"The game has a great foundation, surely it's gonna be awesome at some point"

Hey guys what’s up, new poster here. Been reading the forums for a while, and i basically signed up to object to the “The game has a great foundation, surely it’s gonna be awesome at some point” argument which is all over the place. While I would love for that to be true being a huge ARPG fan myself, I think D4 has some fundamental flaws in both design and implementation which will - unless adressed - keep D4 in the gutter. Note that I plan to short ATVI stock in anticipcation to the Q3 earnings report, but have not yet done so, so I’m not incentivized to bash the game anymore than is fair… yet. :slight_smile: I’ll try to stay as objective as possible.

The main 2 gripes I have with the argument are as follows:

1.) Technical debt. Don’t want to get too deep into this, but being a software dev myself when i hear something like “we have this legacy code from D3 which loads all the storages of everyone, and that’s why people can’t have too much storage” it makes me feel really, REALLY pessimistic. This code obviously wasn’t fit for purpose in D3 to begin with (I don’t recall interacting with another person’s storage… ever. Is/was this even possible?), yet they not only migrated it to D4 but ALSO doubled down by increasing player count. Now, this is something that has a tangible impact on the game, so we have heard from it - but in my experience that’s usually just the tip of the iceberg, there’s probably a LOT more badly written legacy code which works for now but will need to be refactored at some point during the game’s lifecycle. Code that does not impact gameplay right now, but slows down development of patches and fixes behind the scenes. Then again, dead horse and speculative on top of that, so onto the main point.

2.) Numbers, balancing and lack of content direction: Unlike most other games which have significantly less power creep, everything in D4 scales off of everything else. You stack crit on top of vuln on top of legendary modifiers on top of certain glyphs, etc, you get the point. In consequence, someone who has 15% better gear than the next guy will find himself not 1.15 times as strong, but rather 1.15 to the power of X times as strong. If your build has access to 6 multiplicative damage modifiers (which i believe all builds do), that’s already a factor of 2.3 up from 1.15 - 2 times as high. Most builds have more - this is why we see some builds struggling to get to a mil of damage without barber, and others easily chunking out HUNDREDS of millions. Now, this exponential scaling by itself isn’t neccessarily a bad thing, in certain types of games this can work. The obvious example would be D3, where the power creep is just as bad but somewhat balanced out as the main end game activity is greater rifts, which just so happen to also exponentially scale up monster stats - the end result being “endgame=leaderboards”, and most builds falling within a couple of grift stages of each other. Not perfect, but works. That, however, is not what D4 is trying to be.

Let’s look at the uber Lilith encounter, for example. Depending on how you built your character (and whether you managed to pick the FotM upon season start), the fight will play out in one of the following ways:

Build 1: 10/10 offense, 4/10 defense (S1 for me, took her down in about 1.5 evenings worth of tries)

  • Most incoming attacks will tickle
  • Everything that doesn’t tickle will instead oneshot
  • Fight is over in about 2 minutes on a successful try, with a significant portion of that time being transitions
  • Most mechanics are skipped (no blood boils, just 1 Ad phase on P1, fight is basically over as soon as you’ve finished dodging spike waves)
  • Somewhat reasonable to farm gear for
    • Close to min-max required, usually need something like Crit+Vuln+Resource on every piece where those stats can go

Build 2: 4/10 offense, 10/10 defense

  • YOUR attacks will tickle
  • Nothing can really kill you, short of soaking whole barrages of spike waves and ghosts
  • Fight takes forever, but is… well, simple
  • Most mechanics can be safely ignored
  • Terrible to farm gear for
    • min-max required, can’t have conditional stats such as “reduced damage from poisoned enemies” as that will have no effect on spike waves

Build 3: 7/10 offense, 7/10 defense

  • Your attacks will hit hard, but not hard enough, so you end up in a weird spot where you have to slow down DPS at a point in Phase 1
  • Most incoming attacks will tickle (basically no different to build 1)
  • Everything that doesn’t tickle will instead oneshot (basically no different to build 1)
  • You have to artifically make sure YOU play around the mechanics as they’re intended or else she bugs out and becomes unkillable
  • Easy to farm gear for, this is where most people will end up at level 100 - take a bit of offense here, a bit of defense there

This leads to a situation where both build 1 and build 2 have it SIGNIFICANTLY easier than build 3, and this is probably also where most of the complaints on the forums come from - she’s not hard if you have a specialized build, but a nightmare if you don’t. “Play your way” is out the window either way. And there is little hope of that changing - because of the exponential scaling on both defense and offense: Increase Liliths health/defense to the point where build 1 needs to engage with all the mechanics, and build 2 and 3 will probably not be able to get through the fight in a single playsession’s time. Increase Liliths damage to the point where Build 2 starts feeling threatened, and build 1 and 3 will get oneshot by basically everything including unavoidable sources of damage. The content model “strong benchmark boss at a constant power level” simply does not fit the player scaling model “quadruple dip on everything”. A different example would be PvP - we have this bandaid-fix of a flat 93% reduction in damage, which btw in software development is called the “magic number” anti-pattern - you pull some arbitrary number that handles most test cases reasonably well out of your rear end, and then call it a day rather than fix the underlying issue. Naturally this breaks down in edge cases: thorns shanennigans, oneshotting pets, permanent invulnerability and the likes come to mind. There is just no scenario where build 1-3 can co-exist on the same map and not run into oneshot / practical immortality problems with the current game design.

Here’s 2 pools of game design ideas that go well together:

Pool 1: Exponential player scaling, endless dungeons, HUGE PHAT numbers, life-on-hit, high number of player power scaling systems, pay2win (most mobile team builder games are in this pool)
Pool 2: Linear player scaling, challenging benchmark content (bosses, …), balanced PvP, lifesteal, low number of player power scaling systems

Unfortunately, Blizzard tried to mix & match. And because committing to one of those models at this point would require significant rework of skills, glyphs, paragon, content etc to accomodate, and we already have a mountain of technical debt to begin with which may or may not get in the way of that, I do not think this game has a great foundation at all. Or that it will or even CAN become a lot more fun in the future.

TL;DR: Player power scaling model does not fit game content types, major rework needed. Check cheap illustration sketch: imgur.com/a/9ocpn10

Your opinions?

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Thank you for the input and even more for dumbing down the explanation so I can understand it. I agree with your conclusions and findings. Also, I can only imagine the “white knights” or “shills” are going spaz big time on this. Best of all though your analysis was in no way disrespectful and in no way derogatory but the blizzard shills, who I really think are blizzard employees after all nobody can be that blind, will undoubtedly attack you, your method, and analysis. They seem to like arguing in the most personal but incompetent manner.

Shorting atvi for q3 is more interesting to me at this time than the mess this game currently is. Good luck and I hope it pays off for you!

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I think people will excuse boring gameplay so long as there are interesting items to be found, and varied content for target farming of useful items. Like javazon to cows for bases. If that’s in place, the rest doesn’t matter as much. But more dynamic gameplay would be nice.

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Blizzard employees don’t care as much as the white knight brigade. They just go to work and do their 9-5. Even the community managers are just barely engaged.

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Some good points there.

I believe when most players talk about a good foundation in the game, they’re referring to things like decent environment art, monster models, okay class distribution (not balance), acceptable combat flow/animations etc.

In other words “it looks like all the basic parts needed are here, they just need to support it with QoL and content now”. And in some ways that’s reality. If the game looks okay on the surface, enough people will keep playing it, hoping for improvement, to keep it making a profit.

You’re looking at it from a nuts and bolts ‘man behind the curtain’ view, and for the most part I agree. While personally I find D4 enjoyable as a light casual game to try a few classes up to level 60-70 in, I don’t really see myself playing beyond that.

Because other than surface appearance, the nuts and bolts of a good long-term game just aren’t there. And I don’t think QoL, a handful of bosses, and a short new campaign every season is going to gloss that over. (Although it will give a fair number of players enough reason to play each season.)

Copying bad, game-limiting code from D3 just shows how much game development had to be chopped off in order to shove D4 out the door. And the lack of team experience really shows in how much was copied from D3 (actually cut and pasted in some cases, “look and feel” in others) and other games like Lost Ark.

I expect they can sell a few more season passes and then next years expansion will reveal whether they were able to re-write enough code to make D4 long-term viable - or whether they’re just smearing more lipstick on this pig in the hope that we’ll kiss it.

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Well, from what I understand, Blizzard is a revolving door of people. Mostly people just out of college getting their start in their careers. It’s just Blizzard executives being cheap and understanding they don’t need to provide a quality product in order to shift a bunch of units and maintain a small group of high paying cosmetic buyers that play long periods of time. That’s all they want.

It isn’t the fault of the coders.

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I think you made a lot of great observations, but how does that impact the future greatness of D4? Obviously they are going to redo how the loot/zoning stuff works. Power creep will solve Uber Lilith.

The combat system is very fun to play. It needs tweaks under the hood obviously, but I got 100 barb, necro and rogue and they are all super fun.

Everything else? That’s up to how they fill up the world and what features they roll out.

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Exactly, employees looking to move up are “suggested” to look elsewhere, and then come back later in their careers. They aren’t building relationships with their employees. So the games being produced are unlikely to build relationships with players.

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Right now they got the tools built. They have an army of people using it to build new content. There can only be so many generals. Such is the way of life.

The graphics engine appears solid. But after that it down hill .

I am just gonna take a wild guess that its the one part this team did not make.

Unless you think the sale is not going through, ATVI’s price isn’t likely to change much.

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The graphics / Engine is why I like the game so much. That’s why I have unrealistic faith that the game can become so good. My experiences playing are probably a lot different than most. Fully cranked, the game world is easy to get lost in. I even like the sound. I got these $350 Bose desktop speakers I got in pandemic buying panic and the house SHAKES, lol. Anyways, from what I hear, the tools they have are really good. They just need to crank out content. Programmers need to redo the storage fisaco. Designers need to come up with something better than Greater Rifts. Stuff like that. Normally the ‘technical debt’ would be too much, but I don’t think you guys realize how many people they have working on this. For now, at least, lol.

Thanks for explaining the balancing model and the problems this causes. As THIS is the foundation of the game it might take a good while to replace/fix. Maybe all we get are changes in numbers even if stated otherwise.

TL;DR great wall of poor format.

Interesting read.
I don’t know if that illustration helps. :slight_smile:

So forget UberLilith for a second…as that is special content meant to be the absolute end of the game.

But as someone who did not look up build guides, just enough content to understand what the tree nodes meant, how damage worked, and what some less obvious stuff meant and worked, I never once felt like I could not “play my way” up to about NM65.

Yes that stuff I consider just pre-requisites to understanding how to build.

Yes there is content that is annoying. There is the curious case of Item level scope related to player level. And the sudden stop of item level growth.
And I actually felt the enemy scaling issue was better at launch than what we have today.
The nerfs did not bother me as I just saw it a necessary adjustment to the game world.
Some people did not like getting weaker but it is a relative change.

As far as reused bad code that can always be refactored into better code. Any good dev will do that when running into technical limitations based on how something is coded.

If this were an offline game…Really would not even know there was a balance issue between the classes until I played them all.

So given I don’t think what you described applies to a large majority of the game…I am fairly positive it can all be improved…will it be? That is a different question. I was not too impressed with Season 1…so Season 2 content will reveal if it is more of the same or if they really are listening and actually trying to fix the game.

Either way I did enjoy reading your post. Thanks.

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i like to think it couldve been really awesome but they cut everything to slowly drop it with expansions. by the time it’s actually awesome nobody will care lol

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Hey guys, and thanks for all the feedback so far. Really appreciate y’all staying civil in here. :slight_smile:

You’re looking at it from a nuts and bolts ‘man behind the curtain’ view, and for the most part I agree. While personally I find D4 enjoyable as a light casual game to try a few classes up to level 60-70 in, I don’t really see myself playing beyond that.

That’s probably the best attitude to have in order to enjoy the game right now. I absolutely wanted to see what the whole NMD 100 Uber Lilith fuzz was about, but there’s really not much incentive to do it all over again next season. I don’t really plan on playing until the last season before the first expansion, but if I do, that’s probably how I’m going to approach it as well. Get a new class to 70, then bail out. Not much changes after that point anyway.

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The foundation is actually really bad. Hence the issue’s. Only decent thing they have are the graphics, but even that is kinda mediacor and a childish like interp of what evil should look like. A level with gore and blood, like walking through a organ or whatever.

Alot better then d3, but still rather bad. The foundations of game are by far the worst, even worse then d3. So hats off for that accomplishment.