Feedback to Diablo4 Team about Content

Hello Blizzard Team, Hello Diablo 4 Team,

We are exploring Season 5, and so far, it is by far the best season with the coolest updates. The entire farming and hunting for better items, upgrades, materials, etc., is well thought out and offers a lot of variety… BUT…

The Pit is just incredibly boring, unbalanced, and in my opinion, a waste of time if you want to have fun. Currently, we can only manage “Hell Horde 6,” and 7 is still out of reach. Therefore, we have to go into the Pit to farm “Low Iron,” which is an absolute pain.

You just run through the Pit without any problems because the normal enemies are completely scaled down (apparently). BUT when you get to the boss, it feels like Diablo 4 turns into Elden Ring or Dark Souls.

In comparison:

  • Chaos Dungeon for Glyph EXP = NICE
  • Helltide for gear, gold, materials, leveling, etc. = NICE
  • Bosses or Uber Bosses are all cool, a small challenge, and good rewards = NICE (Even with the debuff mechanic)
  • World bosses finally feel like BOSSES again = NICE
  • Hell Horde… by far the best content for me so far! = NICE
  • PIT = WTF were you thinking? It is boring and monotonous, and in the end, you face a boss with random Lilith or other bosses spamming every 10 seconds. Even the Uber Bosses are more entertaining!

P.S. Also dont know BUT WHY WHY it is always like that enemys on same level have total different level of HP-Pool or DMG?Why the hell is that so?
-Pit Dungeon Level 180 just like fly and butter
-Hell horde Level 180 potenzial to oneshot you (depending on enemy) and just from feeling 2x or 3x times more HP but same enemy type.

You play think “Hey nice i can deal now with 180 Level Enemys & Boss in Pit, now Level 7 Hell Horde should be possible,right?right?”
Ah hell now sorry these kind of enemys are scaling AGAIN different…ok back to pit because Hell horde to high currently.
Possible Solution…Instead of scalling Hell Horde each 20 Level just 10 Level.

In this sense, if read… I’m glad… if not, just delete it :wink:

Best regards, Ralan

1 Like

according to you. The pit is terribly poorly designed, the same places and the same monsters over and over again. There is no advancement in difficulty, the pit on higher levels should have meteors, enemies hunting you. The infernal hordes are an excellent job, of course it needs some adjustments.

1 Like

The infernal hoard sucks by itself. That should be something that spawns on you in the open world and in dungeons. The pit is just a bad nightmare dungeon. Best part is tge scaling challenge. Boss hot lava and shadow mechanics aren’t engaging in a fun way, they are annoying and just add to the already excessive clutter.

As long as people grade activities and game design by rewards we’ll never move a milimeter

It’s a poison and a plague at the same time, impossible to reason

Pits by design ARE fine, the problem is they’re either too long or too short… If long then they should have the same rewards as Horde runs do, if short then don’t see what the problem is tbh, yes the reward SUCKS but that’s not because of the pit itself but cause of Masterworking and how it works

In general - all the “highly reliable to get only X” events are super bad… That’s why Pits and NMDs are bad, the game poses no challenges and no diversifying of power, what it does instead is offer 100% (or near 100%) reliability of reruns and THAT is bad (overrides the “natural progression” of the game itself and makes it look/function like a bunch of office-desk tasks)

Yes, there are problems with the game (in general) and activity design, but the reward table (more specifically lack thereof) is not it

There are other reasons why some events lack the “swag” :slight_smile:

2 Likes

Look at the bigger d3 slots. If you did 140 then you could try to increase your gem to 150 by about 5%, but if you did a 150 there would be a 70% chance of that. I don’t like the D3 slots but they were better than the D4 . -

The pits are identical, just changing their bosses in which there is a difference and standard of life, damage, etc. And a difference between the shadows that some paralyze you and others throw a barrier of useless bones. So you can advance if everything goes well.

First of all did you use Translation while quoting ? :slight_smile:

Secondly, ok, gem from 140 to 150, what got achieved ? :person_shrugging:, you increased a number, great. How long did that take ?, 5 hours, 6, 7 ?

You’re just “wasting” ~50 hours of gameplay (in total give or take) just to increase some NUMBERS that you already had determined previously (AND the whole game becomes even a bigger joke as a result of outgrowing everything else)

NMDs and Pits suck cause of that (in fact the whole game is much worse cause of that)

Playing hundreds of hours to just increase some numbers (AFTER everything has already been set) ?, no thx. Like, this whole thing could’ve been LEAGUES AND BOUNDS (and I’d even argue orders of magnitudes) better if the whole gameplay wasn’t stuck in that stupid “carrot on a stick” loop (and require high numbers of repetition for success) in every single activity it has

1 Like

Isn’t that what arpgs inherently are though? Kill stuff the get stuff so you can kill bigger stuff to get better stuff. Rpgs in general boil down to that.

Even with that assumption in baseline can “play around” things to make things work and feel better

Instead of forcing the player to do every single choice in the game some can be just “created” for them

Also, all that “mentality” of predetermined repetition sucks really bad

People should feel like their Xth login will be different than the previous X-1… Something should feel different, a game should feel like “self-fulfilling” rather than have players fill up every milimeter of the bar (and key important point here is not be expected, otherwise just plays into the “pavlov’s dog” concept even more thus making it worse even further)

If I play in D2 for example let’s say 2 hours

I know I’ll progress first of all the area to where I get (new mobs, new affixes, new gear), I also have a chance to find a nice superior piece of gear to use a runeword later, or simply find some stuff for a potential Alt character. And most importantly = I DON’T KNOW what I’ll get but I’ll get SOMETHING useful

If I play D4 for 2 hours it will be a complete absolute waste of time UNLESS I’m already doing the late-game exclusive stuff. Why ?, cause every reward I get in that piece of period it will be useless in half an hour (and even barely even useful for an Alt)

Also, LE, GD, D2, all of them you just PLAY the game, and get some drop that you can use (hey look, a key dropped from a NMD, I can use that, oh wait, or great, I want that)

In D4 your very “direction of gameplay” is already pre-determined based on what you “lack”

I get “target farming” is a thing but the whole game must not revolve around that… The game (in order to be more interesting) should feel more like an ice cream truck or a christmas tree of some sorts (not a candyshop), what’s the difference ?, well

  • Ice cream truck surprises and you don’t “expect” it
  • Christmas tree has nice “rewards” sprinkled around everywhere

Candyshop ?

  • Each isle has one single different thing and if you have the right currency you can “buy”

That’s not a game should work though, that’s just bad… It’s not like even those rewards that you “buy by effort” are something optional either or moderately needed… You either “live by them” (by those alternate-route-activity rewards) or don’t need at all

Again, perhaps reading “too much into it” but reliability and prediction for games (especially games of this kind) are BAD… Very VERY bad

Mainly cause those things don’t produce a game, nor gameplay, that’s effort and labor that at best becomes an earnable achievement and at worse a gamble

“You” not “we.”

While I agree with some of your points, no one on this forum speaks for the community or can represent a consensus of anything, let alone the many players who never post here. It’s simply not possible to do in an online setting.

What? That is literally what an ARPG is.

Get bigger numbers to do bigger numbers to down bigger bad guys more easily and faster.

tbh i think that “linear” d3/d4 progression such as masterworking or gems in d3 suck.

Terrible progression system, it’s not from ARPG but from WoW.

2 Likes

As long as you think it like that then nothing will ever get better

As long as you think there are no other alternatives things will stay as are (bad and ehxausting rather than joyful)

The sad part is that it has already been proven that better is possible

It is more then that. It is time spent, ease of play because it can’t be challenging. Aside from that I agree.

Um all arpgs are just increasing numbers that’s the point

Sounds like you got an arpg problem bud

Have you tried animal crossing lots of different stuff to do in that you should give that a whirl

If you think like that then ALL games are just higher numbers then

Not really, just D4… Don’t care much about other games really but let’s not destroy this one for reasons that are just outright beyond stupid

No reason to derail… Played lots of games, the #1 reason to destroy a game is acceptance of stupid goals and limitations like that one, and then pretending like things can’t get better (they can and have been, absolutely)

1 Like

Yet your still here…quick question how many hours have you sunk into this terrible game that you so obviously don’t enjoy?

If the answer is above 100 hours I got news for you

Probably around 15 + 25 + 15 + 15 + 80 (per season backwards)

That’s true, but while I disagree with a lot of their suggested solutions, I think it’s valid to differentiate between content that is highly predictable and gives a fixed amount of reward vs. content that is more unpredictable and gives unpredictable rewards.

NMDs and Pits are mainly valuable for the resource specific to them. At a given tier, they give a precise amount of that resource, which never varies. It isn’t random and it isn’t dependent on your skill, as long as you complete the challenge at all you get the fixed reward. That means that you progress from point A to point B completely linearly.

Imagine instead that you were doing Gauntlets tuned to be as difficult as the corresponding Pit or NMD tier and that the reward you got at the end depended on your score sort of like the way it does in infernal hordes. The content might still be 100% predictable within a tier, but the outcome would rest on you learning to play it well and push to higher scores (and the drop rates could be tuned to typical scores for your class/group size).

Or imagine that instead of two sections chosen from a small group of possible sections and then one boss battle chosen from a small group of boss battles, the Pit was instead a sprawling dungeon filled with randomized boss spawns and events, each with their own reward value, difficulty, and effect on the completion meter. Once you’ve defeated enough of them, you beat the level, but your rewards are based on the specific things you encountered.

I think either of these would be better modes than Pit or NMD are right now. I do think that there’s some indication that the expansion is revamping NMDs and I think it’s likely that a future season will iterate on the Pit. So there’s plenty of hope that these things will improve in the future.

No one is ever going to do the pit when you can do hordes 7+ as that is when you get neo iron and you can transmute that into any other masterwork mat at alchemist. This begs the question what is the purpose of the pit? I am hoping the pit gets retired and hordes takes its place and then alchemist has an added recipe to upgrade mats as well as downgrade at the appropriate rates. This ensures everyone can make progress at all times just using hordes which is fine as its miles better than pit.

1 Like

Frankly all that needs to happen is introduce a new type of gear and have that drop at predominantly pits, allow them available earlier (level 60 for example or even as soon as WT3 hits, as opposed to 95)

Then NMDs need to be reworked in the way they “upgrade”, make few-bunch glyphs drop semi/randomly at the end of a NMD run (Max level of Glyphs dropped is the difference between your player level and Monsters)

Think that would make the game much more interesting

“Chores” are really bad, when there’s some milestone to take a look at (and some chance for individuality of impact based on individual runs/experiences) things can be much more interesting