What new do you want in Diablo 4

Wrong, I would rather have better, more balanced classes with more variation than have 30 builds. They can barely balance things with 5 classes, they don’t need 30 classes.

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I do think a new class every 6 months or so would be nice, but they need to invest big time into “class development”, it’s the corner stone of a Diablo game…

You should have at least 15-20 viable builds and points of difference for each class, even if there’s a focus of around 10 builds with subtle differences between players would be a start (and a massive improvement on sets locking you into builds with stupid % modifiers).

Yes. The classes are so much less important than the builds. Make fleshed out, complex classes that can facilitate lots of builds. I pretty much cant imagine a worse route to go than the Overwatch/Moba route of pre-designed “builds”, one from each class.

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Wandering monster raids and player-controlled monsters
“Thieves’ Guild” (become enemy to all players & friendly towns)
Massive weapons-of-war like catapults that you can push around, possibly acquired through crafting

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yea, skillmorphs would be cool but i think, they already have uniques in mind, to do that

Gear dependent builds are very unfair. We should be able to run a build without them. Itens should help to improve and expecialise, but not dictate how to build.

Eg: Some D3 sets design to use one main skill, so you NEED to use it to play with them. Some other ones, like Inna, or Marauder give you a broard range of skills you can use to get their bonuses. None of them are realy good as you are not free to use them like you want. Nightmare rings, otherway, say: “play as you want and have a fun trying!” Can you see the difference?

D2 itemization say: You can play as you want (as leveling is more important to build a character), and items will help you to improve your build. Do you want to play a Poisonmancer? Do it, regardless you will never get a Death Web in all your life. Have a fun and if you get one while playing, good for you and you will be very happy.

im fully on your side
so whats ur exact opinion about blizzard, wanting to morph skills with items
rather have a morph system in the skilltree?

@Lolli42, I’m not against items with some unique afixes. I realy enjoy having options to make game design unique also. D1, D2, and D3 have it. No problem at all.

Problem is when itens become the main factor of a build. People are talking about respecting skills points just because they know that if they drop some OP item with some afixes where some skill is mandatory often in game, they will need to respect their skills many times ofc. But if they know just some items have mandatory skills affixes, they know too they can play as they want, and that special “mandatory skill items” will contribute to endgame as build goals to everyone who wants to bother with a “perfect gear” to their builds.

And, yes. I think expanding skill tree system with a good range of specialized choices will make game experience very better, and characters will become much more unique in process.

I know that at ARPG games, as MMOs also, there will be some OP builds. But they also have very specialized ones wich is far from the end game objectives. Farming builds, speed builds, PVP… And items should help them to be many and fun.

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What would you enjoy more?

1 - At level one you get 4 basic skills. At level 8 you get more 4 skills, at level 20, more 4 skills… but at the end you can use only 4…

2 - At level one you get 4 basic skills (brawler skill, weapon mastery skill, shout skill, survival skill as Barbarian, lets say). Every level you improve one or two skill you will use most. Around level 8 you will have enough skill points in some skill to get a specialized version of skill you need/like/use more in game. At level 20, putting 10 skill points in your “main skill” opens 4 more skills to improve your character use of some role in solo or group game play. At the end, you will have same 4 slots to place skills as above, but you will have a real development to your skill, role, game play…

lets go even further, you have no skill at level 1
just basic attack like in d2
no point shall be wasted!

I realy love D2 (still playing today, literaly), but i know if D4 become too harsh to new players it soon will curve itself to them. Just like D3 did. Even D2 had some ways to easy game mechanics to newbies, like act one quest to respect free. Developers knew it.

sure, i think this is more a thing of build aesthetic (is this a thing?)
when i finish my character i dont want some not used skills, lying around in my skilltree
i want everything on my character to be choosen by myself

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i think weather should be a big part of the game. I think there should be snow, rain and sand storms that affect gameplay for better or worse. There are so many possibilities with this new weather system, I hope they don’t overlook it

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Skill combinations / combining spells at higher mana cost
Finishing moves (not cinematic, but quick random decapitations etc)
Difficulty buffs you can apply that change enemy mechanics (speed, health, more affixes, etc)
Difficulty buffs rolled against the specific chars in the game
Varying enemy behaviors, aggression, style of attack, coordination.

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(post deleted by author)

On skill modification:
In another game I’ve seen skill trees with a branch that could have a single point added to modify the skill. It could increase the power and add a cooldown, or vise-versa, or other things depending on the skill.

I saw the legendary staff in the demo play videos that had a modification for the sorceress’ fireball. Splits the fireball into 3, each doing less damage.
I kinda liked the idea of legendarys modifying skills, but had an additional thought. What if you found a legendary that you loved everything it did, except the way it modified the skill? What if you could change it?

So at first I was thinking, what if the skill modification had a socket? Not knowing what they are doing with gems in IV, I’ll use previous iterations as examples. Imagine adding a diamond[of x quality] to revert the fireball back to normal. Then I thought, what if the skill came without a modification, but just the slot for modification? Either way, or different items come pre-modified, whatever.
Either way, a slot that gives the player some form of control, and a jeweler type NPC could swap gems out for a cost.
Different gems, or runes, or whatever would make different modifications. Take the staff as an example. Add an Emerald to change the fireball to poison damage, Topaz for freezing, etc. or other varieties of modifications (range, damage radius, etc.)
In the end you could have 2 characters with the same legendaries with completely different skill effects. Would give players a little more build control and reduce the feeling of an item of significant power controlling which skills you used and how.

infinite scaling, like now, for the grinders;

i need those grinders as filler playerbase for my minority preference:
playing casual on T13 and T15, getting stronger through paragon slowly.

Haven’t skimmed the thread yet, but character specific stashes. The inventory system in d3 is super garbo.

Some monsters (elites and small bosses) could have a stagger bar (that fills up as crowd-control effects are applied) too. This could add some tactics to the game.

For example, the big drowned monster, the one with the big piece of wood (i forgot the name): with the stagger mechanic we could break his weapon. With this the monster would change the way it fights.

Or, for example, the skeletal ballistas, once the stagger bar goes down, they start to shoot in all directions being able to hit the other enemies and not just the player.

Another thing would be to have more things that can be destroyed. To be able to use the environment to fight the enemies. In D3 they did a little of that but in D4 could be a more important feature.

(Edited)

Also, about the stagger thing, they should check how Guild Wars 2 does it (there might be better examples of stagger mechanics but this is the one i know).

A few examples of stagger:

  • Guild Wars 2:
  • Dragon’s Dogma Online:

The boss does a special attack after stagger ends. Also Dragon’s Dogma: Dark Arisen does something interesting, the bosses have different “life bars” (the small dots under the health bar) and each time one goes down, the boss mechanics change.

For what i saw in the demo, the boss becomes weaker if we succeed to break the blades. But what happens if we fail to break them? (maybe something happens but i forgot) i think the boss should change tactics and maybe be more agressive for some time (cuould be while the stagger bar refills). It should also become more agressive if we succeed and act in a different way. And they could also introduce the environment idea, and be able to use the broken blade in some way.

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Getting both is in most cases not realistic. And even if it was, it might still not be a good idea to do it.