Historically in PTRs, drop rates have been seriously buffed. I expect it's the same here.How did people find the legendary drop rates? I see quite a few comments on Reddit, the official forums, and in feedback videos from streamers that there were too many legendary items dropping.
How did people find the legendary drop rates? I see quite a few comments on Reddit, the official forums, and in feedback videos from streamers that there were too many legendary items dropping.
No, the main issue is that on the level 6 player's client they see the monsters as lvl 6, but on my client I see them as lvl 25. So on my end it looks as if the lower level player can kill much higher level monsters. Immersion breaking stuff.Well to be fair, that example is an issue with balance rather than level scaling, obviously a level 6 should never under an circumstances, no matter how well geared or specced be obliterating a group of lvl 25s.
No, the main issue is that on the level 6 player's client they see the monsters as lvl 6, but on my client I see them as lvl 25. So on my end it looks as if the lower level player can kill much higher level monsters. Immersion breaking stuff.
I wonder how that works mechanically when they hit a monster. It takes off a percentage of the monster's health, rather than an absolute number?No, the main issue is that on the level 6 player's client they see the monsters as lvl 6, but on my client I see them as lvl 25. So on my end it looks as if the lower level player can kill much higher level monsters. Immersion breaking stuff.
Presumably. The scaling is probably linear which will help.I wonder how that works mechanically when they hit a monster. It takes off a percentage of the monster's health, rather than an absolute number?
Possibly. But their external appearance/equipment would still betray their lower level.Do you think it would help if they didn't show the character level next to the players name? So you'd just naturally assume they are around the level you are.
I wonder how that works mechanically when they hit a monster. It takes off a percentage of the monster's health, rather than an absolute number?
Oh well yeah thats weird, I would expect a lvl 25 to be lvl 25 to everyone, not level 25 to one person and lvl 6 to the person stood next to them. Thats a bit bizarre. I guess thats the drawback of not having the world outside of towns just for you and your partyNo, the main issue is that on the level 6 player's client they see the monsters as lvl 6, but on my client I see them as lvl 25. So on my end it looks as if the lower level player can kill much higher level monsters. Immersion breaking stuff.
Its bang on to be the biggest selling PC game of the year. Only BG3 and Starfield have a chance of getting near the sales figures of Diablo 4 but those two are far more niche titles than D4 so wont come close really.There's no doubt that it will be a success, I suspect the coming weekend will easily double or triple that number as many people didn't want to pre-order and having seen how the game is through youtube/twitch videos will likely give it a go as its free to try.
I also see it being a 10m+ selling game on launch.
Yes, it is bizarre, but that's how it's implemented and I don't see that changing as inclusivity for all levels seems to be a core part of the game design.Oh well yeah thats weird, I would expect a lvl 25 to be lvl 25 to everyone, not level 25 to one person and lvl 6 to the person stood next to them. Thats a bit bizarre. I guess thats the drawback of not having the world outside of towns just for you and your party
Ah see now thats going too much into stats and numbers for me. I play just to have fun with friends, never really been one to go too heavily into power scales and min max, damage output etc. Just want to run about with mates and fight things, long as we can do that and have a laugh thats good enough for usYes, it is bizarre, but that's how it's implemented and I don't see that changing as inclusivity for all levels seems to be a core part of the game design.
My other issue with the way Blizzard have used level scaling in D4 is that as soon as your character levels up they instantly become weaker relative to the monsters. To regain parity you're going to have find a complete set of new equipment every level ( with the same legendary modifiers etc ). Failure to do that will mean that power gap will persist.
Kripp describes these issues more eloquently and in greater depth - it's a long video but here's the link if anyone's interested :
How did people find the legendary drop rates? I see quite a few comments on Reddit, the official forums, and in feedback videos from streamers that there were too many legendary items dropping.
Have to say I'm with Tombstone on this one. I don't need a bunch of no lifer streamers ruining the game by defining what the "meta" is. The very, end, end, end, game content I'll probably barely touch. Most likely I'll have 3-4 different classes unlocked and trying a bunch of skill builds etc.