The Classes: A Nostalgic Journey or Rehashed Stagnation?"

I’d like to preface this by expressing my enthusiasm for Diablo 4. I’ve already pre-ordered it for June 6th, (though I’ll let you early access players work out the bugs) and thoroughly enjoyed the beta.

However, I have one major issue with Diablo 4; the classes.

Their explanation of wanting “to make sure that the kind of experiences that players remembered fondly from previous Diablo games were available” for not introducing new classes or skills, seems weak to me.

I understand they’re aiming to return to their visual roots, but the skills and classes feel strikingly similar to Diablo 3, which is not going back very far at all, especially when they’re also present in Diablo Immortal.

Although I loved the visuals and story I experienced in the D4 beta, I was left feeling “meh” after trying all the classes. They felt unbalanced with a “been there, done that” feeling that didn’t excite me. The skill trees felt like watered-down versions of those from Diablo 3, leaving me to wonder how they are so unbalanced after years of tweaking in previous games.

Of course, fireballs and arrows are basic attacks - I expect to see them, but I was hoping for a refresh skilled and new skills too, something unique to Diablo 4.

Furthermore, I find their lack of innovation and creativity in developing the classes themselves to be disappointing. This is especially true given the game’s story focus on the concept of “sin.”

For example, instead of a Wizar…oh sorry Sorcerer, we could have had a travelling Priest, who sinned and seeks redemption. Their fire attacks could be described as holy light (burning away sin), with a “judgment” skill tree involving lightning, etc. - all effectively the same attacks, just with different names and a refreshing new class context.

The Rogue class could have been re-imagined as a Bandit, á la John Marshall hunting down his old gang who betrayed him. Their attacks could echo many of the Rogue’s skills, but with unique bandit traps and perhaps more explosive skills like booby traps or well…explosives lol.

The Necromancer is undoubtedly a fan favourite, but omg what I wouldn’t have done for a Warlock or Witch, summoning ghosts, ghouls, and demons, and even possessing their enemies. You would still get skeletons, etc., but with a fresh and new perspective.

Yes I know you could argue, well these are basically the same classes as before with new names, but with new names comes new looks too and appearances, new unique backgrounds - yet all while honouring the past classes.

I realize that many of you are excited to replay the classes you experienced in the last game, but these classes could have been presented in unique, fresh ways while honouring that past and incorporating the best skills, etc. Each unique class could have a mini story to explore outside the main quest line, which could be expanded upon in future updates (as they’ve promised new story content every 3 months) for those interested in story. Don’t like story, than you don’t have to follow it and just grind your loot. Options are never a bad thing.

The more I ponder this, the more I believe this was a significant missed opportunity. I don’t feel like they played it safe with the classes; it feels like they didn’t even try because, despite being “refreshed,” they feel lack luster compared to their predecessors.

So, what are your thoughts? Did you expect more from the D4 classes? Are you satisfied with them? Or do you not care, and are just happy to play more Diablo and wanted more of the same?

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You think the classes and skills feel similar to D3? Do you actually mean D2? Because thats the game the classes and skills are based on.

You have to consider this is just the beginning of a long journey too.
They have all the opportunity to innovate after the game is out.
As the saying goes “If it aint broken, don’t fix it”.

It’s safer to take the route in which everyone is familiar with, then go from there. It’s not inventive, sure, but what can you do? Blizzard’s not known for being able to bring life to new ideas, which is why Overwatch failed, which is why they’ve been tossing around the idea of a new MMO with no progress, etc

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Yes and no. I acknowledge the classes in Diablo 4 are based on those from Diablo 2, but they don’t feel significantly different from those in Diablo 3 in the same way as “been here, didn’t I just do that?”

As I’ve said, change a name here or there, and I wouldn’t be able to tell the difference between a Rogue or a Demon Hunter in Diablo 4.

There doesn’t seem to be an upgrade or a “refreshed” feeling to the classes, with the Druid being the exception to being “skipped” post D2 content. While I maintain that they should have introduced new classes to honour the legacy of previous ones, I believe they could have done a better job reinvigorating the existing classes. That’s where my point about Diablo 3 comes into play - the current classes feel like lackluster versions pulled from both preceding games.

I think D2 had it’s class identities all over the place, as much fun as that may have been way back when, it’s not as ideal as having classes that feel more unique.
D3 made the mistake of becoming too streamlined and classes feeling way too similar in many ways, which was underlined by the glyph/rune-system (don’t remember the exact name) which allowed you to basically have all kinds of elemental augmentations on all skills.
D4 so far seems a lot closer to D2, with luckily still adhering to the necessary changes made to ensure class identity, like keeping the merge of the former Amazon and Assassin in place that resulted in the Demon Hunter in D3 and is now represented in the Rogue, which is a new name, but for the most part following the D3 DH template in a less edgy way so to speak.

So far the classes do feel different to me in terms of gameplay. Not just the effects that are a lot less flashy, but also the impact and perceived force of skills feels a lot more tangible than in D3; excluding the Druid, whose skills felt like they were lacking a bit of substance and felt slightly shallow to me and not as impressive as I could’ve imagined.

We all know there will be a Paladin/Crusader class at some point that might have some more changes to their class concept, being more of an inquisitor I hope.
And we also know of unique items being very build defining and thus also a potential source of class identity, resulting in a unique playstyle that feels entirely different and novel.

That being said. I would love a Warlock/Witch background as well, playing around with possession, demonology and black magic etc., but it would be too far off from the necro I think. But not different enough to actually wedge in between the necro and the sorc, so there’s a little conceptual identity crisis to be solved first I’m afraid.

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