It has everything that an MMO has except general chat and a group finder. It has guilds, micro transactions, and other things that MMOs have.
Maybe if it had any social features whatsoever. We donât even have a proper chat.
I think itâs the other way around. An ARPG with MMO/Live Service mechanics shoved upon it.
Guilds is the same thing as Clans which I believe were in older Diablo games.
The sad thing is it tries to be both but fails at both.
Itâs not a good MMO.
Itâs not a good ARPG.
Nope still a dungeon crawler. Any similarity to an MMO is extremely superficial at best. Some people will cherry pick maybe one or two similarities but ignore all the obvious differences.
Doesnât play at all like a MMO. The map is big enough that the other 11 players rarely come up on my screen. Itâs just an ARPG with a few mmo ish features.
Itâs a bit of an identity crisis because it wants the slower pace of an MMO, yet the builds are designed for density and fast play.
All this clan system is good for is to add clan member log-in spam. I never see anyone actually communicating or organizing groups.
Clans didnât exist in Diablo before D3.
They did find assets in D2 by datamining the files, hinting at a âguild hallâ or âclan houseâ near the town portal in A1 but this was never added to the final game.
Doesnât PoE have micro transactions?
They existed. They just werenât integrated into the game.
It is a handy capped version of Lost Ark, with 99% socialization and fun missing. I remember hearing something about some technical problem and their engineers fail to accomplish or something.
Itâs an ARPG with a few MMO elements. The main distinction is the lack of proper TANK/DPS/HEAL roles.
Yup. Just a non-linear sandbox ARPG. I feel no âmmoâ vibes or anything by the definition of one.
Well I think player interaction is zone/instance based.
I can be in town with 10 other people.
Ride out to the censored end of nowhere and come across 2 random wanderers. Happens all the time.
I kind of like it. A lot less lonely thatâs for sure.
This current design sure beats the old - Make my own private game, play alone or with a friend or 2 if they log on.
Join a pub game and abide by either game title rules(Baal Runs/Chaos/Split MF) or game type(GR, Bounty etc).
Itâs definitely a step forward imo.
Tell me you donât know what an MMO is without telling me you donât know what an MMO is.
If you think this is an MMO you have never truly played an MMO.
And interrupts and/or cc breakers for all most classes. In mmo your run 5 mans or higher for raid to deal with it. 2 players are down. OkayâŚ3 players are still up. They âcarryâ till the CC wears off.
On cd for balance. you pick the CC you want to break. The textbook wow setup of rogue sap. You donât use your CC breaker on this. When wow rogue saps if they hit you it breaks the sap/stun CC. You ride that out. And save the CC breaker for the cheap shot. That stun CC they can attack you and not break it.
I personally think its very much aligned with the traditional ARPG model - other than the game being always online and World bosses there isnât much linking Diablo to an MMO like WoW or Lost Ark for example.
The fact world bosses can be soloed removes the main relationship with what I at least understand an MMO to be.
Open World is not unique to any particular game genre now, its just a design concept that virtually every large game is now utilizing.
To be fair retail WoW isnât a real MMO either. That game has turned into an abomination and is nothing like an actual MMORPG. I believe thatâs where most of these false comparisons are coming from.
I can agree with that to an extent. It lost nearly ALL itâs open world MMO aspects. It still has the instanced âguildâ oriented MMO content but itâs just completely instanced.
Itâs anything but a MMO. Itâs just Online DRM with added MTX + Battlepass, they could have launched it as a F2P and itâll probably would still have paid itself fully lol
Happens all day long in my clan, just like any other game, you have to be in a good one.