When you look back at Diablo 1 and 2, what made those games feel very dark and evil was the Light Radius stat. Not being able to see too much farther than your light radius made the games feel very dark.
This was a feeling that was not present in Diablo 3. Dungeons and caves did not feel dark like they did in Diablo 1 and 2. A very important feeling that must be felt when playing Diablo!
Going forward into Diablo 4 I would love to see a return to this Darkness. It gave a very ominous feeling for not knowing what lies ahead. Diablo was a very dark game from itâs beginning. Return to this dark vibe.
What about the 8 year old kids that wants to get their hands on this amazing, definitely not pay to win / riddled with mtx game? Think of the kids. They may be spooked. Looking forward to Diablo 4 - Rated EC.
I think thatâs called a âjokeâ. You know? After Diablo Immortal announce nothing is sure or set in stone anymore.
Diablo 4 may be rated E for everyone, yet may get a live casino for micro-transactions at the town center run by Zoltun, Kadala or Tyrael⌠Or may be Diablo herself. Also a laser show at the town gates may provide lighting and ambience, because why not? Itâs not like a dark-gothic game needs any sort of contrast to begin with.
Have we really lost this much faith in the Diablo devs?
That all that can be said are jokes because they fd up announcing the mobile game.
I was not happy about the mobile announcement either, but does that mean we will not give Blizzard feedback and ideas on their future project?
How do they know what we want if we do not express our opinions.
Blizzard as of late has been listening to its community, based greatly on what has been going on with WoW Classic. They are reading the forums. Now more than ever is the time to express your opinions and what you would like to see going forward for Diablo 4.
For me, how dark the game was in Diablo 1 and 2 are a very important aspect of the game that was missing in Diablo 3. It set the tone for the game. The darkness created the feeling of uncertainty for what lied ahead.
Here to hoping that we, the players, can be constructive in expressing our ideas and opinions so the Diablo devs can gather inspiration to create a game we want to see in its greatest form.
Honestly, I hated the light radius mechanic of D2 and was glad that it was gone from D3. In fact, I also hate areas with fog that reduce visibility. Itâs not fun, just an annoyance.
Never liked not being able to see the background properly.
While I saw examples here and there I still can not bet on it. For a project they only listen to their statistics. Them canceling the second D3 expansion to create D:I is the result of them listening to their analytics instead of fan woes. Itâs obvious monetization for D3 at China would bring something new but I never thought itâd be that much a populist tail flick rather than a global movement.
Also I know they can plug ears to the fan outcries most of the time thanks to shill media barking at anyone who criticizes them. How or why should I trust them fully to pull things right when their design direction is going towards diluted mechanics for âwide-accessâ? Why should I believe theyâd bring me a really addictive game that nailed risk-reward balance when all they care about is âclear experienceâ?
Amen. Light radius might have been âdarkâ and âscaryâ when you were 11, but itâs just tedious for grown ups. Go do the âClear the Forgotten Wellâ bounty if you want to see a light radius effect in this game. Is it scary? Does the game suddenly feel more atmospheric? And the only thing dark about it is most of the screen.
The aftermath of DI was disastrous for the Diablo team and Activision Blizzard. They knew they messed up big. It was from that point after Blizzcon they increased their efforts to read the forums and listen to the community. It has been pretty evident.
It could be a team specific occurrence such as for the Classic WoW team. They have been excellent with listening community.
Letâs hope the Diablo team will be reading and taking in constructive feedback and ideas.
I would argue Stamina recovery, light radius and movement speed are all dead stats. While Stamina recovery and light radius were done away with, movement speed squeaked in. Everyone had to have it. You maxed it, in paragon, and forget about it. you never wanted it on gear, and if you got it, you rerolled it. What gameplay did it ever add?
Iâd argue a better stat would have been CC reduction. Some builds donât need it, some got it elsewhere, and some had to have it.
I donât think it has anything to do with perception of the darkness based on age. The darkness sets the tone for the area. I can see where you are coming from though.
Another big thing for me in Diablo 3 was how linear the experience was compared to Diablo 2. For example, when you start out in Diablo 3, itâs a straight shot into the Cathedral. Rather than the Cathedral being in an open field and the player having to go out and find it.
Diablo 2 was very good in randomizing locations of dungeons and cave entrances. It made you explore open areas to find where you wanted to go. I hope to see this in Diablo 4 rather than a linear shot to the next objective.
In fairness, was it ever worth it to explore? No. Diablo 2 was just as linear, but locations were far less predictable. That was both good and bad, as it occasionally made for frustrating gameplay.
I love the light radius mechanic. Blizzard back then could have made the entire room visible, but this was an element of the game they wanted.
In my opinion it fits in with the element of a dungeon. It is supposed to be pitch black, you shouldnât be able to see a thing in there.
If you are in a bright desert, then of-course you have a far field of view.
The light radius mechanic should be utilized where it makes sense. In locations such as dungeons that have absolutely no light in them and are very dark places.
Yeah, pretty much. Choosing to make Diablo: Immortal rather than a PC product and insulting their paying audience when they didnât lap it up sums up why.
I would agree on Stamina when used just for Run/Walk as in D2. If its uses were expanded, I could see it being more relevant.
Light radius can be very atmospheric. I think some people forget that, while many have us have grown up with Diablo and light radius may be less impactful to us, itâs a different experience for new kids picking up the series.
Movement Speed already is useful as an attribute, just not as an item affix. The issue is more around the 25% cap that is shared between Paragon and Items (making getting it from items worth just 250 Main Stat), and it being a Primary rather than Secondary affix. If you made Movement Speed secondary, some people might seek it out on gear even with the shared cap because it can mean a (small / marginal) boost to Main Stat; but the bigger gain would be additionally eliminating the 25% cap, where it would combo well with Standoff.
I will only speak for myself but I get the feeling there are two camps here.
I like the RPG aspects of the game (although they are few and far between). Therefore I like the dark ambience, the flickering of the torch on the crypt walls. I embrace the darkness.
On the other hand if I want to efficiently run bounties, run GRâs as fast as possible, light radius and poor visibility is not my friend.
So I think this boils down to what you expect the next installment of Diablo is going to look like. Emphasis on speed and action or RPG elements and action.