If you were a game designer in 2023 how you would design Diablo IV

  1. Action: Remove close/distance damage modifiers, or anything similar. Reason: overcomplicating the game, undesirable stats should not exist. You are hurting build potential by introducing specifics instead of more boarder damage increases.
  2. Action: Remove vulnerable damage and rework skill damage. Reason: damage-dealing should not be reliant on specific modifiers (I need to do x, y & z before my classes damage can peak). This is a fast-paced action RPG, not an mmo.
  3. Action: Remove lucky hit chance, rework any skill tied to it. Reason: overcomplicating the game (See action 2).
  4. Action: Increase percentage of other class drop-loot, remove account binds, implement trading (see action 5). Reason: Allows players to find gear for other characters, this produces several different results including trading but also allowing players to have a reason to play a different class if they may find something nice for it. This also slows progression down which is something any ARPG needs to have.
  5. Action:
    Adding an official trading currency in the game (not an auction house) with a new option in the trade menu. Reason: D2 had Stone of Jordans before d2jsp existed, PoE has several websites that use an in-game currency for trading. It works. The currency type would be bind-to-account, that would be the only form of bind-to-account that would exist.

To access trading you would initiate this with the other player via proximity. You would only be able to transfer items via this currency from one inventory to another. If players want to trade they need to use this form of currency. The currency prices would be pre-determined. If someone wants to trade a vampgaze or windforce, there would already be a pre-determined currency cost for those items based on how high roll percentages the items have. If someone wants to trade a single gem, there would be a pre determined price for it and its rarity. This way, the balance of trading itself can be manipulated internally.

(Trading exists in our game, but if you want to use it, you do it our way).

  1. Action: Increase 1-60 difficulty, rework endgame difficulty.
  2. Action: Get a dedicated team to add more items to the game as fast as possible.
  3. Action: Rework paragon boards.
  4. Add LFG finders.
  5. Zone pvp areas based on level. (if a player walks in that pvp zone they will be matched with similarly leveled players, in ANY world tier).
  6. Add easier damage modifiers (More +broader skill ranges) this just allows a bigger build range. Damage needs to be spread out across the skill tree not narrowed down into a stunning modifier that has no affect on bosses.
  7. Rework resource management regarding playing 1-50 and endgame and closely look at build diversity regarding resource spending.
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