Diablo 4 needs MORE difficulties

It’s so weird that no one wants more difficulties but they accept more difficulties with different names, hahaha

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I honestly would be surprised if they did not add more World Tiers.

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the current difficulty system has already diced and sliced the player base into very thin groups, making towns feel much less lively than before, weakening the overall mmorpg vibe.

Just for clarification here:

It’s something we’re going to keeping in mind for the future, like how can we incorporate that into different activities to potentially bring something like that back in the future.

That’s her exact words at the end of her talking about it. Just something they’ll keep in mind. Which is basically just corporate speak for ‘it’s a possibility, but don’t expect anything anytime soon’, at least that’s how I took it.

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First of all, D4 is not an MMO.

Secondly, You see players of all difficulties at all times. If there are fewer in the cities it is because there are fewer players there in general.

And in Blizzard’s words this means “ask me again in a year” :sweat_smile:

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Incorrect. It is complete.

My point is, this is already an issue, so who cares? Anyone can drag a fresh 60 party member through a 65+ pit and start powering them through T4 right away. My suggestion completely solves that because the character would have to have a build capable of reaching the torment level they want to play at. What they do once they get there is just as irrelevant as it is now.

It will be better and simpler to add different difficulties regions on the world map. If I remember it was like that at S0 but it didn’t scaled well.

Bad position in my opinion.
When something is inevitable, then I agree with you. But when something is avoidable, then No.
An avoidable problem should be avoided.

In season zero the old zones level up along with your character while the high level zones remained high.

Now, doing this throughout the game (paragon 300) seems even more difficult (Especially considering that Diablo 4 feels much smaller than D2.)

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The following is a copy of what I wrote just recently, pardon that:

Diablo 4 gives difficulty management mostly into the hands of players with 8 difficulty tiers. Upside is that it is easy to find the right one to experience most content the game has to offer. Downside is that the majority of players always chooses the path of least resistance, so the (Torment) tier system has a big effect on the role enemies should fulfill (gameplay incentives). It disappears along with the benefits players could experience.

This downside described above can be seen in Diablo 3 and now also Diablo 4. When it comes to endgame, both games suffer from power creep and got stuck with a scaleable dungeon and a dull gameplay loop. Personally, I am not happy with that.

Another less obvious problem with having many difficulties is that developers flee from training their skills and understanding of how balance works and how their own game’s systems are playing together.

I think even 4 difficulties are enough for Diablo 4. The only benefit I can think of that Torment has right now is the unlocking of certain items. But do we really need that?

I don’t get it.

What players expect from higher difficulties is greater rewards for greater difficulty.

Yes, it is true that players usually play on lower difficulties to go faster (the path of least resistance) but I honestly don’t see anything wrong with that. It’s part of the game to farm in the place you like to reach new heights. It always has been.

Now, the simple existence of a higher difficulty usually motivates players to play. The incentive is not its content, but in its existence.

The last difficulty is “the goal”, and not the benefits of the last difficulty.

T3 is the one that gains the benefits from the existence of T4 (and T4 benefits from the existence of Pit150)

Nobody makes a Pit 150 to have glyphs at the highest level, they do it because it is a Pit 150.

Now, infinite difficulty causes frustration. Because having a clear goal is easier than creating your own goal. So don’t confuse this with having infinite difficulties. Normal players need limits.

maybe D4 wasn’t fully mmo, but seeing dozens of players in shared world, joining groups for world bosses, and mandatory team play for the citadel already proves this.
i don’t think ever seen a level 1 player in T4, have you?

I think I misunderstood. Did you mean to add difficulties beyond T4 or add sub-difficulties between T1 and T4?

Diablo 4 never presents you more than 20 players, not even in a city.

The day I see at least 101 players in one place, I will agree with you. Before that, it’s just MO and not MMO.

If you don’t agree, then I assume you think Fortnite is an MMO.

A little of both.

If you see the context below in the original message, you will see that I am talking about a slower and longer experience.

And in this scenario, I think we would have to have many more difficulties in general.

But for the purposes of the current game, they would be above T4.

perhaps your threshold is higher than mine. to me, seeing a dozen players in the same instance already feels like mmo. the player count tier-slicing is just a peripheral technique to maintain gameplay responsiveness.

If they stop releasing overpowered capabilities for select builds and target the 100-120 pit range as the endgame progression range then t4 general content holds relevance for longer and 120+ can be more aspirational.

Everything’s been too easy then people complain all there is to do is get bored in the pit with no great purpose to doing so.

Ok then my answer was about the sub-difficulties.

The problem I see with going beyond T4 is simply the community and how the devs react to it. I am convinced that the game would just get more power creep with higher and higher numbers so T8 will soon be the go-to Torment tier for everyone. Because even now there is a lot of entitlement and complaining about what class can beat the pit and how nerfs shouldnt be a thing.

Maybe… but again, that means that any game with a dozen or so players would be an MMO.

It’s more of a discussion of what “massive” means.

12 demons is not a massive amount of demons to me…

Perhaps, but inevitably, with each new expansion and progression system, power creep is going to set in, no matter how well the situation is handled.

What I mean by that term is difficulties that do not present themselves as difficulties.

Each map in Diablo 2 was a higher difficulty than the last, so you went through many different difficulties along a Main difficulty.

I use this only as an example that going through multiple difficulties is not bad. To then conclude that having many difficulties like in D3 is really not bad, if not even desirable.

The main point is not really what the difficulty looks like, or what the difficulty is called, but rather the amount of difficulties (in the context of a long gaming experience.)

To be honest, I think most of those complaints are nonsense.

A large power number (power creep) seems ridiculous, until you remember that it is a game. How big the number is doesn’t matter. The only real bad thing is that it can disturb your vision, which already has a solution.

Regarding nerfs, I only respect those who say “nerf me.” Because all those who ask for nerfs for others are pure envy.

This is why when they nerf everything, everyone complains. Very few players really like nerfs. (Search Diablo 4 patch 1.1 for a references)

It doesnt need more difficulty it needs balance which the devs said they have no plans on doing.

Until they get rid of the D3 meta flavor of the month were one build per class outperforms everything else by 1000000% we shouldnt be talking difficulty.

Now if they reintroduce mindcages that can stack in T4 that would be the most logical way to handle it since they wont balance the game.

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Again: It’s so weird that no one wants more difficulties but they accept more difficulties with different names, hahaha


Now, in the added context I throw at the idea that balance is not necessary.

If you do 100 damage and I do 200 damage, but the enemy only has 50 health, then we are perfectly balanced, because we both kill the mob just as fast :v

It’s ultra ridiculous, but it’s true.

Make it a slow experience, through multiple difficulties (or mindcages) and what will matter will be how fast you do it and not whether you do it or not.

Games are designed to be won… so letting us win sounds logical.

The only problem with this is the power creep, because a slow experience that doesn’t feel rewarding is worse than a fast one that does. But that’s why there is the option to hide the damage numbers… so…

Well if we look at D3 as the example therea only really 4 difficulties. T1, T6, T10, T16 and there is no purpose for anything inbetween.

D3 it worked because it was an instance base game. D4 os open world meaning more Ts the less players you have running around you. I mean lets face it T2-T3 are short lived difficulties like the old difficulty system.

Im not saying not to provide difficulty im just saying instead of seperating more people just give the control to the user.

This could also solve there unwillingness to balance the game.

I get what your saying and I agree with you but I would approach it a different way because of the open world. We also have different styles of gameplay as some want a brain dead blaster and some would prefer everything not to be deleted on a push of the light vomit buttom.

I feel mindcages are the middleground.