I hate how the Whisper bounties only appear on one NMD at a time per hour and it’s never the dungeon we have sigils for nor can craft sigils for.
I hate how there’s a NMD rotation, meaning it’s impossible to craft sigils for any dungeon we want to run which makes it less rewarding to complete the renown. If I am to do NMDs for a whole day as my dedicated niche of content then I want to be able to experience every NMD in the game rather than this seasonal limitation. I believe that running NMDs would feel less repetitive if there was more variety. By having a rotation, the devs are artificially and unnecessarily reducing that variety for reasons still yet to be explained.
I don’t like how the Escalading sigils only go up to 3 tiers + boss. I wish that killing the boss we get a super esc sigil that goes up to 6 tiers + boss, and another that goes up to 9 after that. Keep the escalation going higher. It’s not real escalation without fathomless escalation.
This is one thing I greatly enjoy about PoE2, the map sizes.
It actually feels like I am dungeon crawling, exploring for that boss, trying to find that exit. I understand it’s the opposite end of the spectrum from Diablo 4 but I always argue in favor of keeping the maps large over there. It just feels like a better more meaningful dungeon experience.
I believe where D4 took a wrong turn was with the Glyph grinding.
Everyone wanted dungeons streamlined to farm Glyph XP fast.
Now that Glyphs aren’t even tied to Nightmare Dungeons and that their entire purpose is to be a source of material farming they could easily be expanded upon again.
Agreed, dungeons should’ve been actual dungeons and the Sygils should’ve been purely around mob alteration and bonus, i.e. use any Sygil on any dungeon
THAT would work (including no need to port directly there anymore)
I mean they at least added some surprises or potential for surprises so it’s a one step forward in a way though
The Pit should just be turned into something like what The Division 2 has. Correct me if im wrong (constructive criticism is fine) but its called The Tower or something. Has like 100 floors with each being harder than the last. Its a test of your build and rewarding at the end.
The Pit should be where the leaderboards are and not about glyph exp. I only hit the pit til i get mine to 46 then go higher if im helping someone power level or just wants a few more points to finish. There is no point getting to pit 150. Do we win money? Does Blizz mail to us a trophy at our house to say “I completed something that was VERY VERY VERY hard”. No. Put the glyphs back to NMD under the escalation NMD sigil. This would give us something to strive for. 3 minute pits to upgrade 5 times (sometimes by 2 or 3 pending on how high the level was if you were carried).
The Pit is the MOST boring area in the game. I like the new NMD with some of the extras in them. Makes it a bit more fun to “farm” especially on T4 with a character that just melts. I get alot more obucite in a T4 NMD this season. I find myself doing more NMD now.
Now as far as the rotation of Whispers, start with the one with the least remaining time (that you can safely finish) then find the next one. Its easy to get to 10 to level up. You just need to use that little brain you got. I always check to see if i have a NMD sigil too but someone suggested that if a whisper is up on one of them there should be something that marks it in your inventory. Nice suggestion i wouldnt mind it.
The Pit is the reason I’m skipping this season. I am curious about the new NMDs but the thought of having to run Pits to get ahead is putting me off. With the new NMD system being a permanent addition, there’s no FOMO there to get into them now, fortunately.
NMD’s were one of my favourite activities even when they were considered irrelevant. I found them to be a much more interesting source of mats than grinding IH over and over. There were many layouts that I simply skipped, but each season had a solid rotation of ones that I actually enjoyed.
I like the extra mechanics that have been added and the escalating thing is a decent idea but still needs some refinement because some rewards are barely worth the escalation such as gold chests, or the horadric artifacts which seemed to be bugged in escalation sigils and reward no cache.
It’s a step in the right direction, just need to be cleaned up a little
I agree and I don’t like that either but NMDs weren’t originally designed like this. Back in the day NMDs were the only way to grind Glyph XP so all players wanted was to get to the end as quickly as possible so they complained about dead ends and back tracking and side objectives so Blizzard had streamlined them prior to the first expansion. I think they should make the NMDs more maze like to fit that niche of dungeon exploration/crawling.
Knowing Blizzard it probably takes them 4 years just to design one tile set. They do have a good variety of different environments and unlike other ARPG they have some dungeons with multiple tile sets where you might start off in a cathedral and move down into a catacomb.
But they have all the usual suspects of a Diablo game. They have Cathedrals, cellars, catacombs, castles, caves (for every biome), demonic underworlds, ruins, barracks, arabesque palaces, temples, demonic shrines, fields, forests, cities, insect hives, exterior cantons, interior cantons, mage vaults, underground cities, grottos.
They have 120 different dungeons arguably more. They have different over-layouts for each dungeon too. Enter a castle in fractured peaks and it’s covered in ice and snow, and enter a castle on scosglen and all the walls are on fire. There’s a lot of detail to each environment. It takes them years to develop a new dungeon layout and they release new ones with every expansion.
In Diablo 4 I follow a trail of loot crumbs if I’m not a Sorc or playing a META build.
It almost feels even more alone than PoE2. I don’t even get monsters to kill.
One of the biggest misses for me is the unbalanced multiplayer in Diablo 4.
At first it started off as just 3 people playing pet pickup for the most powered build but now it’s to the point the speed of some of the builds makes almost everything else in the game barely able to pass halfway through a dungeon before the boss is killed and the next sigil is pinging to confirm the next dungeon.
I think Diablo 4 would benefit from having massive maps, even if it would make some users cry.
Keep those speed runners busy with wrong turns and dead ends for awhile, let the slower builds explore some pathways that haven’t been OHKO by a META drive by. We’re all here for resources anyway there is no benefit to just rushing the boss anymore.
Right now dungeons are like Gone in 60 Seconds.
No exploration, no adventure.
Just trying to pick up as much loot crumbs as possible before the sigil times out and the other players kick you for ‘holding up’ their sub 30 second speed runs.
It’s rumored that in the next D4 expansion there would be a rogue like remake of Diablo 1 in the Tristram cathedral that acts as an endgame mode where you explore massive untimed RNG dungeon layouts to look for the boss and exit. As you go down deeper it gets progressively harder and if you die you reset. They would need to make the maps massive to compensate for fast player mobility or add a debuff that removes movement and adds cooldown time to mobility skills and evade. They would use the babe/boon systems that have been introduced since IF to make each play through interesting/rewarding/challenging/random