Hi Devs and fellow Diablofans,
Diablo 4 has lost its excitement for me. The levelling felt like a drag. Had to really push myself to max level, then push myself to get any required uniques before I actually started having fun. Then I got to T4, had to push myself to finish the season journey and unlock the battle pass - then I quit.
Disclaimer: The below is my own personal opinion. Feel free to listen to it or not as you see fit. It all comes from a place of love for the game and wanting to see it flourish. Where possible I will try and give suggestions for improvement =)"
TOP 5 things Iâd change
#1 - BRING BACK THE FUN. The game should be fun from the first few moments, not after 10 hours. Unfun campaign / levelling. Slow ramp. Definitely felt like a drag. What is it with POE2 and now D4 thinking we want to struggle for x hours before we have fun. Is this some sort of new ARPG TAX?! The game has a slower ramp than usual and its not good. Part of the fun of an arpg is to get your build âonlineâ asap and blast from there. With the lack of loot in this recent update that only happens hours into the game. Not happy with this change. IMO it should go the other way and at level 10 give you a quest to select one aspect for free and one unique - so you can start playing the build you want from the start! And have the potential to come âonlineâ sooner. More fun, less drag.
Also if youâre going to keep the boss ladder the same from season to season, I would suggest rotating their loot tables or shuffling them around - for those people who play the same builds or chase the same uniques.
#2 - BRING BACK OLD SEASONAL MECHANICS. The game feels empty and boring. Yes your map is cluttered with icons - but half of them you dont care about and should be toggleable or hide-able (on and off). The stuff you do care about is few and far between. If the previous seasons headhunts and headrotten events were in still in the game, we wouldânt just have different choices and options to level, we could actually play what we find fun. I.e. anything but apparition incursions⌠Levelling to me felt like a chore and until I got my build online (6-8 hours in) I was not enjoying the season at all. BUT I felt like I needed to endure to atleast give my opinion and feedback in a hope to make this game better. All previous seasons systems should be re-introduced but in a less impactful way on player power (yes in this case its okay to bring back cool stuff but in a nerfed form).
#3 - LOOT FILTER. Really this shouldâve been first on the list but the above issues seemed more prevalent to a larger portion of the player base. The game still desperately needs a loot filter. Let us sort by item level, ancestral, filter by stats, by item base, by item sub-type or subclass, and set a âauto sellâ or âauto salvageâ threshold. This game is one of the few games that actually auto-salvages all the low / superseded gear. If you could really lean into this with making âauto-sellâ available as well in combination with in-game loot filters - that would be amazing. And give us the option to âauto-sellâ or âauto-salvageâ. Otherwise 99% of loot is just pointless and a waste of players time.
#4 - APPARITION INCURSIONS. Not fun solo and actually kind of frustrating. This one is fine when you have other people around, but when youâre solo - even if youâre strong enough, because the monsters are so spread out and not all monsters are spectral / apparitions, its very hard to keep up with the timer. Whynot just make all the eyes spawn like 2m away from the green triangle and you can click as many as your build can handle? Then it becomes more about character power and less about character movement speed (necro pov: bloodspear 175% MS btw - had unlocked T4 on the pit at the time but playing in T2 due to defenses not being up to scratch).
#5 - TOWN LOOP / INV MGT. Its cool that boss materials stack to 99, but its literally the BOSS SEASON. Why wouldnt these mats stack to 999 / 9999? Is that because you think players will go straight into bosses once they have between 1 and 98 mats? You underestimate the blasters. Or is that because you think players will likely quit the season before they hit 99 mats - if so then thats true for me. Memes aside - please make them stack to 999. Its diablo, everything should stack to 999 at a minimum. We want to blast and things that stop us from blasting just make us want to log off. We want to enjoy the game. We want to give you money. Make it easier for us to do this by giving us more stash space, less downtime in town, less friction in all aspects. Stashes need affinities, and a dedicated boss tab like the POE Fragments tab. We need map tabs for NMD sigils (and any other new seasonal items), we need tribute tabs, we need elixir / potion tabs, we need a rune tab. If you dont understand the concept, basically throwing everything into the same stash is like having a house with no rooms or organisation. You wouldnt put your pots and pans in your bedroom would you? No, they belong in the kitchen, so give us a âkitchenâ tab to keep our âpots and pansâ. And no the naming at the top is not enough. See other games like Last epoch, POE1, POE2, and NRFTW as these games do it brilliantly.
Whinging aside please find my full feedback below. Iâve tried to be constructive where possible but some frustration definitely shines through:
QOL (quick wins)
Enchanting costs are too high during levelling. Should be cheaper from 1-59 - capping out at a lower value. Infact cost should ideally be based on item level (not character level).
Sell All. Still need a button for âsell allâ on ALL vendors. Please and thank you. Will keep saying this til its put in the game. (Yes I know you can mark as junk but thats 33 extra button presses per full inventory). ARPGs are already clicky by nature and people struggle with RSI. Please reduce clicking as a general QOL in every aspect of design moving forward.
Masterworking RNG. Still not great that its a gamble. Either let us pay more mats to guarantee a masterwork on a specific stat, or let us choose to reset masterworks back to 4 or 8 instead of restarting the item again from 0. Yes this would be a buff and help us get perfect gear, but comâon isnt that part of the fun and why we play??? When was the last time you went to reddit and saw someone post a GG item. Yep it was like S1 when uber uniques (now called mythics) were as rare as diamonds. Also the tempering change to remember your last temper is a nice QOL - thank you.
Mount - still janky - needs like 1-2 more boost charges and needs to not get stuck on every rock or uneven piece of terrain.
Minions - still janky and fire their projectiles into the edge of walls or straight into pillars. Needs better AI and a way to COMMAND them. How is this not in the game? Does no-one at blizzard play minions?
Raid - make the raid relevant again by putting cool transmogs you can unlock every season at the end of each wingâs boss. Take all the pets and mounts out of the store and put them in GAME, for us to EARN!
Stop making seasons carbon copy cut and paste templates of each other. A new window with new âPOWERSâ and a new âREPUTATION BOARDâ and a new âQUESTLINEâ and a âNEW COLOURED HELLTIDEâ. Change it up! Go âcrazyâ with it! I think its obvious that after 8 seasons people do not want to see more of the same. The game is getting old, stale and boring. I mean if you need to just steal from your other games / IPs. Diablo Immortal is doing a cracking job.
Lucky Hit Chance to Heal. What is this stat? Has anyone actually read it? This needs to be buffed like the life regen change. LHC to heal for 47 when I have 10k life is kind of pointless lol. Needs to be % based or just removed. Ideally removed for now until fixed.
Tree of Whisper Ravens. Would be nice if we could have these in every town hub - like we had in the old s7 headrotten / headhunt zones. Posted this last time but now you alternate between tree of whispers town hub and cerrigar. You could also go the other way and put a pit obelisk in every town and I dont think players would be mad.
Put the amazing infographic for the âlair boss rotationsâ (that we saw on the campfire) into the game guide. And add all the boss drops and boss locations to the game guide as well. The boss mat tooltips have been updated with amazing info, we need more stuff like this in the actual game so we dont need to alt-tab every 5sec to check where our BIS unique drops for our build (for example)!
Boss Teleport. Would be nice if you could right click on the boss mats to teleport straight into the boss instance. These tooltips are very well done now! (Shouldâve been like this from the start but a solid change).
Boss Mats. If lower difficulty bosses drop less loot, then shouldnt they have a cheaper entry fee? This would also incentivise newer players who havent killed it on torment difficulties to have a go / experience it for themselves.
Paragon Boards - would be cool if we could copy a template that shows what glyphs / nodes we want then paste it in game to highlight a pathing to follow. So for those following builds - they dont need to alt tab out of game to keep checking the boards / glyphs / pathing etc. Same with the Skill Tree if possible please.
Pit Glyph Upgrades. Bring back right click to quickly upgrade your glyphs. Its a small thing but this was already in the game, then removed and not sure why. Now you have to hit the âupgradeâ button instead of just spamming right click on the one you want.
Map Overlay - This might be a big one or could take a bit longer, but I would like a map overlay like the original diablos and other ARPGs.
Seasonal Mechanic - Apparition Incursions
Probably the worst mechanic released in any season so far (except maybe the first iteration of s3 traps).
If you are playing solo, on your highest unlocked difficulty (torment+), it is very hard to actually spawn the bosses. Even with blood / bone spear (which was ninja nerfed but still strong) I was struggling to finish the bar before the timer.
This is particularly prevalent if youâre a blaster and getting to t4 in the first 12-24 hours, because t4 is actually empty. You either get there with a dedicated leveling team, or struggle to find people to party with if youâre solo. Either way the event needs to change for those who prefer solo, or who have empty zones.
So whats the actual issue here? The issue is that the actual monsters that you require for the progression bar are green spectral or apparition monsters, but these only make up a small % of the total monsters in the zone. Therefore my suggestion is a simple one, just make it that 100% of all monsters are spectral / apparition monsters. Easy.
There could also be a possible bug as the bar stays at 99.99% for ages. My suggestion would be just make all the monsters hyperspawn near the green triangle like blood maiden. Or if this is too much like blood maiden, make all the eyes spawn within 2m and you can click on as many eyes as your build is strong enough to handle. This is a huge issue atm. And a massive painpoint.
Bosses are DPS sponges with not much loot - would a dedicated unique drop per belial kill be that bad? I wouldâve been happier replaying last seasons zones. I keep saying this every season, but maybe if all the seasons mechanics were still in the game, there would actually be events in every zone to do. And progression systems to grind up.
Bug? The icon doesnt show the timer left (time remaining) on the event once its started.
The seasonal event loop is too short - too much downtime between events. I feel like Iâm there for 10 mins, then I need to find another event / zone.
The events are too far from the nearest town / waypoint. Not sure why they arent closer.
The events requires too much running and not enough killing. Favours speed farming builds. Not enough density. Not enough rewards. Kind of boring and not worth doing once you get boss mats (PSA they also give rep and spectral ash).
Suggestions for improvement: Make the summoning part a lot longer, then make the boss summoning part all in one arena (dont summon an apparition then belial appears and runs off then summons another apparition THEN belial) and double down on the amount of bosses that spawn - make it like 5 to 10 apparitions. Who wouldâve thought a boss killing mechanic in a boss season - such wowwww.
Side rant: I hear people say âoh the event is okay because you dont have to do it that long - once you get enough boss mats you can get rep / ash from lair boss killsâ. That to me is a complete cop out. Its like saying something is so bad that you tolerate it just to get to the good stuff. Read my first point again, the game should be fun right from the start. You shouldnt have to âendureâ a terrible seasonal mechanic just to get to the good part (boss loot).
QA - NEW UNIQUES AND SHADOW NERFS
Iâm going to make a big deal about this as it made me want to quit the season. When you make new items, new patch notes, and changes, there needs to be NO MORE CHANGES after the patch notes get posted (until the season goes live). This lets players theorycraft and come up with builds, mechanical interactions and lock in a class / build / playstyle. Which requires a dedication or âbuy-inâ by the player to invest time into the game, with the promise of power according to either: whatever they came up with or looked up from a tier list (you can think of it like a devs âpromise of powerâ to the player).
Player buy in. When we choose a build or class, we are âbuying inâ to that build. Especially now in light of how much harder it is to level and gear for the average person, this âbuy inâ could be a few hours for a blaster, or 3 weeks for a casual. Therefore when stuff changes that is undocumented that effects the player power or play style of a build - it feels like a complete rug pull from under playersâ feet, and completely undermines the playersâ buy in or time invested.
Why is this a problem? It is a problem for a few reasons. It just feels bad to be âpromisedâ a certain build power or playstyle then have it change in a way that was completely out of you control AFTER youâve invested so much time into the character, the levelling, the gearing etc. It wastes player time, does not respect player time etc etc - and to me feels outright disrespectful. âOh you wanted to play the spear of destiny build? Hard luck it got shadow / ninja nerfed and now its as good as a plastic butter knifeâ.
New Uniques / QA. Recently the game has had a bad track record of introducing new uniques that sound cool, but are Dead On Arrival (DOA) - usually due to bugs or untested interactions making them completely unusable. Once again, promising a certain level of power and not delivering, or having the rug pulled from under playersâ feet.
All of this is the same reason that players are so outraged (and devs âget in-troubleâ) when a build gets nerfed mid season, even though it does not have any obvious bugs. Yes its okay to nerf bugs.
Therefore I think there needs to be a strict rule or protocol in place that once the patch notes go LIVE, no other changes will be made. And any other changes that are being worked on get pushed to either a hotfix (to fix bugs) or the next patch. Having these âshadow nerfsâ or undocumented changes is NOT GOOD for the game, NOT GOOD for the players and NOT GOOD for player retention and health of the game in general.
New Uniques Power. In a seasonal ARPG with constant meta shifts, what is the point of making a new unique that isnt S tier? This may seem like a silly question but I urge you to consider it deeply. Since uniques are so build specific in this game, if it does not buff the skill enough to be S tier - then this is also considered DOA and leads players to question why it was implemented in the first place. Also this doesnt mean that all uniques should have x10000% multipliers. There are ways of adding fun and power to builds without % damage - that is through good and creative game design / itemisation. Its the same philosophy as the new seasonal mechanic, if its not good and the new best way to play - why is it in the game?
Bossing
While Iâm not a huge fan of the boss rotation, and would never have expected it would be turned into a full season mechanic - I will admit that a few things did get better here, and my feedback is mostly positive here (comparitively).
Removal of the countdown timer between boss summons is a great change
Not sure when this one happened but porting to a boss lair now takes you straight into the dungeon instead of to the front, where you would have to zone in again (double loadscreen removed) - another great change. As mentioned would be better QOL if we could right click the boss mat keys to be taken straight to the boss instance.
Streamlining of boss mats and making it stack to 99. Still not sure why its not 999 or 9999 on the BOSS SEASON. Surely people will be spamming bosses and this makes no sense.
Change to boss mentality to let you have a go and unlock the âloot chestâ with the materials is the best thing Iâve ever heard. This is probably the biggest win for the season and for ARPGs in general. Yes it killed rotaâs but also stopped leeches. Now I wish other games would do this, very insane big brain change, we need more of this please! Give the creator of this idea a gold star! One thing I wish that was more synergistic with this is the seasonal journey - where it says to âKill Belialâ. Dont make the requirement tied to opening his chest, just make it require actually killing him. So if youâre strong enough but poor on mats you can progress your season journey. The boss powers DO work this way (you get the boss power on the KILL and not the looting of the chest) - which is good. So there just needs to be some streamlined thinking and more consistency brought in for all systems here. Please and thank you.
Boss Loot Tables. One thing I would change is that instead of adding new bosses and making their loot the same as another boss that already exists, just move the new items onto the new bosses. And maybe some of the old items as well (to reduce bloat), so that its generally kind of an even drop% for any given unique item to drop from a given boss. Having them all stacked on 4-5 bosses then having bosses that let you choose the loot table from that inflated boss loot pool is not cool or fun. [If you have trouble understanding, extrapolate 5 years, where we have 20 bosses but all of the loot is only on 5 bosses making each droprate of the 1000 uniques that exist in the game a 0.5% chance. Which is rarer than a mount drop in wow. Not cool!]
Boss Mechanics. Its nice that bosses got new mechanics, but what I will say about that is if youâre going to add a oneshot - it needs to have a clear and telegraphed ability as well as time to actually react (more on this below).
Boss Immunities / Phases. I think with enough dps you should be able to push boss immunities / phases. Because right now something feels off, where Mephisto-dog (also real mephisto when?), Andariel and Lilith (to a lesser extent) right now feel harder than Supreme Belial - and this to me just feels wrong. Maybe have a small delay before they go into their phase, so if you push them they skip that phase. I think Beast-in-Ice has a good design where he can phase change but its % based and he doesnt go immune straight after hitting that %, allowing you to push him into the next phase or outright kill him with enough dps.
Boss One-shots. Its fine for bosses to have one shots, but I think games are going too crazy with it, and theres not enough telegraphing and not enough time. It should be obvious enough to the player without having learned the fight that âokay something big is happening here, if I dont move then Iâm basically deadâ. Honestly feels bad for any hardcore players who tried Urivar or Mephisto-dog on t4 for the first time (without having a giga tanky character). For example: the portal dash ability from mephisto dog oneshots my t4 character even on t2 with capped armour and overcapped res, and it happens so quick that even with 200% MS it doesnt feel like Iâm fast enough - and this is why I play softcore lol.
Boss Health vs Difficulty. I think right now the bosses are playing on 1 torment difficulty higher than what you are. For example if you just unlock t2 in the pit, and attempt any t2 boss - you will get destroyed. Its not until you can safely do t3 (in the pit) that t2 bosses become viable. In a way this is good design but maybe only for the t4 boss, but I think in general the lower difficulties up to maybe t2 or t3 should be made easier. I also saw that Mythic Uniques / Uber Uniques got ninja nerfed. As mentioned above, I really dont like these ninja nerfs - it should be made clear to your players if youâre changing the game (in any way).
World Bosses. Random Bug. Minions cant create corpses on world bosses (happened on Wandering Death).
Skills / Class Balance / Paragons / Systems
Skill systems are boring. Skill twigs are uninspired. D3 had a better system atleast letting you change the base elemental type of your skill. Some of the new uniques like the bloodspear indiras do this, but its on a unique which is bad design in my opinion. The uniques system and aspects system already has too much bloat. AND the uniques are FAR TOO SPECIFIC which also makes them MANDATORY for the given build. Whynot say something like, 'Blood n Bone: Your bone skills now gain the blood tag, and your blood skills gain the bone tag". Immediately youâve opened up like 3-4 more builds than there were before, with different scaling vectors and excitement. I think as a design philosophy, the devs should be asking âwhat is the coolest possible thing that can happen right nowâ? âWhats cooler than a bone spirit? A blood spirit that explodes into a blood nova on impactâ. âWhat is cooler than a blood bone spear? All bone skills being transformed into blood skillsâ.
Class Damage Scaling Vectors. This is a mouthful but atm the only viable scaling vectors seem to be blood, crit chance, crit damage and overpower. I would like to see a world where dot builds can compete with orange number (overpower crit) builds.
Class Balance. All of the original 5 base classes need a rework in light of Spiritborn: namely Barb, Druid, Necro, Sorc and Rogue. Regardles of power, just in terms of feel - it feels like spiritborn has so much synergistic design but other classes have not gotten this new coat of paint and are very 1 dimensional respectively. Obviously I understand that the team have become better at designing classes, but I dont want a 7th class to be added in the xpac which overshadows the previous 6 classes that automatically become bin tier because they were designed years ago. Lets aim to give them a fresh coat of paint between every xpac. Like we had the âloot rebornâ lets have ânecro rebornâ or âbarb rebornâ and use the time between seasons to bring the game up to scratch - instead of making content thatâll just get binned every season - and only return as aspects or uniques etc etc (stop doing this btw!).
New Paragon Boards. I swear we were promised this at one stage. No idea when or if I dreamt it (another clue that its lacking). Less points mean less choice. Less boards mean less choice. Less glyphs means less choice. We want choice, we want build variety and customisation. Right now there is minimal variety.
New Systems: Would like to see new systems added to the game. As mentioned previously - even some of the old systems from previous seasons were quite cool, malignant hearts or occult gem crafting. Let us augment or change or fix our gear. Make base items (blues and rares) exciting. Make exciting uniques or passives that let you bypass the âcapsâ on particular stats. âWant to stack attackspeed to the moon on your blood build? This passive lets you do itâ. Give us resistance swaps like POE harvest. Give us ways to change the ancestral roll on an item like LEâs new Rune of Havoc. Give us new ways to target farm specific items or base types or even stats. And please for the love of all that is holy (or unholy being diablo - if thats your thing) give us a LOOT FILTER.
Necro Blood Spear. A quick word on Indiras blood spear necro. Fun build conceptually but in practice its exceptionally clunky. Firstly, bloodwave doesnt have 100% chance to knockback enemies into the bone prison that it spawns, so this thing traps between 5-10% of the monsters hit by your bloodwave. This is so bad that build / guide writers are literally foregoing this section of the unique and opting for a manually casted bone prison. Secondly, and almost more importantly: it feels like if I dont execute the 4 step rotation properly it does no damage - and if I do then it does ALL the damage: generate a corpse, corpse tendrils (run around fearing for your life while it pulls in monsters, while hoping it doesnt miss any), decrepify, bone prison and unleash bone/blood spears. And if you got 100% increased corpse tendrils area tempers then hopefully you did a neat pull into a perfect deathball, otherwise theres stragglers that take 1% damage (from being outside of the bone prison) that âpaunchâ you in the face for all your life - forcing another corpse tendrils or bone prison. Its just not clean, its not fun. Yes it does damage but that is the only fun part. If it said something like, âenemies hit by your blood wave gain the effects of being trapped in your bone prison and all of its known upgradesâ then it would have so much more QOL. This build is worse / clunkier on controller, where you cant get a clean bead on elites (the priority target of your curse, bone prison and bone/blood spears). So it targets white mobs or the closest target and prioritizes those, so you need to either tendrils everything into the prison you placed or redo the prison - and hope it lands on the elite youâre targetting. I think controller needs some support or options for priority targets. Say bosses over elites over white mobs. (Target lock is not the solution if you have 50 mobs on screen). And Indiras needs a damage nerf but a QOL buff. Also nerf bloodwave again, how is this still S tier. I think meta shake ups are almost mandatory for each new season (as most of the new build discovery has been completed), because if its not it calls into question why players should bother logging in.
âSanguivor. My problem here is synergy. It has none. I complained about this a few seasons ago - the only synergy between Army of the Dead (AOTD) and minions is that they have unyielding aspect. Otherwise they just spawn exploding skeletons that dont scale enough to be worthwhile. Put simply AOTD needs more scaling vectors. Yes it gained the summoning tag but thats not enough - because every other minion scaling is all âminion taggedâ. And in order for this to work ALL âminion tagsâ need to be made into the âsummoning tagâ. I think at the time I suggested some synergy with howl from below, if it had some interaction with corpse explosion or shadow etc. In general I feel the game needs more ways to spend blood orbs and corpses for necros.
New Sanguivor Idea: (In addition to the current effects) You summon a permanent skeletal âblood priestâ from this weapon. The priest follows you around, empowering both you and your minions, and uses available corpses to missing summon minions (up to your summon limit). At maximum minions the priest will consume 1 corpse per second and 1 blood orb per second to further heal and empower you and your minions. Consumption rate scales with attack speed. At maximum minions, it will also cast corpse or blood orb consuming skills on your bar (toggleable on and off by autocast) - and gains the effect of all relevent aspects and uniques currently equipped.â
Inventory Mgt / Town Loop / Loot Filter
Still too much time wasted in town sorting through loot, salvaging or selling loot, upgrading loot, enchanting loot, tempering loot, masterworking loot. Need to tighten this loop so we can get back to blasting.
Suggestions: Loot filter, loot filter, loot filter. Let us set a threshold and the rest can be auto salvaged or âauto soldâ (just the gold value drops on the ground for anything below the filters threshold). The autosalvage threshold is one of the best mechanics in ANY game, just let us choose whether to auto-salvage or auto-sell as options. Really lean into something new and original that sets your game apart from other ARPGs.
Loot filter: Loot filters need to at a minimum filter by rarity, item level, base type, sub-base or sub-class type, stats, ancestral stats. Bonus points if you can set an auto-salvage threshold for your loot filter to salvage unwanted gear into mats that drop on the ground. And double bonus points if we could get an âauto-sellâ threshold, as mentioned above, for the loot filter where items are not salvaged but instead drop money as if they were sold to a vendor.
Stash space still insufficient for anyone that plays this game longer than a few days / 1 week. Feels bad for anyone who tries to play multiple classes. Thank god I only make necros. And thank you for the armoury, it means I dont need to make 5 necros every season. There was a bug randomly with the armoury for a day or so where I couldnt change my armoury loadouts, but the next day it was working. Not sure what happened here but just thought it worth mentioning.
Since the tree of whispers town was made into a proper town hub, I feel like all seasonal mechanic âboardsâ need to be either in this hub or in A town hub. Putting it in âTarsarakâ far away from any vendors is kind of mid. Or if the âboardâ trend is to continue, just have boards in EVERY town hub. Ideally it dies and we get something new and original, but until then more QOL in your seasonal design please!
Debuffs
Same as every other season. No debuffs shown on the player. Worst debuffing system in any ARPG. Refer to previous seasons feedback.
Random debuffs on you that kill you or cc you. No timers, no debuff marker, no idea how much damage it does, no idea how long the debuffs last, no info whatsoever. Amazing how this game has gone a nearly 2 years without a debuff system.
New Season Journey
UI update seems nice. Not sure if I like being forced into activities I dont like (like Legion events) or that youâre forcing ALL PLAYERS into t4 when you said t4 is aspirational and is meant for 10% of players. So this directly means that you do not expect 90% of players to finish their season journey? Theres a disconnect here and your take seems out of touch.
I liked how the old season journey let you pick what you wanted to do (complete 8 out of 10 or 9 out of 11 objectives) etc. I.e. Let me do a legion event, OR a helltide, OR a apparition incursion.
The season journey and the battle pass really needs a claim all button. Its not so relevant for the new battlepass but each page should still have the option. For the BP it needs to show the total cost and a claim all button built into one.
New Battlepass (BP) / Reliquary
Favour Tokens. Literally the most annoying mechanic in the world. Pressing âRâ (one of my skills) once I earn a favour token (see the toast window) just takes me straight to the battle pass regardless of what Iâm doing, even though I dont have the reliquary bound to R⌠very annoying and got me killed once while levelling. THIS NEEDS TO BE CHANGED ASAP. ITS THE WORST THING AND I HAVE NO IDEA HOW TO CHANGE IT. Just make it like smoldering ash where it accumulates in the background without entirely taking over my game every time I get a new coin.
Desperately needs a claim all button as mentioned above. The fact that I need to click 5 times just to get one terrible transmog is stupid and a waste of players time. Yes its 5 times, I counted them: once to click on the item, again to hit the claim button, again to hit the âclaim with favour tokenâ button, again to hit accept that its been purchased, and a 5th time to hit back to go to the original screen - so you can click another 5 times on the next item. Thats pretty obsurd and was obviously not field tested. You are not making it easy for people to give you money⌠Not to mention the 10 second transaction wait time after click #3âŚ
The new reliquary or premium battle pass seems like a rip-off. Costs 1200 or 1000 (when discounted) but only rewards 200 back. Whats the incentive for players to complete the battlepass? It needs to at a minimum give the full cost of the BP back in coins to incentivise play. Making it work in this way, just protrays the company being greedy and cash grabby. Incentivise players to stay in the game and reward those who stay long enough to finish the battle pass by giving the full cost back in coins / points. We dont care that you want money, infact we want to stay in the game longer and IF weâre having fun then give you money. Now it just seems like youâre taxing a base function of the game, when you could just do supporter packs and ask people to support who wish to support or have the means to support (more info below).
Would be nice to copy other games like POE2 and Last Epoch (LE) where they also give you coins when you buy a big supporter pack / transmog bundle - even if its not much. Then it feels like you have some change to throw around in the store.
Another thing that other games like POE2 and LE do which is really nice, is have tiered supporter packs / transmogs release at the start of a season - ideally with transmogs related to the season (vampire and blood themes for the SEASON OF BLOOD etc etc). And the highest tier (most money) includes all the items of the previous tiers. I think a system like this for d4 would be amazing.
Big lost opportunity. When inspecting other players - let me see what transmogs people have on not just their gear but their mount (including mount type), mount armour and mount trophies etc etc. Then let me flag it in the store so when it becomes available again I get a prompt or notification (only as an option). DO NOT BE ANNOYING WITH IT.
Store. (Small gripe). Not sure when it changed but the store used to be able to let you change the gender of your preview character when shopping for xmogs. Imo it should let you do this AND pick one of your existing characters to preview it on. Mine always defaults to male necros even though I think they look gumby and therefore only make females.
Skill MTX - when are we getting skill transmogs in the game. I know very popular ones would be changing the look of your base werewolf or werebear shapeshift forms. Perhaps to mimic the ability youâre playing? Like a poison wolf, storm wolf or wind wolf?! WOW did this and it was insanely popular. Remember the flaming kitty from firelands? And the form change / colour change from legion artifacts?! Yea we want that. Its literally free money.
Why do all of the textures on the armour / weapons / mounts look so good (4K+) and the owl (called orinocta) looks like it was drawn in MS PAINT?
Pause
The game desperately needs pause. Getting killed while doing skills, looking at the reliquary (see above bug), or any full screen menu out in the world feels unfair and extremely harsh. Especially since monsters hunt / chase you in this game. Either that or full screen menuâs need red flashes if youâre getting attacked. I understand that in open world zones this wont be possible, but in instanced content it can and should be! And I would like it in the game please!
Disclaimer / Note to the devs
Obviously this sounds whingey and winey and ranty, because that is literally the sentiment I have for diablo 4 now. Dont look on my tone negatively, look on it like a reflection of what other players could be feeling and take from it key points on which to work on and make the game better. As I always say in my disclaimer it comes from a place of wanting to make the game better. I wouldnt sit here writing this essay unless I cared about the game. I genuinely want to love and enjoy and blast this game, but right now its not making it easy for me. And Iâm sure others feel the same. I always try and return for each new season to give feedback / tips for improvement, but recently its felt more of a chore / job / frustration instead of for the fun of it. But hopefully each season that frustration lessens until the fun is introduced back into the game - and these feedback posts / reviews become a bit more positive! Thanks for reading and good luck.
And for those still enjoying the game, Iâm glad that you are and keep blasting for me! And hopefully one day Iâll be right there with you!