Feedback for Diablo 4

Hey Activision Blizzard.

I figured I’d offer some feedback on diablo 4. I’d like to preface this by saying I enjoyed a good chunk of my first playthrough, and think some aspects of the game were quite good.

The voice acting was above average, Lorath killed it, awesome job there.
The aesthetics were impressive, good job art team.
The three proper cutscenes were memorable.
The setting and characterization of the continent’s subcultures was pretty good. I particularly enjoyed the attempt at some classical dnd feeling “old ways” druids.
Class identity was deacently strong at a surface level.

I’ve been a big fan of isometric arpgs and dungeon crawls for most of my life, have played a fair amount of ttrpgs, and was a huge fan of Blizzard entertainment growing up. I recognize that you guys are people and don’t wish any ill will, but I am going to be very critical from here on out.

There’s a lot of this game that leaves me wanting, especially compared to it’s predecessor in diablo 3. I’m not sure if this was some kind of executive deadline issue, which forced your company to churn out this game a year or even years before schedule in order to meet some quota, or if what I see as major failings in the game are just ineptitude. I want really deeply to believe that the spirit of blizzard is still trying to deliver good games, and that you are capable game designers. Here is a list of issues I see personally in the game as it stands, which have ultimately lead me to realize I will likely spend a lot less time with this game than previous titles.

-monetization; this caused me to quit WoW, and condemn and be utterly disgusted by diablo immortal. I am willing to pay personally, as an impoverished gamer, something in the realm of 600$ for a game I enjoy if it offers enough content and enjoyment to justify that expense. I’m happy to pay a monthly subscription for a game that respects my time and delivers better and better content, even when I don’t play(ffxiv for example). I don’t feel cheated at a 70$ price tag, but I do find the shop, the way seasons reward currency which mathematically incentivizes a player to interact with the shop (1998 coins? Really we’re hiding predatory monetization in cheap “666” references now) and the fact there is a constantly refreshing icon alert for new stuff on said shop, incredibly vulgar and disrespectful, especially after something like diablo immoral. It detracts from what is good in the game, and selling in game cosmetics while offering less overall free cosmetics than a previous title is incredibly disappointing. The fact that their price point is between two and five times more than what I would consider reasonable for in game cosmetic prices, is frankly laughable. Ideally I’d love if you would Pick one; charge for seasonal battlepasses, or charge for cosmetics. I don’t think this will happen, but I’ll shout it into the void nonetheless.

-game balance; this clearly didn’t receive enough internal testing.
I am not paying 70$ to be your guinea pig, and the fact that feedback from the betas is still not implemented in the game is embarrassing. I’m not saying there shouldn’t be balance patches, or that the game shouldn’t be refined after launch.
I feel the time investment vs reward is much less fulfilling than diablo 3, or 2.
I am not an engagement metric, I’m a human being.
Resistances should not be a dead stat, and it should not take months to make them not a dead stat in the game.
Vulnerability is broken, as a single stat bucket, it is and never will be balanceable. It needs to be moved in the formula to the same bucket as all status conditional damage modifiers before it can realistically be salvaged as a concept. Arbitrating the value of the best singular stat in the game by a plus or minus value is just delaying any real fix to that issue.
Off screen damage sources and infinite cc chains against the player are poorly designed and unfun mechanics which should not have been a baseline when diablo 3 addressed both of these.
I would recommend looking at some deeper mechanical arpgs and other video game boss designs. One shot mechanics are not difficulty unless there is skill expression involved in avoiding them. Buildcraft is not skill expression.

-bosses; bosses should be designed around skill expression, and I hope you guys can improve this in the future. Instant death mechanics are awesome and brutal, but only when executed in a way that allows for skill expression, and as it stands there are many instances where effects have basically no telegraph and end up being rng. Overall, I feel boss complexity is absolutely lacking. Compared to the likes of diablo 3 bosses like belial or the angel of death, it feels like a complete step backwards both in variety and difficulty.

-campaign; this should be replayable on a single character on every difficulty, or every boss and dungeon from this campaign should have been repayable in some capacity on a single character, with rewards that properly incentivize it. As it stands, most bosses outside of the msq feel incredibly bland and one dimensional, often a pass or fail based on stats and stats alone, and the rewards are bleak. Committing the time to clear a dungeon should give me a little fountain of rewards from killing a boss, even if that is just a fountain of gold. One of the absolute worst feelings in this game is overcoming a boss that challenged you and having it drop literally nothing.

-dungeons; The advertisements for the game are disingenuous pertaining to these. There are a handful of dungeons in the game, and they are repeated with slightly different mechanics multiple times throughout each region. These need to be refined. I’d love to see them systemically diversified so that the narrative drops within mean something, rather than being flavor voice overs and text to justify a samey buildup with a vaguely different tragic tale. This is a massive missed opportunity and borders on a feeling of false advertising, like if you pointed at seven pictures and then played 50 unique sound files each time pointing to one of these pictures and claiming it was now different. On the same subject, there needs to be less mechanics to open doors overall in dungeons, and a broadly vaster set of narrative implements for those locked doors. Yet another point lacking diversity; dungeon and cellar events. There should be double if not triple the number of random event types in the game to what there currently is, as a baseline.

-enemies; there’s a shameful lack of enemy type diversity. 15 enemy types is not a great foundation from which to already be implementing reskins, especially at a point when there is a wealth of enemy types from previous games to draw inspiration from. This also applies to the generic boss pool. In addition, cc mechanics and minor knockbacks need to be addressed. There is no reason some enemies should have multiple stuns and a knockback that can all be layered if cc is also going to be used as an elite affix. Being repeatedly knocked back, or chain stunned by a single mob, and the way that effects inputs should have been refined in the beta and implemented before release.

-crowd control; enemy crowd control on the player should have diminishing returns. This has been a thing in nearly every game this company has released, these are your games, I shouldn’t have to tell you why that was a good idea implemented in all of them at the request of your playerbase.

-visibility; fov is too close for 99% of the game, and toggles for condensed damage values and to disable damage value display, as well as change the text size of damage value display should be features in the game, as should a brief event log for damage tracking, especially resulting in player death.

-storage; double the size of every inventory, only load the direct inventory of a player to other players on their shard not their stash. Allow legendary affixes to override and be stored at the occultist, farming legendary aspects is already time consuming, having to save good rolls of rare legendary aspects and not use them is wholly unfun, and a negative feedback system for the loot gathering gameplay loop where loot management is already a point of friction at a base level.

-loot; remove and refine general affixes. Resistances should not be broken for any length of time in this game after general release. Damage while close and distant and if effected by every status individually gets to a point where it is largely meaningless over-complication. Refining this system would be a huge win for loot management. Things like individual status damage multiplication should be relegated to direct damage. Damage multiplication from statuses should be consolidated into a singular stat, call it vulnerable. The exception to this would be second stage statuses for sorc, ie;frozen. As it stands most affix rolls are 1/40,000. Think about that as a human being, and then the fact you ideally want to roll 24/1,000,000 as a baseline for any given character, ignoring the item power level system. Just one more reminder that resistances shouldn’t be in a broken state as an in game system for any length of time after a general release of the game. Season 2 as a set date for a fix is a joke.

These are a few points of critique I can offer as player feedback that I would like to see implemented in the game. Again I would like to say I enjoyed my time with diablo 4, it was a good game, but I would like to see it be great. That being said, I might play around in the season a bit, but due to the predatory nature of the game’s cash shop and so many underperforming and poorly executed features in the game, I think I’m pretty much done with it unless there is some serious improvement to the game in a more consumer friendly timeline. I’m sure I missed some stuff in trying voice my concerns and critiques for the game, but I wanted to voice what I remembered while I was thinking about it so that I can at least offer some feedback and solutions to problems I’ve perceived in the game. Thanks for your time and effort and best of luck.

8 Likes

Amazing feedback, I agree with all of this. I would also like to see loot filters. For dungeons, I would like all mobs and Elites loot drops to be moved to the boss so I don’t have to stop and try and pick up an item, I can just enjoy the dungeon and loot afterwards. Thanks for your breakdown.

2 Likes

Good Afternoon Blizzard,

I am a long time diablo fan. I love this game, and was very excited for the release of diablo 4. As far as game play goes, no complaints. But alot has to change in terms of items. Please take this in as I believe many OG diablo players will feel the same.

Your uniques are horrible. Almost pointless. The rares and legendaries, what you’ve done with them is great. Upgrading, aspects, all great. Love it. You made rares more valuble. It makes up for them in a way. But after finishing the campaign, and now at level 86. Im bored, and gotten to the point where I will no longer play. The main reason is being the lack of items, and trading.

90% of Diablo 2, was me trying to join trade lobbys/games, to get the best items. I spent countless hours just trading. More than I did actually playing the game. it was so worth it! It was so cool to have the currency as SOJ’s, or Runes. Right now, what is it?

It was so cool to having to try and find or trade for a 6 socket ethereal items ED War pike for my mercenary. It took a long time, but thats what makes it cool. It can’t come easy. Rune words were great, It was a mission to get that ber rune to make my Enigma. Or the Jah rune to make my BOTD, Trading and while also adding all these things back will create alot more engagement and player activity. Like i said, majority of the time, when were playing, its to improve your character, not to game. But Also adding all these will get people playing more to magic find. But this game is so limited. We need runes back, unqiues that are actually good that are hard to find, set items. Bring back mercernaries. You guys took away all the things that keep people playing. This is why people are getting bored so easily. I didnt even bother playing the season 1, cause im dissapointed. I am no longer excited. The only thing im after is the Shako. Thats horrible. You should really consider making an area in the map where people can go and trade, post their items. Why is everything account bound? Trading is by far the best thing in the game, but you need ALOT more items involved. Add the maras amulet, sojs, the oculus, more things with + to all skills. . You will have 10X more hours being played with this. Theres no excitement. Please bring back all these things. Making the HOTO, Enigma, BOTD was so fun, finding the runes were hard but made it worth while. if not we trade for it. People always want perfect rolls, finding or trading for it was so fun, it brings joy to players to get what they want. You took away part of the game that really gets us fans geeked out. Add 20 crazy uniques that are hard to find. Add sets. Add mercs, Add 4-6 socket items, ethreal. Bring back all the runes please. Bring back Jewels. You will see people playing the game ALOT MORE. People will log on to just trade. You want engagement? These seasons might do the trick, but for how long?. The reason why i love diablo is because of the thrill and excitement i get when i get my items, when i find that unique, when i make my rune word or find the right normal item. You took all that away. I found 6 staff of elam so far. I threw them all out. Pointless stuff. Everytime it drops, i get excited, only to find out its that same crap. What are we doing here? When you release the expansion, please add these.

1 Like

Just jumping on with another issue in case someone decides to read these:

Please get rid of online only. I (and many others) play the majority of the game content solo. The online server hosting creates lag spikes and interferes with play. My internet went down last weekend and I couldn’t play a game that I don’t use any online required functions in. I won’t even attempt a hardcore character. I’ve been lag killed and dc’d in the middle of fights several times. I have a family and not being able to pause means there are times I’ve just had to get up and let my character die. Just the consideration that being able to pause gives to people with other life requirements is significant.

Split multiplayer into a separate option. You already learned this with D3… please remember it for D4 soon.

P.S. - Double tapping the loot and combat mechanic issues others have raised.

Very nice write up. Hope you’re paying attention blizzard!

IMHO…
It does not appear to me that Blizzard is not interested in feedback. There are such simple means to respond to people’s suggestions. just an indication that it was read by blizzard would be a quantum leap forward. there are things that need fixed and this looks like the overfilled suggestion box that the janitor didn’t toss out because he was laid off.

I challenge Blizzard to respond.

So you can’t tell if blizzard doesn’t want feedback?

I’m confused.

You can’t expect people who have never played their game to know what’s good or bad. The worst thing they did was share the vid of the devs playing. Yikes. I no longer believe that ANY of the dev team has ever played a Diablo game and certainly not d4. Absolutely clueless.

2 Likes

I feel that trading in diablo 2 was a negative as I’m sure the game developers also feel. The reason they no longer have trading and items are bound to your account is becaue the game quicly gets over run but spamming bots blasting advertizing their website to buy in game items. They tried to mitigate this in D3 with the real money auction house to keep it within the game but it just wasn’t worth it.

Scamming became so rampant in D2 that SOJ’s became the default in game currency because it was so easy to bait and switch.
They tried to remove SOJ’s in the game through desrtroying them to summon an uber boss.

Trading causes more problems than it’s worth. I would hate to be spammed by bots and scammers the entire time playing D4.

1 Like

Hey Blizzard, here is some feedback for ya on Diablo 4 season 11. First of all, thank you for bricking my amulet when I sanctified it. You should do away with the possibility of replacing an affix for another one when you sanctify it. Some of us spend a lot of time rolling our affixes to get the perfect item just for you to take massive dump on it, and replace one of our affixes for trash like life on hit. Next let’s talk about nightmare dungeon sigils. When we kill a boss and 30 sigils drop in the loot, it’s a kick in the balls when we have to teleport back to town to empty our inventory, travel back to pick up the rest of the sigils and they have disappeared. Come one man, that’s a dick move. It’s little things like the two I just pointed out that make me, a long time fan of your company, feel like you don’t put any thought into how this stuff really affects your players. Food for thought. Side note, I had a dream last night that I was a muffler. I woke up exhausted. Thank you for your attention to this matter.

Just would like to add a small suggestion that would greatly improve the game for next season, imho. Paragon system was better in D3 JUST because it was usable right from the start when you created a reroll character. I understand Blizzard doesn’t want us to have a lvl 1 char with full prangon boards, but then just make it progressive : Let’s say, 1st parangon board is accessible from lvl 1, 2nd board accessible at lvl 15 or 20, 3rd board at lvl 30 or 40 etc. Even without any glyphs to put in there this would greatly improve the replay value when making new chars. Right now, all these parangon points are completely useless until you reach the max lvl, that is a bit sad. And boring.