Some issues I had with the beta as a Diablo player of 20 years…
First off, Diablo 4 is very obviously catered towards console players. Shops only holding two or three items with large buttons, giant character and store UIs, the absurdly close camera view so you can see better from your couch, etc. It’s very obvious that they put console players first for the first time in a Diablo game after the feedback from D3. The camera zoom particularly feels very obnoxious to me, like I can’t tell what’s going on around my character, especially in town.
Second, the skill tree is pretty pitiful. When I saw they were making the change from runes to skill tree nodes, I got excited, expecting at least some semblance of what PoE has going for it with their skill tree, but turns out there’s actually LESS customization on your skills in this game than D3 had. Every Barbarian who wants to use Whirlwind as a primary skill gets there few points in Whirlwind, then the obvious passive or two connected to it. What makes my whirlwind barb different than the 1,000 whirlwind barbs surrounding me in town other than my stats? Where is the theorycrafting or build planning? Why bother with the tree at all when everyone gets the same 2 nodes on their whirlwind? Just give us the skill in a book like Diablo 3 does. At least in D3 you were able to change your Rune and playstyle of your character. Fire rune was larger with more damage, ice rune pulled enemies in from across the screen, wind rune launched tornados, etc etc. Then those elements and/or projectiles could be buffed with items, allowing interesting builds. They effectively removed skill customization, while also dumbing down your character build and relying completely on items to make you unique…
Really hoping the tree expands and gives you more ways to build each skill once the game is released.
Last, I would say that the actual gameplay/combat is just OK… I have no issue with the graphics or animations or anything like that, but with the enemy AI and how handling higher level mobs works. It doesn’t feel like player skill equates to better performance in this game like it should. There is too much undefined Splash damage and random nonsense going on to challenge enemies outside of your level. It’s very obvious they wanted to lock players out of certain zones and encounters until specific levels, which completely defeats the purpose of creating a strong character or worrying about your items. In games like Path of Exile or Grim Dawn there are very defined damage sources that are obvious and visible. Bosses and enemies that you can learn and avoid attacks from if good enough, to take on higher level content than your character. But in Diablo 4 there is no strategy for most encounters. You are constantly being hit by random splash damage and animationless attacks while avoiding the intended mechanics with your dodge, and will run through your potions before you can put out the damage required, even if played perfectly. It feels like the only determining factor for whether or not you will defeat a boss is whether your level is high enough. No skill or planning involved. Butcher for example, has attack reach further than his animation shows, is faster than your character is so you can’t kite or use any sort of strategy besides face tank, and is set up to run you through your potion before you can beat him if not high level. The only way to take him on is with a luckily placed damage shrine and some more luck on top of that. Skilled players should be able to learn his tactics and take him on regardless of how long it takes or their level.
Obviously these are all my own personal opinions. As someone who is very particular about his games, these are fears I have about the longevity of this game. It’s starting to feel like another button mashing party disguised as something more in-depth, like Diablo 3 with a larger map and more players.