So there has been a lot feedback from fans about D4 and opinions are very different. Here I am trying to explain, why I think, D2 is still played after 20 years, while D3 will probably not be touched anymore in 8 years from now on, which are the same basic things, I think have to be changed in D4 still.
First of all an ARPG is obviously a subset of RPGs, just with the emphasis on action and typically different camera angles and controls. Because of that, you can naively find some general topics, which seem to be most important for an ARPG, like for example
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Mechanics
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Immersion
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Loot
But these are not really the fundamental differences between D2 and D3, but more like symptoms of a very severe misconception about RPGs IMO.
An ARPG is NOT only about finding loot and then destroy your enemies with that pure force you obtained. The common thing between all RPGs is, that you are weak in the beginning and stronger later on, but thatâs not the point !
It is rather, that you give the player a problem (e.g. your weak, your enemies are strong) and the player is provided with several ways to fix this problem, like:
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Gain more levels
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Get other items (NOT only better items, but items, which are better in the situation)
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Get better at game mechanics / skills
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Obtain different skills in the game
Now you are provided with all of that in D2 and D3 in the first play through. But in D2 you have A LOT more little problems, you all have to solve to make progress, and which immerse into the game. This ranges from very specific fighting mechanics, like block rate and faster hit recovery, over the lack of resistances, all the way to super detailed stuff, like a tetris inventory.
I am not saying a tetris inventory makes a game better! But the success for an (A)RPG player is NOT to have higher damage numbers after a level up! Imagine mobs in ARPGs do not fight back. Then you gain your levels and get stronger, but the game is super boring.
Rather than increasing numbers, it is solving problems and overcoming inconveniences the game throws at you, that keeps players motivated and addicted. If you ONLY have loot and numbers as a reward, the numbers will undergo inflation very quickly and make any comparison/improvement on them worthless. And then loot is just a very short reward, without any further sense.
A different part of the same misconception is, that a lot of Blizzard devs already said, they want that every level up feels powerful. Why? A smooth and slow increase of power feels far more realistic and rewarding in the end, than getting power for free by just getting a bit more XP. It should be a challenge to become stronger, otherwise the problem for the player to get as strong as the enemies is not a real problem at all. Then leveling just costs time, but is super worthless otherwise. There are even people who say, D3 should start at max level Thatâs not the sense of an RPG! Leveling should be a challenge/problem, call it whatever you want.
That being said, I think D4 needs MORE DETAIL, which brings more small difficulties to the gameplay, like:
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Hit recovery! EDIT: To correct myself: I donât think a 1:1 version of hit recovery is super important. Someone posted a nice idea about a stagger bar for a player, which I think is a nice solution.
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Block Rate!
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NO long cooldowns! By having long cooldowns, you introduce a perfect rotation to every build and thus already solve the playerâs problem to choose from the active skills.
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Donât restrict the number of active skills! Another playerâs choice already made by the devs⌠why would you ever do that? It cancels more creativity in the playstyle and simplifies the game.
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More stats and Itemisation! With only Defense and Attack as stats and items, which have green and red arrows on it, saying which one is better for you, AGAIN solve problems, a player should solve, instead of an algorithm.
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A certain degree of commitment to the build you choose! If you can respecc for free as often as you want, there is no problem to solve. Respeccing whenever you need it, is just like going into the options menu and lowering some difficulty settings. Instead rather implement some creative and innovative respec system. EDIT: E.g. paying your respec with a level gives a lot of cool possibilities, like gain your XP back in special quests / challenges / PvP restricted to players who just lost their level due to the respec.
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More details about stats/the char in general! Part of the players development through out the game is, to understand the own character. If your stat system is too flat and simple, there is no progress to be made for the player, because one can grasp the whole chars mechanics after 5 hours playtime.
I could go on and on and on, but IMO the worst thing you can do to an ARPG is implementing too convenient mechanics / systems for the player. It flattens the game and solves problems, the player should solve, not the devs!