State of the game?

The latest content is probably the most bug-ridden mess to ever grace the world of D4, which is saying something considering D4’s history with bugs. Mind the fact that the new class was 100% the top priority during the development phase before the release this is just sad.

RNG layers are everywhere; even finding aspects is now gated behind at least two layers. You might get 200 mythics and still not acquire a max-rolled aspect by PL300.

One class still rules them all, but the power gap is larger than ever.

Lots of obvious issues that shouldn’t have made it into the live server. For example, the horse and conduit weren’t adjusted to scale with the new difficulty, which seems like they skipped testing entirely since these are like the most basic of basic.

The game’s RNG implementation is so poor it feels like its sole purpose is to waste your time. The more you play, the more punishing it gets.

Rawhide gatekeeping the endgame so hard and it took 2 hotfixes already in such a short amount of time and from my experience it is still not a good enough solution. Why so subtle with unblocking progression? Why didn’t the team take an aggressive approach similar to how they’ve been destroying builds and classes?

The team behind the game still takes a passive approach to the mountain of issues which sucks. The silence to all the feedback is annoying.

After six seasons, the game has somehow evolved backward, and the team clearly hasn’t learned from past mistakes at all.

Last but not least, #nerfDruid

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Oh - that never crossed my mind… horse behavior is based on difficulty/mob level? That makes sense (if that’s what you’re saying). So the idea is, horse “threat” is tuned to inappropriate difficulty/mob level due to an oversight, and that’s why it freaks out when a mosquito sneezes?

Re: conduit… (Nelson meme) HA-HA! Slow AND weak!

(Rod jotting down note… ‘Remember to give systems people a raise’…)

I think the state of the game as a whole is the best it’s been so far, but at the same time it’s balance is off, and the endgame is the same rinse and repeat it has been since the boss ladders were introduced. I’m still playing casually, but there’s no real reason to grind out 100 more paragon or push glyphs to 100 at this point. I’ll check out the Halloween event, finish the season journey and finish the last 2 wings of the Dark Citadel just to do it, but that’s about it. My wish would be they put half as much effort they put into marketing the game, into adding innovative and fun content to end game. But hey, there’s always S7 right?

I agree mostly with what you are saying. The game is in a better state than it was in the past and I personally enjoyed the expansion for the most part. Constantly getting dismounted in T4 makes me avoid the open world for the most part and I absolutely hate the changes to aspects. I am currently 248 and get an upgraded aspect on maybe 0.01% of drops at this point while having 8 at max level so far. Out of the 8, I only use one. The rest have are mid-range at best and the majority of Ancestral items I receive with aspects I need to level have very poor rolls, more often than not the absolute minimum value.

Another detractor this season is the drop rate on manuals and glyphs. It took quite some time to get all of them to drop and this is the main reason why I will not play an alternative class this season. Too much of a pain to get off the ground and don’t have the patience for it. Leveling glyphs is a much better experience, not enough to offset the grind in getting the glyps to drop in the first place.

Personally taking a break from the game since Blizzard hasn’t acknowledged the issues. They focused on drop rates for materials, which I believe most people don’t have an issue with since upgrades are so rare. At least that is the situation for me personally, have a ton of material and nothing worth wasting it on.

I wouldn’t be surprised if they’re trying to come up with ideas for class changes and updates in order to cut this season short and release S7 early and call it “Season of spiritborn fixed”

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With the supposed interminable slog (paragon, codex for some people, various mats shortages that were addressed 3 weeks in to mixed reception) I doubt what they want to do is yank the rug out of the people grinding, might make them quit for real. :stuck_out_tongue:

They really needed to add more for an expansion. Feels like only a little more was added than a typical season. Realmwalker, Undercity…Helltides in Nahantu… …

An easy mode class for people with learning disabilities who want to play too…

Campaign and that’s about it. A group activity that only 1 class is welcome in.

Some new items sure. But that’s it for a whole ahss expansion? Doesn’t really feel that different from previous seasons.

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1 word: Horrific.

Its straight up not even an ARPG anymore, yet alone a Diablo game. The devs have turned a perfectly good idea to something completely different.

Which could work, but they did it for “just the sake of it” so thats why it isnt working.
I dont even understand why would do something like that unless your main goal was to destroy the game.

I admit I’ve only caught a few clips of citadel, but it’s been close to 100% SB. The exceptions have been early testers in mixed parties… in which they giggled at the fact that the SB in the party was ‘carrying’ the rest.

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Season 5 was great, not sure why they felt the need to gut it? I didn’t buy VoH, because I wanted to wait and see how it had changed and what people were saying. Glad I didn’t.

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State of the game?

Just take a look at user’s score on metacritic

They probably paid big bucks for metascore, that’s where all the expansion money went

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Skipped it too, not feeling fomo. Cluster of a rollout, based on the variety & flavor of beta nonsense being reported.

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Cash shop and marketing is strong. The rest is poorly implemented.

Working as intended, totally by design

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I’m loving the game right now, great additions to the end game loop. Dark Citadel gives a fresh experience and Undercity allows targeted loot farming a nice improvement over the Gauntlet.

I also like that there are chase items and aspects now in the game with the higher ancestral ranges. You don’t need maxed aspects/glyphs/paragon to conquer the content but now it feels better to get lucky rolls on gear with a noticeable increase in power.

Players have the option to blow through and experience all the content but there is also progression for those that want to max out their character as well . You have to put in some time and effort to fully max out a character and there are those that enjoy that but it’s not required to experience all the content either.

Mercs and Runes are also nice additions for the build craft community to play with and hope they continue to expand upon these systems.

Yes there are bugs and balance issues that take away from the gameplay but overall a solid expansion IMO.

My biggest gripe is that it does not appear that there was much polish added to the base classes and I hope that improves over the next couple seasons

I also wish they would add replay to the campaign fights. Seems to be a waste of development time for players to only be able to replay them on a new character and go through the campaign chronologically.

My post with 1,000 views and over 100 comments got deleted because I called them out on it. Good luck to this one!

Be more respectful in your critique…simple

The gearing loop is broken too. You’re supposed to get gear, improve it (without having to grind too much), then use it to push farther and get better gear. At which point, the loop starts over. As it is, it’s almost as if they threw everything in a locked room, and chucked the key under the door. Sure, there -might- be another key somewhere, but the chances of finding it are super slim.

How is the gear loop broken? where is the expectation that better and better gear will have the same difficulty of attainment coming from?

They realized that after two weeks?