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Any indications on possible release date yet?
Looking great! When is this expected ? Late 2020 or around May 2021 like D3 (I think D3 was may 2012) was?
ooof. Going to be a long wait
They can take all the time they want to make sure this game is worth the wait as far as im concerned.
Is it just me or could the graphics have been better?
Maybe just early footage.... but I was thinking they could have done a lot more with graphics at this point in time. It's 2019.... we got RTX cards and all that jazz. Plus it's top down so can get away with more demanding stuff.
I love the direction they are going. Back to diablos original roots so no complaints there.
Did they scrap the upcoming mobile game that was so popular?
It looks pretty obvious to me that she will be the end boss on the campaign
Dungeons
Dungeons can be both interior and exterior, not just always caves and cathedrals
There's no loading screens in dungeons, it's completely seamless between floors and areas
Dungeons have random events and don't always appear in the same dungeon biome's
They will have objectives as you go through, which will progress to increase danger and rewards
Keys for Keyed Dungeons will roll randomised prefixes and suffixes, and have their own rarity
They'll have bosses, such as the new Tomb King
Elite monsters
Mortar and frozen are returning from Diablo 3
There are "enhancing affixes" to elites, such as "Multishot" that allows them to fire multiple projectiles
This multishot can apply to any skill the mob has, such as resurrect where they can resurrect multiple allies at once
Skills
Lots of abilities for classes have the "Unstoppable" affect which removes and makes you immune to crowd control
Miscellaneous
Stuns and crowd control now works on bosses on the "Stagger" system
Stagger stacks and once it procs when enough stagger is applied, the boss changes, such as losing an ability or a piece of his body
There is no gating for content behind multiplayer, and you can do everything solo if you want and there's no penalty
PS5 etc is out next year so to announce it as a PS4 title seems a little odd, unless its going to be out sooner than we think.
Gotta say im excited for this.... the Art style looks like they reskinned the engine from D3 with a more darker grittier D2'esque skin, which imho is not a bad thing as lets be honest D3 engine was pretty damn good.
My main hopes are like @flibby , better deeper itemisation and also better endgame, i was talking to my brother @Smudge about this and he's of the same opinion that the skill tree's need to be better than D3 and deeper, and the endgame as well.
From all i have read it sounds promising, i would imagine the game is fairly basic at the moment, they know what classes they want, they know the story they want, the lore etc, and art style, but they are probably nowhere near finished on actual game play mechanics, core skills etc.
One thing i liked about D3 was at the start you had a lowly 3dps weapon and by endgame you was wielding weapons around 4k dps, i hope we get similar, and not stuff just doing overinflated numbers right off the bat, which im guessing wont happen as Blizz is pretty good normally with progression itemisation.
As someone else pointed out the game looks slow what we have seen so far, but this is probably early into the game, like D3 as you progressed generally you unlocked skills and or stats / items that would increase your moving and clearing speed, so im not overly worried about the perceived slowness of the game right now.
One thing D3 had that D2 never had the chance to have is a lot of core streaming community, people that live and breathe the game, yes D2 had a lot of theorycrafters as well, but with D3 and the popular nature of Youtube, Twitch etc theirs a lot of higher profile streamers playing this game, i just hope Blizz engages these people to help make the game be the best it can be, and id actually like to see them do a good alpha and beta of the game on the way to full release, to really home in on what people do and dont want.
The dungeon stuff with keys sound great, almost liked they ripped it out of Wow Mythic dungeons, and lets be honest, it will add a new layer of complexity to the game, which will be a good thing. There is nothing wrong with taking systems from other games if those systems are good and popular and actually are engaging and work.
Glad there is no AH and Microtransactions are supposedly limited to cosmetics, tbh i wouldn't be against POE levels of Cash shop, a lot of the stuff is QOL items and fluff, which suits me fine as i rarely buy any of this stuff.
The Druid looked good fun, they have said 5 classes right? we have seen 3, Barb, Druid and Sorceror, guesses on last 2? im guessing a Necromancer and a Paladin / Crusader type. They'll no doubt add expansions and DLC with more classes along the way.
I just hope that we have an engaging story mode, and then something like D3's end game modes that keep you logging in for more, and they dont balance the game around full sets of gear as that got really stale for game play, would rather have a bazillion legendaries with unique stats that make you really angst over what you pick and choose to use
Cinematics have always been Blizzard's strength. To this day I feel shivers on my back just thinking about cinemmatics from Diablo 2. I was a victim of hype on D3 myself and unfortunately I spent my money on this crap. Shortly afterwards, I discovered poe (f2p) which gave me what I was looking for in D3. Of course, PoE also got bored after a few months, but D3 is still a bad memory. Blizzard unfortunately has not created any good new games for a long time, their best productions are games from over 15 years ago that only get a new graphic design. Overwatch was decent at first, just like Heartstone. I'm not sure what Overwatch looks like today, but HS is a tragedy. So this time I'm also waiting for the premiere, but I will not let myself be carried away by the hype wave
Luis Barriga said:We’ve been taking this week to assess and discuss our takeaways from BlizzCon, and we love all the deep discussions happening around the art, features, systems, and world of Diablo IV. We’re also excited about a cool update we’re planning for you in February of next year. It will be the first in a series of quarterly updates where we’ll share behind-the-scenes looks at our progress going forward.
We also know that one topic is burning hotter than the rest. We want you to know that we are having the same conversations about items and stats that you are having—whether on the official discussion threads or external sites, we read it all! Getting this right is at the top of our minds, and in the coming weeks our lead systems designer David Kim will provide a few clarifications, share some of his thoughts, and address some of your open questions. We hope you check it out and let us know what you think.
Ancient Items: They agree that they aren't really purposeful enough, and are looking at them again and will share more details soon.
Itemisation: It's being worked on, and they are discussing ways to add more depth and complexity to items (including rares) due to feedback. More will follow soon in an itemisation update.
End-game progression: They aren't sure if they want finite or infinite. They are wanting feedback on this as there are pro's and con's to both.
Player Power: They state that power doesn't mostly come from items like it does in Diablo 3. It's more from skills, talents, and levelling, so builds are more important.
David Kim said:Introduction
I have learned over years of experience that the player community is an incredibly valuable resource to draw upon when designing and refining a game. By working together, we can achieve great things. The biggest challenge with parsing community feedback is that with so many opinions, the takeaways are rarely unanimous. Diablo IV is still very much in active development, but we plan to keep you in the loop as we continue to design and iterate so that you can be a part of what we’re building. I am so incredibly appreciative for all the feedback we’ve received so far and I’m eager to dive into some of the most talked about topics.
Itemization
We’re still working through all the feedback that came in regarding itemization and we’re actively discussing ways to add more depth and complexity to base items (including Rares), ways to add greater variety to item affixes to make those powers interesting and your choices meaningful, and ways to give players more freedom to choose how to customize items, so you can have fun exploring a wide range of effective gameplay possibilities instead of just looking up “the optimal build” online. We’ll go into way more depth regarding itemization in a separate post soon, but we don’t want to leave you hanging until then—so we’re going to update you on a few other topics now.
These are some of the topics that we’re seeing come up most often, but if we’re missing something, please let us know and we will try to share our thoughts on those subjects as well in future updates.
Elective Mode in Diablo IV
There’s a misconception that Diablo IV will lock skills to specific slots because of the BlizzCon demo user interface. Like many other things in the demo, the UI is not final and we will support Elective Mode-style skill selection. Skill selection and assignment will always be completely open for all players.
Ancient Items
We completely agree with the community sentiment—Ancients as they are don’t really serve a clear purpose in Diablo IV. We should have done a better job of explaining the role of Ancient Items in Diablo IV. We had a preliminary direction to share, but you’ve brought up some great points, so we’re revisiting our designs with your feedback in mind. We hope to have more details to share in the follow-up itemization update.
Endgame Progression System
We haven’t decided whether the character leveling and experience system should be finite or infinite. We’ve been discussing the pros and cons of both and would love to hear your thoughts. There seems to be some concern around infinite being worse because it will eventually overshadow all the power granted by other sources. However, we can control how much power each system gives, whether it’s infinite or finite. For example, say we’re talking about thousands of hours of gameplay... within those thousands of hours, we could choose to create a finite system that grants 1,000,000 times more power than an infinite system, making it practically impossible for the infinite system to catch up in power.
Also, power increase doesn’t need to be linear throughout the ranks—it can slow down as players reach higher levels. We believe the more important question is what experience feels best for players, and we can playtest various approaches to tuning to find the power curve that makes the most sense. We have a couple reasons for having a different experience system in addition to a level cap. A level cap gives us the ability to grant players a sense of completion. But for players who want to go deeper into the game, a second experience system allows us to capture the fun of achieving those really difficult endgame goals and ranks. We can also introduce additional depth through this system, because players will be more experienced with the game at this point. Ultimately, our goal is to create a meaningful system that provides clear choices depending on your preferred playstyle in the endgame.
Sources of Power
The community has shared many good points on the topic of power sources and we’re reevaluating how much power comes from each source at any given time. However, we want to clarify that in Diablo IV, power doesn’t come mostly from items. We want to have a good mix of power sources: characters naturally get stronger as they level up, skills have ranks that increase power, talents provide specific playstyle choices and additional character power, and of course items grant power and meaningful choices as well. Something else to keep in mind is Legendary powers are just one part of an item’s power, and they won’t invalidate all other Affixes due to how powerful they are. For example, two to three normal Affixes are currently equivalent in power to a Legendary power on most items.
Keyed Dungeons
A big question that’s come up is exactly how Keyed Dungeons are different from Rifts. Keyed Dungeons introduce greater challenges as their tiers increase through Dungeon Affixes. The majority of dungeons are real places in the world, and players will know some information about them including what types of monsters, events, and layouts to expect. With this information, as well as the specific Dungeon Affixes being displayed on the key, players will be able to strategize their approach before going into the dungeon. We believe this is the biggest change from Diablo III Rifts: the added planning and strategizing that takes place before you decide to run a Keyed Dungeon.
Please continue to share your thoughts—we want you to be involved in the Diablo IV design process. I personally believe in making the best decisions for the game based on the strongest design ideas, no matter where they come from. My biggest hope is for us to be able to constructively discuss and iterate on the topics that are most important to the community—so keep the feedback coming!
See you in Hell,
David Kim
Lead Systems Designer
The Diablo IV Team
Here are the changes we’re considering:
- We’re increasing the total number of affixes on items, including Magic (Blue), Rare (Yellow), and Legendary (Orange). This should raise the overall importance of non-Legendary affixes on your character’s overall level of power.
- We are also introducing three new stats:
- Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
- Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
- Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance)
Based on your feedback, we’ve changed Attack to only be found on weapons, Defense to being only on armor, and we’ve removed both Attack and Defense from jewelry entirely. The goal here is to better embrace the fantasy of each type of item.
We are going to remove Ancient Legendaries from the game in their current form entirely. Our newest proposal hits a couple different feedback points: addressing the usefulness of Rare (Yellow) items as well as increasing the depth and complexity of player gear choices in the endgame. We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.
This means a few things:
- We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
- This adds a way to introduce new methods of play without adding even more power to endgame items
- Rare items with the best affixes on them are always useful and retain value
That's because Blizzard haven't been Blizzard since the parasites at Activision took ownership.