Here’s the good and bad of my experience in the beta. Broken things down into categories.
Shared World
- Just to be blunt - the shared world is all negatives, no positives, at least outside of town.
- Seeing an event on your map, working your way there, arriving only to find someone else just finished it creates an absolutely garbage experience.
- Running through a region and finding no enemies because someone else you ‘share the world’ with is like two steps ahead of you and respawns haven’t kicked in yet was terrible.
- In terms of pure feel, it really hurts the Diablo feeling. I want my Diablo world to feel bleak and threatening. I want it to feel desolate and hostile. Having other players who aren’t in my party appear in my game outside of town just makes it feel like any MMO, not the dark, hostile Diablo world I hope for.
- It increases lag, although I do acknowledge this is likely a simple result of this being a stress test, but it was definitely noticeable. Entering and exiting town frequently resulted in rubberbanding/being unable to actually leave town and enemies often jerked around the environment.
- This is a bit forward-looking, but I have some fear that this is going to make it very frustrating to do world quests - having to search for enemies because other people have cleared them for you is bad enough in an mmo, but it may end up being game breaking for a diablo-style loot action rpg.
The one caveat I will say is I did not have the chance to do the world boss, but I expect world bosses will be a fun addition to the game.
Co-Op Gameplay - I leveled two separate characters - one in a party of two and one in a party of three. Both were really fun. This game is very satisfying to play with friends. Working as a party, playing and chatting, and just exploring and letting each other know when you find cool stuff… all great.
- One thing I noticed was that the enemy health jump between party of 2 and party of 3 felt off. The jump from solo to 2 felt about right, but it felt like enemies scaled a bit much from 2 to 3. There were a few bosses in dungeons we fought that reached ‘this isn’t hard but its getting tiresome’ level of time investment to kill.
- The lack of social features such as ‘forming your party’ or ‘chatting with your friends’ while in the game menus felt pretty bad. It’s possible I missed a hotkey somewhere, but I couldn’t find any way to communicate with others in-game during the menu before logging into my character or form a party before entering the game.
- World events with a party were a ton of fun. Absolute blast splitting the work in the overworld events.
Atmosphere/Visuals - Once you get away from other players, the game’s atmosphere is perfect so far. As long as no other players are around, it feels bleak and dark and threatening. Particularly in the dungeons. They felt superbly themed.
- Some of the special abilities felt a little underwhelming visually. While skills like Caltrop and Lightning Spear felt great, some of the spells I expected to have a big impact like Chain Lightning, Blizzard, Meteor, and Poison Trap kind of felt pretty bland visually speaking.
- Completing a stronghold and having it just immediately transform into a shared space felt really jarring and broke my sense of engagement with the game. I finish this epic battle without anyone helping me… then I turn around and there’re like 5 high level players just idling there afk right where it was happening was just really really stupid.
One possible idea would be to keep it as an ‘isolated’ space until you left the area, then have it populate with NPCs and other players the next time you return.
Story - While the story isn’t bad so far, it feels a bit intrusive. There were way too many cutscenes for what I expect in a Diablo game. It felt like when I was following the story I spent more time in cutscenes than killing monsters, and that wasn’t super great for this type of game.
- The Main Story’s instanced events seemed a bit too long to not have any waypoints or checkpoints in the middle. Previous diablo games have always given the opportunity to take a break from the main story’s dungeon events via waypoints, and it allowed people to do only part of a story event if they only had a short play session.
- Some npc dialogue seems to be unskippable. This is bad. No dialogue should ever be unskippable. I shouldn’t get locked into a 2 minute conversation because I tried to update my potion.
- One glitch we noticed was that occasionally when doing story events in a party, one person would just not load the cutscene. They’d just get a blank screen while the rest of us were watching cutscenes. This happened multiple times over the course of our play sessions. They were able to skip the cutscene to get playing again, but missed out on the event other people were watching.
- This game will 100% need something akin to D3’s Adventure Mode for seasonal play. Nobody is going to want to do this long and dialogue/cutscene heavy a story for an action game 3-5 times every few months. Nobody. Literally nobody.
- A ‘Disable all cutscenes’ menu option would be really appreciated for subsequent playthroughs.
Emotes - The emote wheel was frustrating to use on PC. It’d be nice to also have the ability to type the emotes into chat. /cheer or /wave or whatever.
- Additionally, please don’t make us emote for quests in this type of action rpg. Asking a Necromancer or a Rogue to ‘cheer up the troops’ felt so out of place. It’s not an engaging quest mechanic and it just feels wrong in this style of game.
Combat/Loot - The combat felt pretty satisfying and the difficulty curve for the opening areas was pretty well handled.
- Controls were responsive except lag.
- The one major issue we ran into was that, particularly in the snowy area, the mouse cursor often blended into the background and occasionally just flat out disappeared. I occasionally found myself unsure where I was casting because I flat out could not find my cursor. Checked with a few of my friends and they’d noticed the same concern.
- Droprate felt pretty good for low levels, but I definitely hope that as you progress more loot starts to drop overall.
- Gambling legendary rate felt great in my tests. Hopefully this wasn’t inflated for beta.
Assorted - The UIs felt a little bit… excessive, especially considering we’re only seeing the basic ones. Additionally, some of the menus - particularly the talent trees - felt a bit inefficient.
- Too much unnecessary white space that really doesn’t serve any purpose except to force us to scroll.
- Some of the fonts felt a bit weird, although nothing I can’t tolerate.
- I have some concerns about travel time. Particularly in two areas - first is travel time spent within the cities. The town layouts seem pretty awkward for the purpose of minimizing amount of time wasted wandering around a town instead of killing enemies with the gambler being far away from the extraction npc and the blacksmith and stash being far away from each other, etc.
The second area I’m concerned about is a bit more hypothetical - I fear that endgame is going to feel really awkward because of how long the travel time can be from waypoint to dungeon when you’re doing nightmare dungeons - which may lead to boredom. - Dungeon layouts need some work - particularly with the goal of reducing backtracking and time spent not engaging in combat.
- Cellars suck. They need far more variety than they have now, they shouldn’t be just a long delay before killing a single pack of monsters in a generic room that looks like every other generic room. Even in D3 cellars were better - some had little quests, some had vendors, some had rare packs, some had cursed chests, etc.
- Shrines don’t last long enough.
Oh, forgot to mention: Respec costs suck. Let us play around with our skills. Please remove that before launch. We shouldn’t be penalized for wanting to try something or for getting an item that revolutionizes our build.