Disclaimer: This post may seem negative, but overall, I’ve absolutely loved what I’ve experienced in Diablo 4 so far, and I think the team has done an amazing job. But after today’s interview where Rod & Joe seemed to allude to the fact that end game Nightmare Sigils may improve the dungeon experience, I feel like this needs to be said
Nightmare Sigils WILL NOT fix the OVERALL dungeon experience.
For reference, I’m referring to these comments:
Joe Shely: …And then when you get into the endgame, after you’ve completed the campaign and you get access to the Nightmare Dungeon system, we have the sigils that modify dungeons in really cool ways, with buffs and nerfs, and those dramatically modify the dungeon. But because the dungeons are designed with some properties to start with, you can get a sigil for a dungeon and have some context for what that means - it’s not just a random name that can be anything.
Rod Fergusson: People are seeing dungeons at the baseline level. It’ll be interesting the feedback once people get to experience what it means to go through sigils and get to see now there’s more monsters, now they have a different ability, now you’re being debuffed this way and they’re being buffed that way. And it’s going to feel like a much different experience.
Source: can’t post links, but it’s the Eurogamer interview
The problem with Nightmare Dungeons is, we will still have the exact same objectives to complete (albeit with affixes from the Sigil that adjusts content within the dungeon). So, if the dungeon objectives are “off” fundamentally, Sigils will not improve the overall experience. And I (and many, many other players judging off all the feedback I’ve read) feel like the dungeon objectives could certainly use some improvements. On top of objectives, monster density is seriously lacking in dungeons, but I won’t talk about that, since that may or may not be fixed with Sigils/potential updates before launch.
Here’s some problems with some of the current objectives (and potential “quick fix” suggestions):
- “Return the pedestals/x name of thing to return” - this objective is probably the worst of them all in terms of time it takes to complete AND the backtracking it requires. Not only can you only carry one at a time, you have to backtrack multiple times through the dungeon to complete it, often times through empty corridors after you cleared the content the first time.
- Quick Fix: Allow us to carry multiple objects at a time. This makes it so if we run into one object and then find another one before we can drop the original one off, we don’t have to back track all the way back to it.
- “Kill all monsters in x” - This objective requires us to kill all monsters which are spread out in a large area, a lot of which are easily missed. It’s really not fun to backtrack to kill only a few remaining monsters, then have to walk allllll the way back to the next dungeon door. This objective IS NOT like the Den of Evil (as I’ve seen some redditors allude to). In the Den of Evil, it is only done ONE TIME per difficulty, not throughout multiple Dungeons which we will assumedly be running multiple times with Sigils. And besides, it was STILL frustrating in Diablo 2 when you had to backtrack through it.
- Quick Fix: Give us a “kill a % of monsters” objective with a progress bar instead. This will dramatically reduce the risk of backtracking/searching for one or two remaining monsters.
As you can see, since these objectives will still be present even WITH Nightmare Sigils, the Sigils WILL NOT fix the fundamental problems with Dungeons. They will still have these issues. IF Nightmare Dungeons are to be a huge part of the end game, I truly think there needs to be some reworks/fixes for them to be fully enjoyable for us players.