My D4 Beta Feedback

I tried to include only stuff that I haven’t seen others talk about. I hope it is helpful feedback.

UNEXPECTED BEHAVIOUR

  • Force Move doesn’t work when mouse cursor is hovering over the label of an item on the ground.
  • The option “Skill Toggle Behaviour: Toggle All” affects Force Move. It shouldn’t. If you really think it should, add a separate option for force move.

INTERFACE

  • Filter Search
    • In the skill tree, let us filter also by TYPING MANUALLY. If not, at least let us filter all the CCs separately, otherwise we have to select “Crowd Controls” and manually look for a specific CC from all skills that use any form of CC.
    • When we use the skill tree filter search, it marks the corresponding skills with a circle. Can this circle have two different colors - one when the skill GIVES you the thing you are searching, and another color when the skill USES the thing you are searching for. E.g. on Rogue, Puncture, Invigorating Strike, and other skills can make (GIVE) enemies vulnerable - this would be color 1; but Rapid Fire, Flurry, and other skills have additional effects when they hit (USE) a Vulnerable target - this would be color 2; and finally something like Improved Flurry would be half color 1 and half color 2 (it both uses and gives Vulnerable).
    • We need the search filter from the SKILLS panel (including the proposed option to type manually) in the inventory and stash and vendors and everywhere! I spent so much time just manually looking through items and skills like crazy.
  • Idea - in inventory and stash, highlight the items that have the same legendary affix as the one your mouse cursor is currently hovering over
  • Map:
    • Never show anything other than the MAP when we press the MAP button (when a dungeon is completed for the first time, it shows the legendary aspects window instead, and when you get to a certain renown level, it shows the renown window - that is bad)
    • The confirmation message every time you want to go to a teleport waypoint using the map is annoying. Not once did I have to click on NO. Let’s use double click instead of a popup window asking to confirm? It’s faster and double click prevents misclicks just the same (no other reason to double click on the map)
    • I often loose where I am on the map. Can the player icon (arrow) on the map be in a different color for better visibility?
    • When we are in a dungeon, can we have the player icon (arrow) on top of this dungeon in the open world map? I sometimes forget where exactly did I enter and it’s useful to know where you would exit in the open world.
  • Can the dungeon/cellar/event/etc. completion graphic be slightly translucent or just smaller? One could still be fighting at this moment and it covers the top part of the screen.
  • Add vendor buttons “Sell all junk”, “Sell all Normal”, “Sell all magic”, “Sell all rare” similar to the blacksmith buttons
  • The label of the books you pick up from the ground to read are blue color just like magic items. Make them a different unique color.
  • Separate the buttons for “Advanced stats” and “Crafting materials”
  • Move gold/obols/pvp mats to the MATERIALS tab (they are materials, not stats)
  • Can we have the icon of the legendary power type next to the power’s text on every item tooltip? That way we will be able to know what items we can imprint it if we extract it, without having to go to the Occultist.
  • For amulets and 2H weapons, can we see the non-increased 100% Legendary Aspect value in brackets so that we can compare it more easily?
  • When we are in a dungeon, next to the RESET DUNGEONS button, can we have a RESTART THIS DUNGEON button that resets this dungeon and we start from its entrance again? So that we have one less loading screen when we are farming a specific dungeon.
  • When we town portal out of a dungeon, then when we are in town, can we click on the Town Portal with RIGHT CLICK, and have the option to “Reset Dungeon and teleport back”. This will save us two loading screens if we just want to go back and restart the dungeon.

INTEFRACE OPTIONS

  • Add the option to change the clock on the top right to a 24-hour format
  • Add the option to toggle the stats roll range when we press CTRL like in D3, not just permanently on or off?
  • Add options to show/hide damage taken numbers and current/total health numbers above monsters
  • Add separate options to show/hide normal/crit/vulnerable/vulnerable crit damage numbers
  • Add the option to show/hide “vulnerable” and all other popup texts above enemies
  • Add the options to show/hide player names and player titles. It breaks the immersion, especially when their names and titles are ridiculous
  • Add the option to not show the text of a “book” that we picked up and is currently being narrated, sometimes it covers a huge portion of the screen and there is no way to hide it
  • Add the option to change the color of the mouse cursor in addition to its size, its neutral color can easily blend with the game and you can’t see it

GAMEPLAY

  • It’s difficult to tell which mobs are elite
  • I feel like animals are everywhere and all the time, perhaps lower their density a little?
  • Some cutscenes can’t be skipped. Please make everything skippable after we see it once.
  • Transmogs:
    • I like having to pay some kind of price (currently to destroy it) to get an item’s transmog. But I don’t like to be forced to destroy my items, especially legendaries and uniques. Proposed solution: We should also have an item’s transmog permanently if we extract its aspect. And we should have the item’s transmog (temporarily) as long as we have it equipped or in stash. Basically, don’t force us to destroy it, but also don’t give it to us for free just for finding it.
    • I really dislike not being able to apply a color to an item if it is not transmogged. That makes no sense.
    • I really dislike that the item transmogs sometimes disappear when you switch gear. If you change your armor, it is preserved, but if you unequip it and equip it again, it disappears - that makes no sense.
    • Give us more colors for transmogs and let us make our own color combinations. Keep the colors realistic (no super bright and saturated colors), just give us more options (why isn’t there a BLACK color?)
    • Why not just let us transmog to a different type of weapon (bow to crossbow, hammer to staff etc., maybe even transmog e.g. wand+offhand to staff). Reason: bow always looks better than crossbow on Rogue, 2H weapon always looks better than 1H+offhand on wizard/druid.
  • I dislike Rogue’s Inner Sight. It takes away both my target choice and my choice of when I want to unleash my damage burst. It makes the gameplay chaotic - shooting at random targets all over the place and then rushing forward to spend the precious unlimited resource. While sometimes it is very helpful (actually OP on Ashava), often times it actually hinders your gameplay - it makes you hit less optimal targets and it is often unleashed when you have no targets left and it is wasted. Could we have a bit more control over this system? Some solutions: Let it build up no matter which target you choose, but slower; Or give us more than one target; Give it a button to choose when to spend it or at least hold it until the next spender skill is used.
  • On Rogue, when we have an Imbuement skill active, can we please be able to not apply the imbuement to our next skill if we don’t want to, e.g. by holding CTRL when pressing the next skill button? Main reason: Dash

GRAPHICS

  • I dislike how the rotating lightning ray elite ability looks, it’s kind of cartoony and overscaled.

I figure it makes more sense to piggy back on this thread rather than creating a new one for this specific bug that has apparently existed (and continues to exist) since the first beta. Granted, I’m not using force move, but I also do not use the combined move / interact toggle. So my left click is truly just for movement. Same issue is still happening, however.

Interestingly it also happens with right click (which I have bound to Basic Skill slot). If I hold down right click and then move my mouse over the item label, my character will stop attacking while the mouse is on the item label and then continue attacking once my mouse is no longer on the item label.