Hello everyone, we’re the Systems and Design team here from Diablo Immortal. We’ve never had the chance to speak to you directly like this before, and we’re thankful to have the opportunity to have some time with you to talk shop!
We’re here today to give you a peak behind the curtain of the Diablo Immortal development process, and an early outline of our new essence design that impacts your character builds, theory crafting, and end game content.
Back in June, we retired several essences from the game but didn’t do a great job of explaining to you all our thought process behind this change, or sharing how we plan to move forward.
Based on community feedback, we want to change that and push the needle a little bit on the level of transparency that we can deliver to you all. We hope that by giving you all a glimpse of our reasoning and priorities, you’ll have a better understanding of the “what” and “why” of our design decisions, and how they’ll make for a better and healthier game in the long run.
What’s Changing
In June, we retired several Essences from the pool, and moving forward, we plan on continuing this process of retiring essences from the pool and slowly pare down the number of total essences until we reach a stable number across all classes.
What this looks like in the end is still being discussed and developed, but our vision is to get to a place where there is a steady number of Essences for each class that are useable and create meaningful choice for players. This does not mean an end to new Essences. As we retire Essences, we plan to also add new ones. You can read more about our intention for new Essences and Design later in this post.
Essences that are retired are not chosen based strictly on their age, usage, or any single factor, but on a mix of factors such as balance, ecosystem health, diversity, usage, design goals, design space, and more.
Why We’re Making this Change
This is a big change from what our players are used to, and we also want to share with you why we’re making these changes as well.
As the number of legendary affixes keeps growing, several long-term problems emerge:
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A steeper learning curve for new players
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Higher re-adaptation curve for returning players
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Increasing complexity and cognitive load for even our most veteran players
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Continued dilution of the drop pool
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A shrinking impact from each new legendary affix added.
Keeping the legendary pool at a healthy size lets each update produce a more noticeable change in the game experience, while lowering long-term complexity, and ensuring that new and returning players have the smoothest possible onboarding in a game that is continuously becoming more complex.
We also believe that with our current unchanged release cadence, the impact of each new piece of content on the overall ecosystem is steadily declining.
With a large existing affix pool, most players won’t see a meaningful change in their actual play experience with the addition of 1 or 2 essences per build. By controlling the size of the affix pool and increasing the magnitude of change per update, we can create a more noticeable, more worthwhile-to-explore gameplay update experience.
What does this mean for the future?
We want these changes to give players the best experience possible as we continue to grow and evolve this game that we all love.
Moving forward, new affixes should feel more impactful and worth exploring, instead of getting lost in an ever-growing pool of affixes.
Controlling the Essence pool by itself won’t automatically create better gameplay, and it can’t guarantee players will switch Builds.
What will get players to try a new Build is still whether future Essences deliver clear value, like solving pain points in existing Builds, bringing new gameplay directions, offering a compelling enough experiential change, and forming a clearer Build identity.
This change is about reducing over-all game and balance complexity, making the build ecosystem easier for players to understand, and creating the conditions for more meaningful Essence design in the future; and not about retirement alone completing a ecosystem refresh.
The Vision for the Future
We believe this change will lay out the groundwork needed for future development for years to come. These changes enable us to achieve the more ambitious plans we have in store for Diablo Immortal’s future.
We are dedicated to making Diablo Immortal the best game that it can be, and this is just one part of our planned changes coming in the next year to keep things exciting, engaging, and evolving.
We’ll be sharing more information with you as we continue to complete our plans, and as we make further decisions on how we’re retiring and introducing Essences.
We know that not all players will be as excited about these changes as we are, and hope that while you may not agree with these changes right now, this post at least gave you an understanding of our design direction and the “why” behind our plans.
Thank you for taking the time to read this today. We want to hear what you think and welcome you to join us on Discord to continue the conversation. We’ve created a special channel to contain conversations on this topic. Join #essence-retirement to continue the conversation.