Please, just remove objectives in all dungeons

In my head Blizzard must have thought that their lame little objectives like deliver bloodstone, click levers, search bodies for key, etc is what “going back to Diablo’s roots” meant. It’s like they have this weird misunderstanding that players want to play detective and solve objectives even though that’s done through the combat more traditionally or has more bearing in the context of a campaign?

Diablo 4 is at its most fun when all dungeon progress comes from monster kills alone. I think stuff like undercity and horadric strongroom are fine, the rest is all garbage. It would be such a gigantic quality of life change for this game, I think.

8 Likes

Personally i hate the “kill all enemies” objective

Because sometimes you miss a single mob as just dash through them and have to go back and search for the one you missed

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Hey folks, the game needs to be slower and more meaningful, not streamlined and faster

We’re doing the same mistake over and over and over. What is missing is secret doors and traps and unexpected encounters, not to remove the little bit of non-streamlinedness that exists

3 Likes

I don’t think the problem is having objectives, but rather that so many of them are literally designed in an anti-fun, flow breaking, way.

I could break them all down individually, but imo it’s actually quite obvious which the offenders are.

Objectives, imo, should flow with the fun core gameplay, not be hurdles interrupting it and breaking the flow instead.

For example, with the having to kill Elites to open a door, why is there always one Elite on the critical Dungeon path at the door, which is good, and one that’s in some tiny off-shoot path that’s inevitably missed more than half of the time, which the player then has to track all the way back to and find, kill the Elite in a meaningless 0.5 seconds “fight”, walk half the dungeon back again to the door, to then proceed.
This will never make the game more fun, interesting or engaging - so why does it exist?

Why isn’t the one Elite or Room Event in front of the locked door actually engaging instead?

Why aren’t Dungeon dead-ends filled with big Elite packs, so they aren’t a “Oh ffs” moment of wasted time, but actually a fun moment? Then I either I pick the right path and have quick and efficient run through, or I pick the wrong path and got a cool Elite pack to blow up with gear and resource drops.

Similarly with the “collect/destroy x item/objective somewhere” to then return to a door - why do these rooms just spawn one lazy Elite which instantly dies and doesn’t drop anything - fill these rooms with packs of Elites, waves of EXP raining Demon Hordes, Goblin Packs, Butcher like Encounters, etc., don’t have them be the same, boring and predictable waste of time they are now, every single time.

Objectives are fine, but not if they are literally just a flow breaking, frustrating, inconvenience.

If the answer to “is this making the game more fun” when designing a Dungeon objective isn’t yes, then your design failed. Try again.
Make them feel good moments, not feels bad moments.

The same goes for the Modifiers - has anyone ever been interrupted by Drifting Shade and co. for the 500 time and thought, wow, that was fun?

5 Likes

Absolutely not, for God sake stop turning this game into a brain-rot simulator,go do infernal hordes if doing something beside blasting is too hard for you

1 Like

Lol well if Season 3 with traps taught us anything is that doing more than one thing is really hard.

I mean we still got complaints about doors.

They need to add some new objectives not get rid of them. oh and more doors now! :;

They need to do a lot more than just that.

they need to make glyph level 150, paragon level 350, and also maybe they could give more blacksmith re sets, i mean its super fun sitting there watching the blacksmith wreck your loot you found, but maybe you could reset it more u know

‘That’s me in the corner, that’s me in the torchlight, preventing your objective’

It’s always like one skeleton you overlooked in the second room and have to scour the entire place for.

Doors, so many doors and little gates… and “Kill All…” are rough. There is always that 1 mob in Kill All’s that is always off by itself in some random corner.

Yep it’s time to remove those objectives. There were never any lore behind it, just a mechanic to force you to explore map but now we’re getting obducite from all its mobs so it’s a new reason to fully clear making objectives pointless.

Dungeons from expansion already don’t have any so that says something.

I’m surprised it didn’t happen in this season as it’s about dungeons and they were supposed to be “reworked”.

I don’t know that it will ever be more meaningful.
OP makes a good point, but it is not the one he thinks.

There is essentially nothing wrong with objectives…the problem is really you can run by all the mobs and just use objectives to clear the dungeons. I do this while leveling to 60, not because I enjoy this…I just know it cuts down on my time to leveling by a lot.

I made a video about this before , and was going to make another one called…“The art of fighting without fighting” ala Bruce Lee. Although it has gotten better since my first video…it is still not there…

The problem is the monsters let you run by and then stop caring when you are far enough out of their path. Having objectives just gives you way to finish it without having to kill anything. Don’t believe me just try it. Play just looking at the minimap and finish your objective and keep running.

I don’t mind the objectives, I mind delivering random objects on my back from the opposite direction, because you can’t pick up 2 at once (partying up makes this faster).

We killed the mother of sanctuary but I can’t pick up 2 boxes at once…

1 Like

It is not necessary to remove all of them, just remove only those that annoy people, for example :

  1. Kill all monsters.
  2. Several parts of the key to same door scattered in different places.

Unfortunately, developers hate players and do all these annoying things to make players suffer.

P.s. I also hate amount of control that monsters have, like I’m playing a PvP game. Every lousy bum can pin a slow-down or some other bullsht on me. And considering the crowds of monsters, so much different sht is flying at ye every second… Infuriating to the point of impossibility.

Actually I despise undercity and horadric strongroom and am totally avoiding them…have never figured out how to keep my points from falling and hate the tension of constant fear of my points going down.

What in the world is the attraction? Self- punishment for yourself in the way of high blood pressure and fear?? :smirk:

Well that’s why the kill-zone (i.e. mid-dungeon chamber) existed for, remember ? :person_shrugging: :slight_smile:

Some people just want the A in ARPG to be for arcade… same problem basically every rpg i have ever played has hit. at some point to grow audience you have to cater to people who don’t get the roots of the genre/game. the question is do you cave for the $?

pro tip, its almost always yes :frowning:

i dont know. how much better is the word “action” really to make that point. i’ve come to agree with takes mentioning how ARPGs generally always come down to the level of efficiency. if you’re grinding for paragon, or end game character levels in PoE1/2, or grinding for the leaderboard on a new ladder in D2r, or, shockingly i know, (ideally) farming for an item (or items) that has a low drop rate, you want to optimize your time spent for the best possible outcomes.

to be clear, i agree that the random straggling monster way back at the start in the “kill all enemies” objective is annoying, but what i really meant when i said dungeons should just progress from kills is separate from that grievance, and really more that imo dungeons should just be about killing enemies or simply put, combat, not clicking levers, delivering bloodstones, checking corpses for keys. i think defending the existence of these pointless things is a little goofy to be honest. they add absolutely nothing of value to the core gameplay of diablo. it really should be saved for quests and campaigns.

at least in diablo 3 the bounties were simple. kill a boss, kill a unique, do an event, clear a dungeon. all things that you simply just completed by KILLING ENEMIES or engaging in combat.

sadly, the existence of the pit has sort of stepped on NMD’s shoes. the first and most obvious suggestion you probably would think of given my taken is that NMDs should just be like rifts, kill enemies to progress a bar, not a number. really, i think, d4 should have expanded on the NMD concept much earlier and in a deeper way before adding pit. i have been playing D4 and PoE2 side by side and the latter is not without its annoyances as well, but at least, for now, the mapping content is “kill all rare / unique monsters”. even the event content is still solely combat based. yes, back tracking exists there too sometimes if you dont optimize your pathing well, but at least checkpoints exist.

d4 really should learn from this “combat is king” approach. when you have actual people in the game’s community asking for the removal of doors then i think you’ve genuinely shlt the bed as a developer.

some of us like games that make you think. efficiency isn’t always just about killing the most monsters the fastest. This approach drives power creep bigger numbers for the sake of bigger numbers.

i wont tell you you are wrong but i cant agree with your take either. i think that is the true heart of the problem with ARPGs. there are too many different ideas about what they should be and too many games try to cater to all of them, instead of just being what they are.

I call this the WoW effect. after the commercial success of WoW practically every flavor orf rpg has suffered from this need to sacrifice identity for audience.