When do you think players first death be in D4?

My question for the D4 Team is.

When do you first expect Beginner Players, Average Players and Veteran Players to first die in Diablo 4?

I really hope the early gameplay experience is difficult and is not a faceroll mode game, Maybe in future seasons that would be more acceptable of course.

I am so worried that all the gameplay we have seen so far (early Development i know)
looks very very easy, I really want a challenge.

Diablo Immortal had like 10 million players and 100 million deaths i seen the twitter post a while back…

That means each player only died like 10 times…Please provide a challenge even at earlier levels that will suprise all levels of players!

1 Like

looking at the gameplay videos, (Lumbergh voice) yaaaaaaaaaaaaah…

i don’t expect to die much at all. game looks like a joke. probably won’t be difficult until you jack-up the difficulty dungeon settings and then it’s not even hard it just kills you with cheesy fake difficulty gear checks.

Perhaps thread is all satire with a thin veil of anti-trade, but here’s a fair warning; don’t ask developers to create a “real challenge” at Diablo 4. You might be dead at the first elite monster you see then be welcomed by “solutions: please buy something from market”. So I wouldn’t push my luck after going through Diablo 3 classic.

From an Electric Eel.

When I read the title I thought you were referencing the poor guy who played 3 days when d3 started and died. Hopefully, that won’t happen again.

2 Likes

https://i.imgur.com/rwZwZ9j.jpeg

1 Like

Demo gameplay tend to be toned down, so might be hard to read much, or anything, from it.
But yeah, plenty of reason to worry about how much challenge D4 will offer.

Still sounds better than the alternative of not having a challenge.

1 Like

Blizzard has nerfed the Bosses alot since the first week.

The first week I could go through the entire story only with Monk.
Wizard, Necro and DH all could not get through story till they had hit paragon 15+ and went back to finish final boss.

Now it’s a face roll basically for any class to finish story before base 60.

I have 9 characters on two different servers and always played solo to 60.

You know what’s a joke in d3 softcore you get to keep your massacre bonus if you die… how lame…

I’ll probably die 5 minutes before launch because of hype… does that count? :beers:

3 Likes

More from lags and crashes :laughing:

Games like this aren’t just about hard.
If we just make it hard, give NPCs a lot of HP, a lot of damage, etc., or make the gameplay more and more hectic and add more and more effects to create some artificial level of difficulty, then that has absolutely nothing to do with a good and fun and immersive gameplay experience and will only get everyone on their nerves to the maximum.
And the creators don’t really understand a challenge. If that’s what the players express, they’ll get sports games in front of them. As if we have a baton race here, like the Olympics. But that’s not what is meant by challenging gameplay.
The core of a game must always be preserved, and in this case a role-playing game, and it must not be changed in such a way that you have a competitive game as a basis, that is poison for the actual game, which then moves totally into the background and is worthless.

If you want to give the players a challenge and a difficulty, then this must be connected with the entire gameplay and world building to strengthen the role-playing game as a compound and not to exchange it for sports and performance games according to the motto who creates GRIFT 562 is the coolest…

Therefore it is said again and again. Out with the much too high speed. Away with the completely overloaded effect thunderstorms. Away with the principle that the player is the combine harvester and the NPCs are the huge cornfields that he mows down. Away with the principle of Baal runs.

Things like hitstun have to go in. The pace should be more between D1 and D2. Make NPCs more valuable, but less and make the fight more tactical. Retreat in combat is a long time a soldies means to not lose control and to attract the mobs a little, but never too many.
Role distribution pure, not a perfect balance. Classes (also within by skilling) need other approaches in combat and must not feel as if you always just bomb everything away, only with other effects and in the worst case still runs a kill counter, which then also distributes rewards if you have grilled 100 mobs in 5 seconds.

The NPCs need a return value and a recognition value. They must stand for themselves and only they have certain abilities and also do not always appear everywhere, but are authetically placed in the world.

The player should play an RPG and feel immersively involved. His abilities must be in line with the world and should not have any power, as if you were a god who descended from heaven and mixes up everything here. This is gaming experience for 7 year olds.
So it has to be the power of the player over his avatar, connect credibly with the world, even then if he is very strong at some point, it has to stay steadily in a usable ratio and not get out of hand.
This means that the beginning of course feels heavier and you grow through skills upgrading slowly, but well noticeable. RPG just.

Difficulty and challenge as not through artificial overload and sport, but through the normal process of a role-playing game and its immersive and exciting factor, as well as through skill expansion and only accompanied by items. Not the other way around!

D3 has totally failed here, for example. D2 was also partly a bit over the target. D1 was better here from the gameplay, but had the problem again on the side of the development possibilities of the skills of the characters, but was still better balanced in the ratio mob strength against skills of the players and thus it had the best atmosphere of all Diablo titles so far.

Because the atmo suffers to the point of 0, no matter how well the environment is made, if you don’t sink into it, because you sweep through this game world in good old sports game fashion.

I hope the developers understand this and don’t implement the demand for challenge and difficulty again in such a way that we players are simply presented with a stupid basic principle of a sports game and then only an overload in everything takes place.
No if, then through the process of a good world and the process of an RPG.

And there’s no other way to do that than by throttling everything. A reasonable balance between the player, the NPCs and the game world, so that it fits together.

And here I already have great concerns, when I see what has been shown so far.

Again and again you find there, D4 is already too far beyond this measure and should be rebuilt again in the area.
But in no case should it blow up this way even more. That will bury the whole game world and the actual role-playing experience before it has even begun.

Out with the speed, with the overloading, with the combine harvester principle and the exaggerated abilities etc…

4 Likes

Preferably not at all, although I imagine some might get too comfy in their beanbag Cheetos and end up with embolism clots and suffer a rather sudden demise… but hopefully the only deaths that occur are in-game and involve digital selves, mostly the avatars of the demonic hordes. Also, if there is a Hardcore mode, or PVP accessible early on, then before “Act I” ends. Most likely against the seminal Butcher if he’s anything like original Diablo. Without the stair cheat.

1 Like

We’re talking about bloodthirsty monsters with rusty cleavers so if AFKing for 5+ seconds isn’t a death sentence then I’ll be disappointed.

2 Likes

honestly id love a super hard first introduction “boss” type of death, just like elden ring.

oh boy that fight shocked me as a first timer for souls series, god damn

1 Like

While the “hard first boss meant to kill you” trope is getting a bit old in the Souls games, yeah, it sure does its job.

What I want more is the overall difficulty design of the Souls games though. The game should offer a challenge from start to finish. Not only in endgame.
And the difficulty should be fair, not just tuned up to big numbers and HP sponges.

3 Likes

I havnt played a lot of PoE and for me personally its very refreshing getting caught out in early zones by not being careful, Even the first boss guy you kill on the beach requires you to use your potions and some positioning

D4 will -likely- really start at max level.
So, like D3, leveling up will be completely irrelevant and tedious thing to do each season.

So, no. Leveling up should not be challenging. At all. Ever.

Which is part of what should change. The game should really start at lvl 1.

5 Likes

That can only happen (as far as I can think of) when the items grow with you when you level up.

I am all for having the game actually start at lvl 1. Yes, please!

I don’t think it will though.

2 Likes