D4 Early Access and Open Beta Feedback
My Background:
I have been playing every ladder in D2 since 2000, and now also D2R of course. I also play POE as I personally feel POE is the spiritual successor to D2. I have also played D3 “a lot” even though its not a real Diablo game IMO, but can still be a “fun” action-game for 12 to 24 hours on season start.
Diablo 4 BETA Feedback:
Act: 1
Max Level: 25
Classes: Barb, Sorc, Druid, Necro, Rogue
The Good
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Graphics, Attention to Detail and overall Visual World-Design
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Atmosphere
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Music
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Sound Effects
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Solid visual/World Foundation to work from and Improve in the future
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Opportunity to introduce the Paladin with iconic D2-Like Skills
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Opportunity to build deep ARPG-Like Character Power Customization in the form of Skill Trees, Charm Systems, Class Specific Questlines a player can choose from to receive bonuses, while preventing other Questlines. (So Choices and Character Building Decisions Matter) Example: Once in End-Game, in each Act, each Class can choose 2-3 Questlines to complete out of 20 that give very specific Bonuses from that Act.
The Bad
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D4 Designers appear to have severe lack of D2 and general ARPG Knowledge
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Terrible and clunky UI
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PC UI is terrible because D4 is designed for Consoles FIRST, and PC second it appears
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UI option to move the Skill-Bar and Orbs to the left, but unable to move it to the Right
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Unable to play with Map Overlay and instead limited to Minimap which can’t be zoomed out (On the plus-side, this makes combat better as the player focuses on combat, instead of Map Navigation first)
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No Option to hide Shortcut Information in the Skill-Bar UI
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Centered Skill-Bar UI can not be moved down to the bottom of the screen, and “hangs in the air” instead.
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Unskippable NPC Quest Dialogue, Animations and Video Sequences at times
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Skippable Quest Dialogue is unresponsive in the first couple seconds (need to hit ESC multiple times to register)
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Skill Tree should be much deeper and offer much more Choices to specialize in
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Every class appears to feel the same in terms of Resource Generator and Spender Design (Feels Anti-ARPG IMO)
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Item Design feels very “standardized-Bland”, despite having some decent interactions between legendary affixes
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Dungeons lack any kind of large wide open Rooms/Caves, and are instead restricted to D3 style “Tunnels”
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Monsters scaling with Player levels feels Anti-Diablo and Anti-ARPG
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World Bosses requiring multiple players to kill feel out of place in Diablo/ARPGs
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Mounts feel out of place in Diablo 4, and there is no need for Mounts, since Waypoints exist which allow instant travel to all areas within the game, and also Classes have Movement Abilities.
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IMO Fast moving Mounts will make the World feel much smaller as a result.
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All Cellars should be loaded automatically in the background when a player has to load into the zone with a loading screen (Such as when the Waypoint is used). Currently, Cellars dont justify the “long” Load Times for only one small Room with a handful of mobs in it.
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Cellars should have been designed in a way where they have a chance to have hidden Doors or Walls that can be opened when something like a tiny lever or similar is clicked in the room, and then lead to hidden rooms or nooks with special chests or hidden Goblins.