stats on the main character page.
Personally I prefer it this way. We don’t need to know Str, Int, Agi, etc while choosing items, we only need to know if the item brings us more damage/ defense or which of those affixes we can benefit from it with our current Angelic/Demonic/Ancestral stats.

It used to be important how much you had of a main stat, or you could not even use a item. #dumbingdownofthegame.

Not that adding to a stat so you could equip an item was really compelling or smart.

The ADA requirement on affixes is superior system… Don’t just force stuff just cause it’s something that used to, and for the sake of … whatever :thinking: :slight_smile:

As i said, i think its fine that AR belongs to atributes or else classes like amazon or an archetype of demon hunter will always have the upper hand against mobs or in PVP (mostly against melee) since they can spamm projectiles way more than a spellcaster AND can increase HP by using vitality points.
Dont forget that a 100% certain hit in D1 and D2 really HURT unlike in D3 where you can just stand and receive many hits and just walk easily to a health globe to regain hp without being hindered of hard blows and hit recovery or just break foreseeable stuns with your typical “movement skill” from elite packs like frozen bombs exploding or evading those timed bombs when killing elite packs lol, thats the imbalance of D3, its just a foreseeable reflex game and not a tactical game.
Spell casters had the adventage that spells always get through but mana consumption is higher than projectiles from bows, and elemental damage could still get absorbed by items for example with a dwarf star.
Deciding to get more offensive adventage for the cost of life points like in D2 seems balanced tbh.
And obviously melee classes had the adventage by wearing a shield to block full damage attacks from ranged enemies or PVP to balance the spamm of distance projectiles against melee.
All that matters is in the end balance of basic understanding how characters should have a pro and a con, and you decide how to build your characters this way.
The ADA stats surely sound interesting for choice of build but these stats alone dont give any balance to the classes in the game against melee/ranged pvp or pve, because of the explanation of how D1 and D2 mechanics worked.

Yea i don’t see where that makes sense since dex would also increase range damage and is a rangers main attribute anyway, meaning they will always hit instead of melee character
Dex should rather directly increase range damage, as str is increasing melee damage

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Wow, I have to say I really, really like this idea of a stagger bar for your character.

I always had mixed feeling about FCR and FBR in D2.

On the one hand it is cool, because it gives you additional affixes that you have to manage, but on the other hand it was kinda annoying to get block locked, etc, which to be fair got better when you had higher amounts of FHR and FBR, but not every char could focus too much on these.

However, your idea of a stagger bar as a replacement for these is a really, really amazing alternative to FHR/FBR since it has all the advantages of this system (something else to manage during combat and on item), but non of its weaknesses.

Maybe such a stagger bar could be put at where the XP bar is currently (both in D3 and D4) and the XP bar could then be put at the bottom of the action bar.

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In general I like the idea of having 4 different, distinct attributes:

  • one for increasing your damage output
  • one for more toughness (more life, less damage taken, dodge chance, resistances, etc)
  • one for resource management
  • one for movement and utility

Your idea of a stagger meter would perfectly fit under the category of ‘movement and utility’.

This attribute could give you:

  • increased movement speed
  • increased stamina bar
  • CC resistance
  • something like more dodge rolls like in Wolcen, or Stamina like in Median XL Sigma, where stamina is used for short term sprinting.

It would perfectly fit in such an attribute.

There is a difference between the damage amount in both melee and projectiles.
In D2 Melee characters in comparison most likely always dealt more damage than a ranger, and thats where the balance was.
Its common that rangers still having distance adventage deal lesser damage than a melee character (amazon multiple shot for instance, it dealt 3/4 of your damage as well) and you could choose to increase more damage AND hit chance over more HP.
since rangers die easily.
Lets not forget that getting over 3-4k damage with a bowzon was pretty hard to achieve in endgame (even with Faith) compared to a zealer paladin/frenzy barbarian/fury druid or breath of the dying berseker axe dealing about 6-7k damage (or even reach about 11-13k damage with an etherial Colossus blade/Thunder Maul using two handed attacks but neglecting defense/block and being a glasscannon melee char).

That still doesn’t take away from the fact that a melee character has to invest into dex JUST to hit
And that shouldn’t be a thing
I am against watering down games for casuals but that’s just a thing that shouldn’t be existing
Creating a character that can’t hit at all

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I dont know, it sounds more realistic since its a base stat/trait.
Giving players/monsters the chance to evade attacks depending in armor(defense)/attack rating sounds more realistic than being able to 100% all of your attacks every time and takes tactical engagement against enemies into a whole another direction where you have to think on what to do if your attack is prevented/dodged, and the consequence of engaging an enemy, if you will survive if you hit and kill the enemy or not, will you then be able to kill the rest of the remaining enemies? etc.
Its through your character progression where you notice that investing stat points into attack rating increases your agility and certainty of dealing a blow on a foe
Would you for example in real life when someone tries to hit you just let them hit you?
I doubt so, with reflexes i would passively try to avoid that by dodging or blocking, and this comes through experience of fighting foes and as you level up your character you decide to increase one of these stats or increase dodge chance through itemisation… or you increase your evasion rating like PoE does.
Damage, Hit chance/Block/Dodge or Life.

You don’t get my point
Evading is something that you want to train, hitting the enemy is somewhat that ULTIMATE BASE of the game
It should more be a thing of level comparison to the enemies like in lineage 2 and increasing by specing into skills/weapons
Every fighter who trains a weapon or fighting style, learns to hit!
That’s not a choice!
And while magic attacks don’t need any hit rate, this system would be outdated by balance anyway, by modern standards

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