Weekend 1 feedback

So for the most part the game is fun. The world is great and the combat feels perfect. That being said It has some problems.

Dungeons
Dungeons feel super repetitive in their layout. I hope when we can upgrade them with sigils things change but right now the constant same layout and fetching items to open a door is not going to cut it. Very boring from an exploration standpoint.

Bugs/lag
Invisible walls, chest I couldn’t click on(not silent chest), and immense lag. I assume most of these will be dealt with before full release

Drop rates high
I hope this is a beta thing and will be different in the final version of the game but legendaries drop rates were way too high.

Legendaries boring
Maybe it’s just me but most of the legendaries felt very boring and nothing worth building around. Build diversity just isn’t there. I am chalking it up to being a beta and hope uniques and the paragon board fix this.

Map reveal on every character?
I went to start a new character thinking the map would be fully revealed and would just start me in the main town. Instead I had to redo the starting quest to get back to the main town only to find that I have to reveal the map again? If that is how seasons is going to work count me out. I hope you fix this otherwise I don’t how much I will feel like starting a new character. This could also be a beta thing but why?

2 Likes

Once campaign is finished once it can be skipped. It should help a lot.

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.

3 Likes

I played the beta alot, including when level 25 locked. The drop rates are fine. I only found 2 decent legendaries and both were at level 25.

I have half an inventory full of legendaries and that doesnt count for my fully decked out barb. Not sure how thats ok.

1 Like

You saw a small slice of the game… paragon is where you separate yourself… base skill tree is base. I would prefer D3 style where they just give you all the base abilities and let you choose how to spice it up…

I feel the skill tree layout should be redone. Unneeded scrolling around to see the entire tree. Just open up the window more so all of it can be displayed.

1 Like

Hiw many of those legendaries really support your build? I have a bunch of legendaries with barb affixes where no more than 2 support specific/coherent builds.

Most of the ones I’m wearing support my build with the exception of maybe one. Your still missing the point. Its a time issue. The faster loot drops the sooner builds get done and the sooner I am done playing the game. If the chase isnt there people stop playing. This has been proven by Diablo 3.

The loot hunt is never done in diablo games. There are almost always better rolls. I would rather find the item that I desire than waiting forever. aRPGs need to respect player’s time. If I wanted a lower drop rate for MY personal enjoyment, then I could exercise self-discipline and only pick up every other legendary or whatever factor that I wsnted.

1 Like

Exploring more areas is part of how you earn Renown/Reputation with the larger region, which in turn earns you the per-character rewards.

Fine for you but arpgs(hell games in general) have proven otherwise. If you like being given your build after less then 3 hours of gameplay like D3 thats fine but I dont and most arpg enthusiast dont.

1 Like

Some of us aren’t here for that chase, and don’t plan to invest months or years of our time to finally have a complete build. I’ll play through the campaign once or twice on each class, and then … I’m probably done with the game, whether I got to play with a finished build or not. I’d far rather have that finished build, while I’m still interested in playing that character. It doesn’t have to be god-roll stuff - THAT part can still be the “endless loot chase” you crave. But at least give me some version of those affixes / aspects before the game loses it’s shine for me.

Builds are at their most interesting, while they are not “done”, imo.
When you have some of the items you are looking for, and have to improvise with other items.

That part of the game should be greatly prolonged, as I see it.
It is about the journey. Not the end.

Sorry but I hope it never caters to you. Go play an actual rpg and not arpg. This isnt the game for you.

D3 has had more than 65 million players. D3 at its beginning did not have high drop rates. Even now, the drop rates of ancients (1:10) and especially primals (1:400) are low.

The reason that drop rates increased was due in part to free trade versus very restricted trading in D3V vs RoS and the 2 new item tiers. If you think you are done in D3 when you find a normal legendary, you are misding out on 2 item tiers.

Right back at you, buddy. QQ moar, tears are delicious, etc, etc.

Especially since I directly mentioned that I don’t need to get god-roll versions of those items - which is still something you can chase after.

I just want to be able to play with my character with an (entry-level) completed “build”, with all the pieces in place - even if they’re not the strongest versions of those pieces.

And, newsflash: my money is every bit as good as yours.

1 Like

Dont say this you asking for trouble remeber diablo 3?

Realy dont matter anyways you cant trade them.

Didnt you just prove my point? They had to introduce chase items. Which take longer to get?

I must be doing something wrong because I barely got any legendaries. However, I didn’t spend time playing at level 25, I basically hit 25, then did a few dungeons and some other stuff for an hour or two and stopped.