Diablo 4 was advertised as an ARPG but it plays like an Arcade game

For the players that prefer the Arcade gameplay that’s awesome, but for the rest of us expecting what was advertised as a deep dive to the “essence of Diablo games” and “Diablo going back to its ARPG roots”, can’t help but feel Blizzard is being disingenuous.

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So maybe input specifically what you want changed. How would this game move towards what you are envisioning? What changes would make you content?

Otherwise, your post is just whiney nonsense. If you wish to give feedback because you want specific change, then lay those changes out for them.

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Would you care to elaborate? Or are you just whining to whine?

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i guess what he means, all the content in d4 has no real surprises, no real dungeon exploration. Its always in a certain pattern. The ruleset is extremely linear.
And i agree the current version missing some of the arpg flair from random dungeons and secrets.

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I don’t feel I’m whining, I’m just expressing a sentiment many players within the Diablo community are feeling. That’s why I avoided mentioning specific points in my original post.

It varies from player to player but for me, it’s the lack of engaging combat. It bores me to death walking all over the game while lvling up no matter the skills, gear I’m using. The enemies will either be instantly deleted or they’re dmg sponges that do no dmg. This way, I lose all incentive to make a build or even keep playing because I feel there’s no point.

Also, the world may look threatening but everything actually is so “fragile” compared to my character. Like, there’s no journey of power. There’s no feeling of ramp. I feel juiced up from the get go.

I’m sure other players have different reasons, but that’s mine.

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While the content of s2 was better than s1, I think the difficulty level being non existent made season 2 worse for me, enough to say I preferred the s1 state of the game more. I actually liked it even better at launch…minus the stuff that was not there.

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You must have very low standards for arcade games…

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This is a result of the devs interpreting player complaints of not feeling powerful. Said players don’t have the patience for journey.

Itemization sucks, for one, if they want itemization to actually be interesting and they want an addictive, satisfying item hunt, this is what it should look like:

  • Blues have a 100% higher ceiling on affix stats
  • Rares have 5-6 affixes, and one gets replaced when it’s made into a legendary item
  • Uniques are generally extremely useful/powerful, but leave the hyper specificity to legendary aspects
  • Substantially increase the amount of legendary aspects
  • Massively increase the amount of unique items

^ That’s literally all it would take.

Now, improve the skill twigs and turn them into skill trees:

  • Double the amount of skills
  • Give a skill point every level in the game
  • Create interesting skill combos, like casting a lightning spell on frozen earth to electrify the area

Of course, the obvious stuff like social support, fixing glitches/bugs, stopping dupes, stopping bots, combining item affixes, etc., all matter too, but fixing itemization and skills would instantly improve this game one thousand fold.

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So what? Devs with a genuine vision don’t cave to the demands of a specific group unless it falls within the confines of that vision. Further, player feedback is a gauge on how enjoyable the game is. It certainly isn’t a roadmap for development.

Any team of developers that simply allows the playerbase to develop their game will end up with a bad game.

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Honestly I agree. It’s kind of turning into Diablo III, just without the things that made Diablo III be kind of acceptable for what it was like lots of build freedom and power fantasy.

Worse for me is how hard they’re leaning on timers, gameplay capture loops and stretching out playtime instead of making playtime fun, but it’s just a personal take. It feels like these mechanisms are designed to pressure more playtime playtime instead of enticing it.

I think the S2 direction is not good long term. We’ve kind of taken the kids to McDonald’s to shut them up but now it just seems to be all McDonald’s now ^^;

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How about climb up to the difficulty that match you? There’s tons of engaging combat on me.

Soloing Uber Bosses at their level, Soloing WOrld Bosses, Destroying Mobs/ELites 54 levels above you, Destroying Uber Lilith and Destroying AoZ.

Are you stucked? Do you pretend the Bosses I indicated above are non-existent?

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Yeah is is quite pathetic.
Turning into another D3 in record time.

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How is the combat engaging? Fire up a BL sorc or HOTA barb, one tap literally everything, then glitch your items to push through AoZ.

How is that engaging?

There are no interesting skill combos, no interesting mechanics, no skill required, no build variety, and no reward for theory crafting.

How can you possibly think any of that is engaging?

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This is true for most ARPGs, play the most broken builds and you eliminate the challenge once gear is acquired.

Using Sorc as an example:

  • Charged Bolt is a good and fun interaction with items imho as it is essentially a Lucky Hit proc based build

  • Blizzard has some interesting elements with defensive attributes from Blizzard that make it more interesting, still not Charged Bolt imo.

Season 0 had some fun with Druid; however, at launch Druid was pretty much seen as having the best unique+skill interactions. Season 1 with Necromancer and figuring out how to break the build system with CE was fun but after figuring it out was a bit boring from a rotation aspect.

Squeezing every ounce out of BL Sorc has some interesting gearing and enhancement questions; however, Indo find the build itself boring which is why outside of AoZ I stick to CB

This isn’t a valid excuse, even if we assume it accurate. Just because others have done a terrible job doesn’t mean I get to, but you’re wrong.

D2 S tier builds:

  • Paladin
    – Fire aura, lightning aura (on hit or ambient AoE), Foh, Hammerdin, Zealot, Smiter.
    – So 6 total builds
  • Sorc
    – Fire (3 builds), cold (2 builds), lightning (2 builds), and literally any combination of those.
    – So 7 + builds
  • Barbarian
    – WW (two-handed, one-handed, dual wield, polearm, axe, spear, and sword variants), frenzy, throw.
    – Something like 15 individual builds

There’s close to 30 S tier builds (or build variations) across only 3 classes. And I don’t care to go through and list all of them, but keep in mind, per build, you have an insane amount of potential gear combinations that all work for each build. Potentially an endless amount.

And honestly, PoE is so varied, you can literally come up with a build around any skill or combination of skills, and complete everything in the game.

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in theory yes, but tbh the lack of skill choices remain, even after the removal of broken builds.
And i theorycrafted a lot of builds, but a lot of these “fun interactions” are hampered by the design limitations of the skillsystem. here they need to improve a lot, even d3 had more variety.
d4 is a 1 dimensional mess.

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They’re right. It’s a bunch of younger ADHD tweekers playing games now it seems

I had a lot more but error happened on my cell.

If we stick to top content on a similar time scale: ./players8 and a similar gear up time I’d say you have 3 builds above the others - Hammerdin, Blizz Sorc (post patch), and Assassin (post patch). Others by what a lot of current people expect would be considered lesser as they either have issues in players8 or have much higher gearing demands.

As for PoE, Diablo can’t compare because you’re customizing more elements than just your character in PoE. This inherently should increase the diversity of end game. PoE demands more dedication to learning and mods (to some degree) but you do get a payoff for it

It is an itemization mess that I am hoping s4 starts correcting for

D2 is a bad example to use for builds. The difficulty doesn’t rise in D2 like it does for D3 or D4. S tier in D2 would be the equivalent of a D tier in D4 at best, probably lower if we’re being honest. It’d be the equivalent of making a level 70 build for D4 and stopping there. The only reason there’s so many builds that work so efficiently in D2 is due to the lack of difficulty.

Now I’m not saying it’s ok to only have a few builds be viable for super difficult content, obviously there needs to better balance, which won’t come about for another year at the very least. More then likely 2 years down the road if not longer if we’re being real.

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