Final PTR feedback v2.0 - Top 16 needed changes to guarantee S4 is a success

Here’s a follow up to the original post after reflecting a bit, reading forums, seeing community response on some topics & top player’s feedback.

Original posts:

Highlights:

  • There are actual systems in the endgame now and less bottlenecks.
  • Helltides look GREAT & finally we have a fun overworld system to blast with others.
  • No more gatekeeping for certain mats like forgotten souls / fiend roses.
  • Boss materials are more common and dropped from multiple sources instead of being locked behind grindy boring mechanics.
  • More capacity to edit builds & try different things according to playstyle intent.
  • More bosses, stronger bosses, with fights that last longer than 10 seconds and are actually engaging with cool mechanics vs Duriel who did nothing.

Just to reinforce that, as is, S4 looks amazing. The below is what would make it even better. S4 is fixing a LOT of issues the game has and has the potential to deliver a home run.

Improvement opportunities:

1. Veiled Crystals cost needs to be reduced drastically. People want to try different builds & different classes.The cost to imprint is 150 crystals and you get 1 per salvaged rare. Grind is good, mindless grind which cuts playability isn’t.

2. Greater affix items + uniques + ubers NEED TO HAVE A DIFFERENT BEAM COLOR WHEN DROPPING, PLEASE! Make gamers have a WOW! factor getting a rare drop. A red beam like we had for primals. Make the inventory icon noticeably different. Change the sound for these drops instead of all having the same legendary sound.

3. The Pit needs to have more levels to progress, it’s too easy. Either change mob scaling or increase ladder to level 300 where 1-100 is nightmare, 100-200 is torment and 200-300 is Hell (maybe add a more hellish kind of look to the dungeons). Right now, pit 80 feels the same as pit 200. Make it extremely hard in the hell ranks.

Also, higher pit level = higher chance of drops that have multiple greater affixes. We need a progression system somewhere. Keep the rest of the world the same as it is now.

Note: Leaderboards in Pit > Gauntlet.

4. NMDs need an urgent overhaul now that vaults are gone. Compared to pit, NMD’s are slow, boring & missing a proper reward apart from glyph xp. Remove one of the challenges (normally there’s 2 in a NMD) and make the existing ones simpler. Don’t make us run to 6 constructs to kill them. Add something interesting at the end, like the bosses we have in pits.

5. Rares + most Uniques feel beyond useless. One of two things needs to happen, either if you get a rare with 2 greater affixes you get a different drop color and with an aspect it gains an extra affix or if not, they have to be removed from WT4/auto-salvaged. Remove ALL blue and white items from wt3-4. Even from the obol trader.

6. Change some builds visibility (Frozen Orb, Mending stone, Dust devils) so they don’t take up the whole screen. Scale their transparency down so only the casting player has full visibility. Apart from that, Dust devils & Frozen orb are THE MOST FUN I’ve had playing D4. Keep these builds coming, they’re amazing.

7. Recipes need tuning as they take AGES to get, add a way to target farm them that is NOT current NMD’s. Number of affixes on recipes is very different among them. Remove elemental surge from the game (it’s ridiculous) and add the All stats affix so we can hit paragon nodes.

8. Masterworking & tempering need a change in terms of success chance and rolls. Remove the skip button, speed up the animation and most of all let us keep the previous roll when rerolling. Would be great to influence which affix is increased in some way, at least 1 of the 3. Perhaps utilizing extra mats? Perhaps being able to reset the full item via use of a resplendent spark?

Note: Masterwork cache conversion costs are too expensive and need to be bulk opened.

9. Poison & shadow damage from mobs + overall 1 shot mechanics need to be fixed. 60k health, max resistances and elixirs, one explosion/dot insta one shots you. We want to be able to actually fight even if much longer, but at least without bugs.

10. Single play vs team play discrepancy is very severe. Amount of mats needed + rewarded from a solo/group pit/boss run is too different. There is absolutely no point in running team pits and rewards are worse if group bossing. Make them equal, not worse, or the social aspect of D4 will be gone. No one wants to be forced to play solo or be forced to play rotas.

11. Review some ‘damage on Tuesdays’ or pointless affixes like lucky hit do x when x (a-b dmg) or damage while wrath of berserker is active vs damage while berserking, healing received, etc.

12. Gems are still a bit bland, they should have more interesting affixes to contribute to builds. Right now only rubies and emeralds are mostly used. There’s an easy way to solve this by making them have x effects per class and varying them with stats like the rare paragon effects.

13. Change World bosses toughness, drops & add mechanics as they’re one shot or die in under 4 seconds. Increase their level to 200-300, have them have actual tough mechanics so we might actually fail if not doing damage as a team. They’re a great part of the game which falls very short. Make them similar to high Pit level bosses.

Note: Remove shrine effects when going into any boss room/fight.

14. Normal Ladder bosses & their Tormented version need to be tougher and give proper rewards. We should be getting better drops if we do ubers vs normal bosses whether as solo or group. In addition, make it so each uber boss gives 1 spark as an incentive to kill them all each season. The mat requirement being very high means we’ll spend less time doing them but the rewards and the challenge should be adequate.

15. Improve strongholds, they’re void of meaning, difficulty and rewards. Maybe you could allocate some recipe rewards to strongholds the same way that some dungeons give aspects.

16. QOL (Quality of life) changes:

  • Add a protective dome at the end of the pit similar to NMD’s;
  • Increase boss mats drop rate from all sources (x1.5 - x2);
  • Reduce gold costs when tempering/masterworking. Reroll is fine with cap at 7m;
  • Make it so that when tempering we keep the affix when rerolling;
  • Increase the amount of whispers we can go to the tree with so it doesn’t stop us after every 10 mins. Increase it to 50 so we can claim at least 5 caches at once;
  • Add a favorite teleport option to the wheel so we can always teleport to our favorite location to bank;
  • Allow us to auto-pickup boss summoning materials;
  • Let us open multiple transmute caches at once (I.E. Ingolith caches);
  • Add an option to the pit where it remembers the last level we did;
  • Add legendary items to the vendor shops or they will be useless;
  • Increase the gold cap from 10b to 100b;
  • Add a different visual when an item is fully masterworked;
  • Remove blue paragon glyphs, no one uses them;
  • We need a separate inventory tab for sigils, elixirs and boss mats;
  • Give us more options to get glyph xp aside from NMD’s;
  • Remove the need for us to keep resetting dungeons by going out & back in;
  • Add wardrobe loadouts to save builds like we had in D3.

Thanks to Wudi, Rob, Raxx, Nikowrex, M1py & the LOE clan for building on some of these points!

18 Likes

Or make them more interesting.
They don’t need to be uber.
If you can make them change or add something to your play style, they become already worth.

Yeah… if they were passively upgrading (taking xp), would be better.

This would give a huge amount of xp. Don’t know how to feel about this.

  1. I think somewhere in the expansion we’ll have rare, legendary & uber glyphs. I think they’ll revamp them then. If not or at least for now, they’re useless. But this is a minor thing.

  2. Anything that isn’t bottlenecking glyph xp into NMD’s. Unless they revamp NMD’s and make them fun.

  3. XP would be the same, you just don’t have to bank 40x per hour.

I pretty much disagree with over half of these changes, too farfetched and most of the suggestions especially towards the end are just band-aid solutions which will have more negative consequences if implemented as proposed. A lot of these will also affect only a small % of players and I’d rather they don’t waste time on them right now.

3 Likes

PIT 200 and the endings need improvements. It needs to be terrifyingly scary and not just more lives for monsters. Place tons of mobs, falling meteors, place special elites with several blood seker curses. Do it like you did with Helltide. It needs to be a big challenge and PIT 200 is impossible to achieve.Introduce total damage reduction progressively…PIT 150 reduces 8% of total damage…PIT 151 reduces 13% etc.If not in 30 days we will have the complaint that there is no nothing to do.The game has no challenges.Today PiT 1 and PiT 200 are identical.

Nah, keep the gold cap as it is. What they need to do is to reduce all gold drops (amount) by 95%. Of course, all costs requiring gold will also be reduced by 95%. Gold inflation solved. Make it make sense.

6 Likes

When it comes to Greater Affixes: When looking at your inventory it should be clear, at a glance, which items have a Greater; and ideally how many. If I hold-down a key have a little roman numeral in a corner appear, would be fine.

2 Likes
  1. The itemization for the entire game sux.

  2. There are still trashy quests and factions.

  3. The zones scale with the player so there is no sense of completion.

  4. The scale of the world is wrong.

  5. Druids are still fat.

  6. The game is still only 4 player.

  7. Communication, lobbies and trading are still not even close.

And lastly, this game is still a number two. No amount of polish is going to make it playable. It needs to be rebuilt from the ground up.

1 Like

Nah it will be way better in s4

Which ones?

Than God I don’t have to nitpick from a hand full of zones where I can get relevant progression and gear.

Too small or too big?

Yes, end of the world level problem :laughing::laughing::laughing:

Not a huge problem

Well atleast you managed to pick an actuall problem

Let me guess, it will always be a number two for you untill it becomes a D2 v2.0. :roll_eyes:

2 Likes

I’m delighted that you’re enjoying every minute of playing the game.

No way. Needs to be increased as trade will go waayyy above the current threshold and you need to stop RMT.

Now they need to rework almost everything else.

  • World Bosses… they are just training dummies and never should be even few shoots kill.
  • Same for dungeon bosses.
  • Do the same rework to all dungeons and make them cool to play. Actually they are boring and 100% predicable. Vaults are much better in all aspects and more rewardable.
  • The entire world is boring. They could revamp in the same way they did with Hell Tides.
  • Many spells lacks of cool effects and sound. Ex. Necro Blood Lance. Feels like I am using a paper to kill enemies. Barely I can see the dropping orbs and who is already blood lanced.

Not fine. 7m is way too much for the new drop table. You will have to farm gold like it’s a 2nd job if you keep it like this. Cap needs to be at 1m, not 7m.

Great feedback :+1: / 20

1 Like

I agree with the majority of all of these points. The only ones I don’t are ones I can’t really speak to, as I didn’t get to fully test out and experience in the PTR. I spent most of my time testing interactions at the training dummy sadly lol. But, I guess more to look forward to in S4. They’ve done a massive amount of work as-is, but I hope they have enough time to take all this into consideration, rebalance and revisit everything from everyone’s input. I would seriously be completely okay if they needed to delay S4 several months if it meant it was going to be fire when it finally dropped.

That said, I hope they at least can fix the majority of the bugs, rework the crafting costs, balance the difficulty and one-shot damages of end game, and revisit rares/uniques as prob my biggest hopes before release. The rest, there’s plenty of time for. Super freaking props to devs and d4 team for everything they’ve done so far. I’m so hyped for S4.

1 Like

This is the one thing I do not really agree with on the entire list.

The rest I have said to some degree myself over the past year, it not after the PTR, so pretty solid list.

1 Like

You basically just said D4 sucks because it’s not WoW. If you have such a problem with this game not being WoW, why don’t you go play WoW? I can only imagine what all 1700 of your posts on these forums sound like given the small sampling of your opinion I just witnessed.

1 Like

I feel like… whoever wrote this is not in reality?

Didn’t they redo pretty much all drop itemization and break that off? Granted, I also think the people who complained about this at all don’t understand itemization anyway but here we are repeating the same tired talking point.

1 Like

Oh yeah he’s a proud passenger on the D4 bad train, and a mindless D2 fanboi. But why don’t these people just igore a game they don’t like, is beyond my understanding. Usually if I don’t like something I don’t interract with it in any way.

3 Likes

Not sure about the Pit difficulty, but I find myself agreeing with everything else you’ve proposed. A like to you, sir!

1 Like