We need Diablo4 that will be hard to play from day one

D2 was hard? You mean like easy to do Hell with a Lvl99 necro wearing gear just picked up along the way and no runewords hard?
Did you ever consider that maybe it was just hard for you?

what i heared from streamers, its already hard to go level 99 unless you bought your accounts on ebay

I’m all for saying D2 wasn’t that hard, but pointing out a level 99 character is basically saying “Diablo 2 is easy after you’ve been farming hell bosses for 200+ hours”.

ANY game gets significantly easier when your playtime is in the triple or quadruple digits.

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Maybe i’m missing something. But aren’t levels the natural difficulty setting of an RPG? If some thing is too hard then go beat up some skeletons for a couple hours, then the boss fight will be more tuned to your desired difficulty.

D3’s approach is a bit of a curiosity. They make the world scale with you and then force you to manually crank up the difficulty, instead of the world itself having variability in difficulty.

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No you are right I have always thought that was how it should/inherent is supposed to work lol. But for some reason difficulty customization just in case it is too hard for anyone is a popular take.

Serious gamers?

Its a mindless button masher with 4 buttons.

Striker…you dont have numbers about retail and you are interpreting share holding and all that. Its a fair point. I do find myself drawn to classic though as well. I log in to retail for events and then dont do anything else. If I play WoW I go back to Classic. Maybe just me.

I think it would he more fair to argue that BfA hasnt been executed well. Lots of complaints about how we access newer races among other things as you listed. Poor execution. Reception is the side effect. Also it doesn’t matter how good the tools are to build the community if few people are not enjoying the content in this expansion or the oveall experience of WoW retail in general.

nah I get that. I see a lot of things I want to reply on and I do it on my phone. Every time I post it moves me to the bottom of the thread and I lose my place where I was reading. I guess I have a lot to say? I see specific posts and want to respond to each one Sorry haha.

Are you insane? When you finished Diablo 2 on normal quickly and then got went to nightmare mode you would get killed on first map in act one allot of times.

Diablo 2 normal was challenging as well.

Unlike Diablo 3 normal, a 4 years old could easily finish the game.
game is just horribly designed.

The level of depth the game has is of that a bad mobile game.

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Not when you already knew how to play.

My problem (and this is what many fail to understand) with D2 difficulty was not because the game was good or bad, but difficult in bad ways and to gain even a remote chance of possibility to beat it (IMO) there were certain preconditions of gear (rather than gameplay knowledge requirement/s, and even if you DID something like that, chances are you’d just underperform if instead went for the “meta” build/s)

I’m personally simply NOT IMPRESSED at stat-padded mobs, or have them almost 2 shot you on higher diff. Not impressed at the way D3 diff was done either (have mobs gain 10X, 500X, or whatever the original amount of HP and deal just 20-30% more damage per hit, whilest also having 10x the amount of mobs i.e. clutter all over the place)

Game DIFFICULTY has to be challenging, and NOT really a "passive brickwall" to hit all out of a sudden, NOR it's about mob-overcrowded areas/chambers with a whole bunch of random sh*t tbh

Although given the credit SURE, D2 stat-padded mobs that could almost 1v1 kill you DID pump out adrenaline, don’t think that’s QUIITE the way how/where difficulty/ies should come from. Also in D2 the elite packs of Archers were a complete BS :stuck_out_tongue: , yeah, those guys were probably the first biggest threat you could face

But let's be honest, was getting frost-shot by a projectile you can extremely BARELY see on the screen the way you should have trouble to play against be a proper way to up the challenge?

What I WOULD suggest tbh is:

Have mobs be PACKED/COMBINED in better ways. Have them cooperate with each other better, not necessarily much stronger than on smaller diffs, but have them cooperate

Say you pull out 1 mob, and a bunch of others come from behind you as a result cause they saw you doing it

THAT is the type/way difficulty should happen IMO tbh, have mobs STRATEGICALLY cooperate (including having them more healers or other types of support-mob forms amongst their packs)

OVERALL, that’s my take - it’s not enough to have a bunch of BS you can’t win against (or like the Lightning enchanted Thunderstorm tick that almost 1-shot you everytime from D2 :P)

However there should be bunch of “challenging areas” that you wanna deal correctly with, each mob separated super temporarily from the “pack” and killed should feel like hey I DID IT, but not necessarily have it 1v1 behind the wall/corner with 5 potions jacked in a close 1v1

D2 was nice at the 2nd part, D3 was feeling fine for a VERY BIT WHILE, but then RoS came out with GR, R, Torment & Similar sh*t where basically areas just got overcrowded with lots of “everything everywhere” and didn’t feel like a challenge to play in tactics or strategy, but rather a gear-requirement and certain rotation/s of skill spam

I want more artillery, more ballistas, more traps, mobs that repair each other more often, mobs that heal other mobs more often, mobs that reduce your damage or some particular/different X offensive. Sure, have some of them reduce your defensive stats but make those EXTREMELY rare

I want mobs on higher diff to feel stronger vs you not because you're inferior (stat-wise) to them but because they can MAKE YOU weaker by cooperation or better response to your attack/s when facing them

Say you have a stat/skill/rune/whatever that makes every 3rd hit of yours do a stun or crit, I want a mob to actually will go aggressively and knock you off just before you do that particular 3rd attack

I know it sounds a bit too “complicated” for a bit but kind created a thread about this topic/issue called “Commander mobs” take a search/look for it if interested

I also (kinda) suggested a stagger bar for your character, so when getting hit by a “pack of noones” there’s a chance you could get CC-ed by them… Though that’s a bit of overdoing it in a way, think higher diffs could have a stagger bar on your charcter as well

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Sounds good to me.
You probably cant avoid increasing HP and dmg as part of increasing difficulty. Not in a heavily gear/build focused game anyway.
But the game designers should always consider if there are alternative ways to increase the difficulty. Add new affixes/attacks to monsters, new enemy types, make them work together in new ways. Stuff like that is of course endlessly more development time consuming than doubling the HP, but also so much more interesting.

I think, on a similar note, one interesting end-game mode in D4 (besides randomized Key dungeons, which sounds good, and hopefully some kind of Boss killing activity), could be hand-crafted challenging dungeons, where all from enemy placement, to enemy behavior is designed to offer a specific challenge. Then have those challenge dungeons switch around from week to week (or month - or maybe just have a couple of them each season).
It would give people something they could really finetune builds and playstyles around, for leaderboards or just for competing against yourself. Since there would be no RNG.

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Yes pls :slight_smile:

[20 chars]

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There were patches where diablo 2 was extremely difficult. Anything before 1.12 was a lot more difficult.

The biggest threat ever in daiblo 2, was patch 1.10 HELPHASTO by the forge, playing a melee character. Physical immune was a *****

elite packs and champs and bosses have always been the only real threat. Assuming you are playing solo of course. Your opinion isnt accurate to the base experience. You could beat the game in blues and yellows. Nothing special there. Perseverance being the biggest factor not specific numbers. I think modern games do a better job of working together but back in that time period it wasnt really a thing to have AI like that.

Yes, that’s fine but imagine doing it whilest there are a couple of Ballistas shelling at you while you fight the boss/es all the time or a bunch of Goblins setting traps behind you while you kite the elite pack… Or heck even you’re just about to kill the elite pack and they just retreat a bit and get a heal boost from a nearby priest or whatever

Things like that… Just make the AI not be THAT independent from one another and give them increased vision and “character”, some of them engage right away, some of them surround you or put sh*t behind your back, some of them shout out a certain mob at their help to come from further away even if no such mob is near/er

Game could be INFINITELY more fun if mobs could cooperate instead of “allow” being pulled 1 at a time or whatever

I mean you already have a concrete example:

Think of the Assault Beast act 3 mini boss battle, at the release. It was purely 1v1 where the thing just “crit shotted” here and there. After X patches there were those “worms” added that spawn demons for aid whilest the assault beast itself got (slightly) reduced on dealing the direct damage

Which battle you enjoyed more ?, ofc. that’s been a long time ago lol but should get the idea. Now imagine on higher diff not just demons but demons and Catapults spawn as well, or heck even a couple of “sidekick” phasebeasts appear while having the Assault Beast downed to say 40% HP

Like, you could GRADUALLY increase difficulty by adding an extra challenge

Even Belial, think of how the fight would’ve been INFINITELY more interesting if in the 2nd phase wasn’t just the “green circles” under you kind of thing and he gained higher damage per hit and infinitely more HP the more you progressed

Imagine if Wasps started appearing from the sides & stuff or even the dune shark thingy with a knockback on hit instead of just a bunch of “green circles” getting popped from under more and more often and dealing more/crazier damage

Things like that, higher diff - higher interactivity and less “cheat code” against the game, shouldn’t be around making things almost 1-shot your and/or make things unkillable

a ‘hard simulation’ of real life for many;
-if you work 6 days a week, 50 hours a week, for 50 full years or more.
-that’s hard from the start until the end game.

if there’s any time for recreation, fun is better than work or frenzied PvP, imo.

Haha I am not judging you do you. Just wasn’t sure if you knew you could quote multiple people in one response or not!