Diablo IV Quarterly Update - Q4 December 2020

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What cave did you crawl out of, you can go right back. You will not be missed.

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Legendary item is called a Legendary item because it has a Legendary affix.
Meanwhile an Unique item means itā€™s Unique in your gears, you can only equip one Unique item. Thatā€™s why itā€™s unique.

In Last Epoch, blink on hit is a checkbox in gameplay options. Some players like it, others donā€™t.

Honestly, damage ranges are not such a big deal when you consider the Gaussian curve (Standard deviation) leading the probability to get this or that number.

https://www.muelaner.com/wp-content/uploads/2013/07/Standard_deviation_diagram.png

Unless special itemization forces odds to reach the highest part of the range (which would be silly), itā€™s simpler to just display the average number.

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I like the direction of going back to the primary stats again but I have concerns about the proposal in the latest blog. Mainly how defence is tied to the stats and how each defensive option is not really equal in value.

Just looking at dexterity and how that played out for the Monk/DH in D3. I feel like Dex characters may again end up with the same problems in D4 as in D3.

So if I use the example of say 250 int vs 250 dodge. Thatā€™s going to be a reasonably high 25% damage reduction vs 12.5% dodge chance. Thatā€™s a fairly poor chance to dodge but 25% DR is pretty decent and reliable.

If youā€™re a dex based class then I think youā€™re going to be forced into taking it and then a chunk of defence is pretty much just RNG.

I think if you untied the ā€œall damageā€ from the primary attribute then the choices could be made more on the properties of the attributes rather than just dumping into all damage or crit chance.

I think it would be better if they all did the same for every class.

I would hope that maybe STR could be bonus to weapon skill damage and INT could be bonus to Spell skill damage. This way you could dump STR to play a melee druid or dump INT to be more spell based. (also dump STR for me melee Sorc which you must let me build).

Based on numbers shown here, it wouldnā€™t even be that bad for hybrid spell and weapon characters because the total difference would be around 10-15% or they could invest in crit and have it affect both.

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Yeah that would be really nice.

Completely agreed. Even affixes that change mechanics should try to work across multiple skills.

Not really. 1-500, 200-300 or 250 dmg just isnā€™t the same gameplay experience.
Dmg ranges adds flavor and diversity to skill and weapon design.
That said, since skills are the dmg source in D4, it doesnā€™t really matter if weapons have their own dmg ranges, as long as the skills do.

Would indeed be better.
Although maybe still a bit too class based. Outside of melee sorc, sorcs would all go int. Maybe str = single target dmg and int = aoe radius (+ maybe a small dmg increase, aoe power need to be kept in check) could be a better way to split it. All classes will have both ST and AoE.

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Fantastic update! D4 team has been really impressive in their approach and the development so far!

Only suggestion is regarding the single value summary of Attack and Defense stats. It is too simplistic and needs more depth. I think this is the only thing missing at this point in time.

For example, Attack can be broken down into:

  • Weapon damage range eg. 52-65

  • Splitting damage types eg. 10-20 Fire damage, Cold, Lightning, Poison, Holy, Infernal

  • Weapon splash damage and Weapon reach?

And Defense should be renamed into ā€œArmourā€, with additional stats for the damage types mentioned above (or just +10 All Resistances). This could also allow cool unique themed items such as a Flame Cloak that has high fire resistance, or Tyraelā€™s Might that has high infernal resistence.

Last suggestion from me (a quality of life one), while I greatly support the amount of depth on the current iteration, I feel as though the numerous stats appear cluttered on items. Would it be possible to group offensive stats into one block and defensive stats into a block below it?

Thanks again!

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There absolutely must be a flame cloak legendary or unique in D4 that has a aoe fire aura or something.

This is what I strongly agree with !

I already mentioned that items for me personally kinda have very few affixes (at this stage at least)ā€¦
So mowing SOCKETS away from affixes and making them a separate roll possibility would be something Iā€™d like to see.
Plus, it makes an item have more affixes making items more interesting :slight_smile:

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Thanks for the update.

About respeccing:

Iā€™m not a fan of respeccing but I get other players have different tastes so this compromise seems to be a good solution.

Iā€™d like to know how many character slots will be in the game (Iā€™d love to have as much as Iā€™d like butā€¦).

At the very least I hope players could choose to have all the slots available on the same server.

Just to give an example, for me playing on the asia servers is almost impossible due to lag and that makes useless a third of my slots.

Primary stats:

I do like the choice you made and I do like the fact that stat points affects skills bonus.

Iā€™m looking forward to BlizzConline to have a more detailed look at it since the numbers just donā€™t seem to fit with the 40 levels capā€¦or else items or other mechanics adds a lot to your statsā€¦

Weapon types

These are good news for me!

Having different weapons doing different things helps characterize them and can add to the Role Playing feeling.

Inherent physical characteristics are a good addition.

Item qualities and legendary affixes

While I like where the blue-yellow-uniques are now Iā€™m afraid Legendaries may become mandatory.

I do hope I got it wrong but if a legendary affix can roll on each slot players would try to find a legendary effect on each slot (is there a cap?)

Why would a player choose a rare or a magic item over a legendary effect?

Iā€™d prefer legendary affixes to be moved to a separate system, perhaps like the cube in D3 or on charms to be kept in a dedicated inventory space.

Looking forward to BlizzConline to see how it all works togheter and to look at the new campfire.

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I really thought the Weapon Min-Max and Spell Min-Max damage in diablo 2 really went well together. Spells kind of progressed as you leveled the skill, but you needed gear to increase that damage. But weapons progressed as you obtained better weapons, and the skill increased that damage. They were like opposites and required different ways to make use.

But the best option was that you could do this with every character. They could have done better with the attributes making more impact on your character, by having intelligence tied to skill power and strength tied to weapon power.

Weapon Damage and Elemental Damage Affixes could be meaningful. Even a barbarian with a physical weapon, with added elemental damage could make use of intelligence to make that stronger. The downside would giving up your other attributes that should be just as meaningful.

Both Dexterity and Willpower should be just as desirable. You could have faster attack and movement with dexterity and be more resource effective with easier cooldowns with willpower. Giving you four major directions, that you could really choose from.

I also wouldnā€™t mind seeing attribute requirements on equipment. Like having strength requirements for heavy weapons and armor or intelligence requirements for more powerful wands and staves. Even a dex requirement on daggers and bows would make sense, while willpower for cursed/holy objects.

Personally, I would like to make unorthodox builds. Have them available. Not just pick this specific gear and play this specific cookie cutter build like everyone else. I get that you want your classes to have a specific flavor, but that also means cookie cutter in my mind.


You could combine armor and pants into one item. The armor was the center piece of your character in diablo 2, but the pants in diablo 3 look like an after thought. A means to add more items, when most of the pants just looked the same in the end. You could also keep belts and give them max-potion stacks on your toolbar, forcing you to re-fill your bar.

You may think these tasks seem redundant, but inventory management is important within a game. Having separate spaces for potions, scrolls and equipment mods seems odd. You have one inventory. You just need to find a balance of large enough, but not too large.

You only need so many pieces of gear and every single piece should be relevant to character customization. The helmets could be mental based affixes, the armor recovery based affixes, the boots could be movement based, and the gloves casting and attacking based. Meanwhile the rings and Amulets could get the benefits of having many similar bonuses allowing a non-abusive stack system.

I also kind of liked the grid in Diablo 1 and 2 in your inventory. Organizing your inventory took some time and thought, but that added to the immersion. You had a limited amount of space in your backpack and that meant something. Now all the gear fills the same sized slots and they looked watered down.

I get you want to appeal to consoles now. But, Meh. I used to like looking at the artwork of my gear, but now I could care less about how it looks. That ā€œsparkā€ thatā€™s currently missing, other games have kept in check. For a reason.

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Yes, I do.
Donā€™t speak for me or others please.
Not all players like it true, but not all dislike it too.

You guys are both generalizing it which is a no no.

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Legendary items are better than Rare and Magic items but not all the time, some will not fit your build.

It is okey to be like this, only high level characters will have full set of Legendaries that work together.

Depends on the build, you might want to use Magic items more if you need high roll on a stat and stack it to absurd values.

I loved entering into specific rooms in diablo and interacting with other players while trading. I donā€™t like auction house trading, where there isnā€™t any player vs player interaction and haggling.

When I looked through a list of rooms available, the title of that room had purpose and meaning to why I would join that specific room. Even newbie players wanting to start the game fresh names their room that, and people of similar mind would join it.

This new enter some random room and have to deal with rushing mindset, really destroys the connections and friends with similar mindsets you could find in those types of rooms. Now Iā€™m just paired with any random bloke, who I donā€™t even care to even talk to.

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While I agree with you I kinda donā€™t understand how it is relevant to what I said :smiley:

But sure, lobbies and ā€œwhat we are doing in hereā€ feature that they offered were/are a good thing.
In ProjectD2 for example now there is also a filter. If you are looking for baalrunz just type in baal. Very convenient :slight_smile:

Iā€™m manly agreeing to liking trading myself.

But went off on a tangent. ROFL

Am I the only one focused on the scrolls and individual health potions coming back? Pls no that was such an obnoxious element.

What about mana potions ?

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Exactly. I was correcting the generalization.

i think the status of the character need to change like diablo 2. 1k++ damage and health seems not relevant when the damage and defense from the skill seems not even high numeric from the main status. hmmm

Legendary items

While i like an idea of randomly generated legendary power, i am afraid of few things. First items will have a massive pool of affixes so it will be hard to find an item with all good affixes. When we add to this massive pool of legendary powers, it will be extremely hard to get cool item. E.g. you are finding an item with good affixes but bad legendary power = trash; good LP, but bad affixes = trash. I am afraid this will force to raise a drop rate of legendary items. We will need a rain of legendaries like in D3 to find something good, which would be the worst thing.

What if legendary items wouldnā€™t drop but would be made by some npc? We would drop only legendary powers (i know Blizz mentioned something about it as an end game item in previous update, but as an alternative to existed legendaries).

It would look like this:

  • we drop interessting legendary power and yellow item with good affixes;
  • we go to npc and forge this 2 items into 1 legendary item.

What it gives:

  • no need of rain of legendaries to find good/perfect,
  • usage of rare items (maybe even blue if considered it for forging with LP?),
  • crafting system,
  • feel of progression,
  • desire to loot (even if there will be a lot of LP and they will drop not often).
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