Wowhead interview with Brent Gibson

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Aislyn: … In Season 4: Loot Reborn, we had the Profane Mindcage. The core idea behind this item was to increase the difficulty of the player’s world in exchange for increased rewards. As you know, we’ve brought it into the base game given how much people loved it as a feature — we ourselves love using it as players in Helltide — so we’re looking to expand that approach and philosophy to the entire game.

I liked the idea of Profane Mindcage because the game is too easy. In reality, I’m not even using Profane Mindcage because it makes my character appear weaker and I get enough cinders without the mindcage.

If there was a tiny brain icon next to my character’s name indicating that I’m playing with higher difficulty, then I would most likely use Profane Mindcage because it makes me look cool.


They always talk about philosophy and ignore psychology. I don’t think players are going to like “torment levels” if that’s what they are planning.

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They don’t talk psychology but you can rest assured they have a psychologist on staff and many of their most hated systems are based on that input.

I swear you have an inside feed that alerts you when something is posted on every website talking about D4. Thank you again for this.

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TIL - Tiny Brain makes you cool.

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jessirocks: Here’s a question about the Dark Citadel. Can we call it a Raid?

I love how this question was ignored completely and he just goes on to talk about what the Dark Citadel is rather then a yes or no answer.

jessirocks: Will the Dark Citadel have different difficulties?

Now this I wasn’t expecting, I thought for sure it’d be easier content since it was forced group content, which would’ve made sense as I imagine a good amount of people will be going in essentially blind with other people. I can already hear the complaints now.

jessirocks: Are there any plans to make an infinite Paragon system as you did in Diablo 3?

Always glad to hear them reiterate their stance on this, and the fact we won’t be seeing this.

Wowhead: With so much new content coming to Vessel of Hatred and Season 6, will we see a dedicated “seasonal mechanic” for Season 6 on top of everything else?

This worries me, they’re going to be adding a lot of stuff with the expansion already, lot more bugs going to be coming out of the woodworks, and I imagine balance will be even more skewed with a seasonal mechanic as well. We’ll see how it goes though.

Thank god, last thing I need is some psych major trying to make a video game.

NO NO NO NO NO NO NO NO NO NO!

THEY’RE ALREADY SQUISHING DAMAGE WE DONT NEED POWER CREEP!

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Loooking forward to the paragon boards becoming straight lines that forces you through the legendary node and the glyph node and that cuts all the nonsense.

Same, unironically…

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Multiple difficulties is going to be a disaster. There are builds that do 50x-100x more damage than off-meta builds.

Can’t have wild balance like that and multiple difficulties. It’s just going to end up with an extremely exclusionary meta and “must have Shako, Tyrael’s and Starless” nonsense.

Blizzard needs to understand that this isn’t 2004 anymore. We play Diablo to have fun, not to be told that we can’t do some content because of arbitrary, community-imposed restriction.

The main point of this new game mode is the co-op puzzles. The difficulty might come from the twitch mechanics/puzzles. Maybe you have less time to react in higher difficulties. T1 we might have 1 second to react and in T4 we have 0.25 seconds to react. For some reason I don’t think damage output will be much issue. I think I’d rather my party members have movement speed and damage reduction.

Check it for yourself:

Doggo | 100

vs

Doggo | 100 []

Doggo | 100 [:brain:]

More visible (to me at least)

That’s way too much. It could be something as simple as:

Doggo | 100*

Who wants to solve co-op puzzles in a Diablo game?

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