D3s story was fine. The delivery was not so good.
I think the play the story once to unlock a do what every you want mode is totally acceptable. It doesnât matter if people donât care about the story, people worked long and hard on it and it should be played through at least once.
Itâs like post credit scenes. They are their so movie watchers have to sit through the credits. In some small way people can gain appreciation for the work that was put in sitting through 1000s of names.
Probably boring, but Iâd imagine itâd be easier to balance. Although Iâm also fine with no damage bonus on any of them.
If the intent is to make all reasonable builds viable in terms of relative success during the campaign and endgame activities, whatever is simplest to balance/tweak to make that happen is fine by me.
Just release the game already! Hasnât 2020 been rough enough for everyone? Been playing the Diablo series for 20+ years, and am soooo ready for D4âeven plan to purchase brand new gaming laptop specifically for D4.
Letâs go DIV Team, kick it into high gear!!
I am super excited about most of the stuff I am reading. I canât wait. I know my feedback will likely get lost in the noise, but here it is anyway:
- make the end-game playable by more than just super hard-core folks that can grind away for dozens and dozens of hours. I find that as a casual player that usually plays solo, I am at a huge disadvantage in D3.
- I guess I like the idea that a âregularâ magic item wonât become as automatically irrelevant as they are in D3. But there should never be an âancient legendaryâ item that has WORSE stats than a âlegendaryâ item of the same. That is just sillyâand dramatically decreases player enjoyment. (I know the terminology is changed in D4, but my point is the same).
- I wanna play it! Please hurry up!
Wasnât no hardcore elite player and was able to do just fine. Iâm sure if I wanted to complete the seasonal journey I could have. Would have probably taken me til the last weeks of a season. But itâs still doable.
The only thing I donât really care for is the randomly rolling legendary affixes on legendary items. This is going to make going for a certain build very difficult. Imagine you need a 6 piece set, all 6 pieces, but you get a legendary helm that has the legendary affix you need for your build. Itâs useless, but thereâs the effect you need. Thatâs going to feel REALLY bad. Also thereâs thematics to consider, I like the idea of a legendary item being legendary because you know its powerful due to the effect/affix it grants you. All this is going to do is make the builds be like, âfind a legendary weapon with x affix on it and another with y affixâ and good luck with that. I understand the need for grind, but this seems like a bit much. D3 already has a ridiculous grind but I think its just right, this will be taking it too far.
Thatâs my thinking as well with the suggestion to either have all primary stats boost skill damage as well (albeit lesser than the main stat) or to just not have any of the primary stats give any offensive boosts at all.
Terminology hasnât been changed in that regard, as the idea of ancient legendaries had been removed from Diablo 4 since last year in fact. That said, I doubt in their current iteration of magic items would actually outbeat legendary or unique items as in most case having an item with a special effect outbeats an item with slightly higher stats. Imo, magic items should be able to roll a bit higher to make up for that (as they lack a special effect and the number of affixes).
This would only be an issue imo, if Diablo 4 operates like Diablo 3 whereas gear defines a build rather than enhances it. If Diablo 4 doesnât and instead and lacks many key items and even allows you to find a needed or desired legendary effect on another gear piece, that would be good imo, as it would mean that you could either get yourself alternatives that could work just as good as the piece you may had desired for or go a completely different route in terms of gearing and still come out with an effective build (for example instead of going with a set, you opted to mix in some magic, rares, and uniques).
Also, we donât know if sets are returning as they made no mention of them in the recent update (Iâm mindful of the fact that they also hadnât made any mention of removing them either). Iâm hopeful that they do (albeit less mandatory than how they were in Diablo 3 pre-LoD)
i think it depends on what you need
like you need that legendary power
you didnt find it on a helmet but you also got the shoulders free so you found it for shoulders^^ fair enough, something else for the helmet then
Feedback on Weapon attack and Defense.
Give weapons a dmg range, something like this:
https ://i.redd.it/5h2gp13zhs661.jpg
Also, I would like to see that different Body armors have different stats, like this:
https: //gyazo. com/18e127271a9318147986e19714e47133
Cannot post links, make sure to connect the link to be able to see it.
Sets are going to be as important nor as powerful like they were in D3. Last mention of them was Blizzcon and they were said to be designed for the beginning player in mind to help guide them how to play.
With the changes to hiw we build characters I suspect they may be removed altogether, leaving only the smaller sets like the 2 and 3 pieces ones. So this shouldnât be an issue or a concern.
I actually like the ATK/DEF ratio
The only problem is we donât (quite) know the baseline damage
For example letâs say your damage is like 10 + level (or something like that), at the end game your attack would look like
10 + level = 50 * ATK (around 6k for 1h and 9k for 2h) / TargetDEF
So if you attack a mob with 1k defense your attack is gonna be around 300 for 1h and 450 for 2h, and if you attack a say knight heavily armored (around 4k DEF) then your attack would be like 75 for 1h and 125 for 2h
Is it ideal ?, probably not, but I actually like this⌠Your damage isnât just defined by yourself, but also the type/DEF of target you attack⌠Meaning ?, PvP becomes much more viable with any kind of gear
Letâs say that totals look something like:
- PvE gear: 3k Armor (total) and 7k/11k for (1h/2h) per hit
- PvP gear: 5k-6k armor (total) and 6k/8k (1h/2h) per hit
And itâs quite safe to assume that that works ONLY for physical damage⌠For elemental damage (and spells/skills) there are resistances⌠IN FACT, think the main difference between PvE and PvP gear wonât be in the ATK/DEF ratios, but rather that:
- PvE gear will most of the time be âtailoredâ to make as many hit-effects as possible and catch as many possible skill nodes of equipped skills (maximize attributes to enhance all your skills)
- PvP gear will probably have lots (or at least decent amount) of reduction of hit-effects suffered and/or CC
Sooo, Iâd actually âstickâ with the current plan (or at least until itâs details get shown to public)
A big part of Diablo 2 for me was collecting set pieces for an Immortal King barbarian or Mâavinaâs bow amazon. Iâd like to see sets be implemented in Diablo 4 as a way for some players who donât want to min-max uniques or legendaries and still be relevant. Sets akin to D2, please!
Sure Iâm not specifically trying to debate off topic. The reason I ask is simply because the fact that is has âsurvived over the yearsâ and has inspired many other games does not equal superiority. That seems to be the common answer. People still play it so it must be better⌠well thereâs still a very active speedrun community for super mario on NES. Doesnât make it strictly better than anything that came after it. Itâs largely due to founder effect and nostalgia⌠those games you listed are all better than D2 in many way but they will never amount to the same longevity and inspiration. If you are going to say itâs better then talk about the game itself and not the periphery. For example, I like the direction D4 is going back to making rares and uncommons in D2 style. Why? Because that makes it so much harder to have the same gear as someone else when the best items are randomized. It was actually really interesting in D2 that the best rares were better than many of the uniques (until the expansion ruined that). It made your find that much more special. Iâm also liking the Legendary and unique changes for the same reason. Donât lock powers on an item and hopefully only allow equipping 1 or a limited number of uniques.
All Iâm saying is if you are going to say D3 is inferior then at least talk about those specific parts that you think D2 did better and why it should be a part of D4.
I disagree here. If I want a different build of the same class, I like to start a new character. With a shared stash it would be easy to transfer items. But IMHO you should not be able to easily switch your build in a running game session, e.g. to get the lightning sorc to defeat a fire resistant world boss and then just switch back to your fire sorc for the next boss. There should be situations where you have to deal with your current build.
Thatâs fine but it removes the tactical component from the game. To me, losing that is actually a step back. It also forces the game design to be less flexible and waters down the gameplay. All game activities would need to be accessible to all builds or the builds would have to be less specialized to be able to complete all activities. For example, they could not make an boss that is completely immune to something otherwise it would alienate a part of the player base which is not fun. However, If they did make a boss immune it would then narrow the number of viable builds which is also not fun.
Also just getting â2 builds for freeâ would only be necessary if playing a new character is not entertaining. And thats exactly the thing I like to argue for. Make playing a new character fun instead of just work. I like to end up with 3 sorcs in my account. And for seasons there should absolutely be a chance to tweak/respec my fire sorc at a managable cost because they did balance changes. But it should not be easy to change a âgeneralâ sorc to whatever flavour all the time.
In my suggestion they are not free. Youâd have to level and invest in them just the same i.e. 3x the work. The suggested balance point here is to allow you to have a limited number of specialized builds. In the end, whatâs going to happen is that everyone will have secondary characters and level up to a certain point to get through the story and then respec to a completely specific build that may not be able to be used for general play. Just seems like a no value-add system then if youâre just going to wipe everything anyway. And relating to my first comment, it would at least give more game design flexibility. I mean, even in real life you can master many roles and context switch. It doesnât have to be a free for all like D3 but there is also no need to be so rigid.
Idk just some âstoryâ reason to do it instead of just the guaranteed item drop and maybe a leaderboard rank.
Fair point. Just saying that overall world effect is not traditional to this kind of game. It is still more of a MMO element, which, Iâm excited about a long as it doesnât become a full MMO.
This would only be an issue imo, if Diablo 4 operates like Diablo 3 whereas gear defines a build rather than enhances it. If Diablo 4 doesnât and instead and lacks many key items and even allows you to find a needed or desired legendary effect on another gear piece, that would be good imo, as it would mean that you could either get yourself alternatives that could work just as good as the piece you may had desired for or go a completely different route in terms of gearing and still come out with an effective build (for example instead of going with a set, you opted to mix in some magic, rares, and uniques).
As it appears they are taking the D3 skills and putting them in item form so by definition those items would build defining which is fine. Skill modifiers are great. Not obscene skill damage boosts which destroyed D3. So I agree as long as we are talking more about not wanting build defining bonuses than build defining modifiers.
First of all I like to thank you for the constructive discussion. IMO this is how we should provide feedback for the devs and give them something to consider instead of the useless Dx is better then Dy rants.
Valid point. It needs to be a balance of build integrity and the ability to beat the game. I think this can be done without the âmultiple builds per classâ system you are suggesting. As an oversimplified example lets say your character is 2/3 build (selected skills + attribute points) and 1/3 items. I think it would be better to just swap your items for the immune boss (maybe nothing is immune to physical dmg and with some items you can temp. convert x% fire dmg of your fire sorc to physical). This way the boss is really hard for your fire sorc, but doable and build integrity is preserved. Of course such a boss should only appear later in the game, when the player fully understands the game and learned how to deal with this.
With the exception of PVP (for what I donât have a strong opinion, because I donât play it) this should IMHO be limited with the respec system. I donât think you should be able to switch your character and continue in the last characters game. Each character should be itâs own game/progress.
I hope D4 will be nothing like a MMO. Personally I donât like MMOs and hope I can play D4 completely single player/only with a few selected friends (even with the option to turn the appearance of other random players in my world off completely) but I think world changes/effects caused by me/all players could be interesting. I would call it more a âshared open worldâ instead of a MMO.
Iâd rather not have any immunities. I get the RP aspect of it but what it does is end up reducing the amount of viable builds requiring players to have multiple damage types. If I want to play an ice Sorc. I should not have to keep a fire spell or fire dmg gear to beat the ice boss. Let him have resistance so it takes me longer. That I can accept. Being told I canât beat progress because Iâm not allowed to play my build is just bad.
Tbh, with maybe the exception of the meteor legendary effect; I havenât seen any items in the latest quarterly update that I would consider build defining. Build enhancing? Yes, which is a good thing as thatâs what gear should do, but nothing really screams out to me that I would need those exact items to play with a skill.
Of course, itâs far too early for me to make assessments like that; however based on what weâve seen in this update, I have some hope that it wonât turn out like Diablo 3.