I’ve tried my best to post one of these every season for the devs that might read the forums, so here’s to this season…
Spiritborn: Whoever designed this class needs a raise, and have them look over other class trees. Everything works together so wonderfully. There’s a lot of major issues with scaling bugs, but overall this class is the chef’s kiss of what players have wanted in diablo 4 since launch. Synergies that actually work together, paragon boards that make sense, good feeling playing the class, everything just works. It would be extremely cool going forward into future seasons to have classes have major overhauls to resemble these kinds of improvements across the board. Solid 9/10 overall.
Helltides: Going in, helltides felt really bad to be a part of, but just scaling the forgotten souls to be more bountiful made them feel really worthwhile to do.
Tree of Whispers: Making tormented bosses, and the seasonal affix be whisper caches has made it almost always have a few boxes a day to log in and go do, and with how plentiful the mats are from the boxes, it’s been a nice change of feeling like you’re 2-3 objectives off, and having to run and go do some wpvp challenge/random dungeon to cap, overall it’s been a great experience.
Tormented Bosses: Unique rate feels incredibly lower than it has in prior seasons, excluding season 1/2, buffing this by 2-3% would feel a lot better, as my group of friends and I have done well over 500 torm bosses this season, with maybe 6-7 uniques each to our name.
Mythic Uniques/Runewords: It is truly sad how much of a crutch Tyrael’s might is for getting into end game content, where no other mythic unique really feels make or break for early game t4. It would be very nice if other mythic uniques felt powerful again, or bringing down the natural stats on the tyraels to not make it feel so bad to not get it early enough. Rune words are an entirely different category, and I really hope there’s some genuine improvements towards guarenteeing the runes you’re going for with crafting, maybe like a cycle system ie 3 of x rune = 1 of x rune or small% chance of y rune, rather than a gamble for all runes. Going into this season was my biggest gripe of collecting specific runes, because a majority of the playerbase would be after lith runes no matter which way you slice it. And 6 of them for a single mythic craft was extremely draining.
The Pit: Again, hellbourne are in a league of their own for points earned for player time, and not getting them still feels incredibly bad, a perfect run w/o hellbourne is roughly 40% of what you earn with even 3/10 hellbourne affixes. The rewards feel worse to get your hands on as well, a small buff to obducite inside to better match what you farm inside of NMD’s would be greatly appreciated, as there comes a point where you sort of just want to stop farming NMD’s.
Nightmare dungeons: These need a look as well, the new area NMD’s look and feel really good to play with, optional bonus rooms for a resp chest, no having to find a key off of random skeletons, no freeing prisoners, no collecting anima off of carriers and missing 1, then having to track the entire map backwards to go find it. Just go in, find the boss at your leisure, kill it, complete. Optional stuff is optional, Feels great. I typically scrap any nmd key that isn’t the new dungeon icon.
The Undercity: Great event to give players a slight challenge for good rewards, but gets extremely repetitive, would be nice if the braziers were already active so you’re not having to search to click them in a minefield of mobs, or click them at all in a time based event. Would be even better if your bargain system actually worked.
Seasonal Event: Probably on the bottom 2 of seasonal events you guys have launched, opals just don’t feel great to interact with as they only work inside 2 major endgame activities, nightmare dungeons and helltides. But you still want them active during pit runs/compasses/tormented bosses for the reputation, rep rewards feel much less rewarding than most previous seasons, with an insane actual rep grind requirement. I’ve had an opal on pretty much the entire time i’ve played this season and i still have 2 tiers of rep to grind, in about 60 hours worth of play session.
The pit: There’s an old meme about how blizzard games you’re beta testing a game after it’s released, and well, this cannot be more true about the pit after floor 100. Running into countless mobs named “!! MISSING RARE NAME” or “!! MISSING ELITE AFFIX” truly feels like i’m playing on a beta version of the game, now there’s a world where you never expected players to clear past pit 100, but that level of polish to exist in a base 40$ expansion, it’s just crazy to me. Not to mention the boss scaling bugs of the 150 that was cleared with the boss spawning with roughly 10% of it’s health remaining.
Thanks for the read, if you made it this far, here’s a cookie.