Yes, i know we only touched like 1% of the game but i have not played ARPG in like 20 years so was curious.
I tried barb and sorc in this beta. Getting both toons to 20 was such a stark difference in difficulty. My lightning sorc barely used a health pot and just melted everything in his path while my barb somewhat struggled. When i got to bosses, sorc simply erased them in under a minute while my barb barely dented them. I did both characters on vet difficulty and tried several builds on each.
IMO bosses seemed heavily anti-melee focused and my barb didnt do enough damage to get blood orbs out fast enough in some cases. Just curious if this is a balancing thing that might equal out later or what.
Dude I love shadow flurry rogue … so much damage… burst is insane. Especially if u take the 15 increased damage from grenade…
I did the world boss. Died ONE time. As I read tons of yellow server messages saying people die haha.
Felt like a god
I tried ranged barrage rogue…it’s cool.
But that shadow flurry is insane damage… reminds me of exploding palm on d3 monk.
yeah balance was the biggest issue I found. even within in the same class. chain lightning: instant cast, long range, targets everywhere on the screen when it bounces, tons of damage. a single right click instantly melts 5 enemies. in the same skill tier the fire still is a short-range, channeled spell that only targets in front of you. balance would dictate that because of its disadvantages compared to chain lightning that it should just do MASSIVE damage, but nope, it just tickles anything that walks into it.
I made a barb yes they use more pots but i had less issues with boss fights. On my 25 sor i had issues with bosses cause they are glass cannon. Game is not optimized between 1 to 100 it will be optimized at max level
I have to wonder. Did you not play Diablo 3? I get your question and your concern around balance, but if you played Diablo 3, you shouldn’t be surprised this is how the game works. They literally copy pasted the same system into D4 and repackaged it with a talent tree that really doesn’t work differently from how D3 worked. I see so many people talking about balance as if they didn’t play D3 at all.
In D3, you had your vanilla leveling builds that worked and many skills that didn’t work well until you got specialized items that allowed you to unlock their full power.
The talent tree is repackaged skill system from D3. All you’re doing is picking your skills. The talent tree doesn’t actually enhance your skills in a meaningful way at all. 100% of your power comes from the base ability you pick and items. You should be constantly replacing your items. Every 1-2 levels you should be getting a new weapon or you’re going to fall behind because of scaling.
This is the game. There won’t be sweeping balance changes between now and release. They literally repackaged the D3 systems for scaling and how talents work with items and put it in D4.
Looking at the beta you can see that D4 is very similar to the D3 systems. The rules it’s playing by are very much the same. Sure, aesthetics have been changed, but that’s the only difference between the two games because they follow the same rules of power acquisition.
You can tell how the underlying systems work in the beta. You don’t need to play the full game to know how those systems will work at higher levels.
The game is using the same exact systems as diablo 3 did in nearly every respect. Anyone who played diablo 3 for more than 5 minutes in the past year can see that.
You need to take damage mitigation skills, and the Barb really needs items a bit more than the other classes. Barbs can get very, very tanky to where (at least in the beta) bosses become quite the joke for them.