** Diablo 4 Thread **

I tried it with the controller in the end was much better for myself.

Yeah same, the game feels much more natural with the controller. The problem for me is that mouse and keyboard in diablo immortal feels great, yet here it doesn't.Bill definitely be playing with a controller if they cant improve the controls with a keyboard
 
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One positive on the open world grind is that when you unlock an aspect from a dungeon on one character it unlocks for all your characters, so you dont need to rerun a dungeon in order to get the aspect from it
A further negative, for me, is the way the game scales content on the open world against your level. This reduces the sense of progression, of becoming more powerful ... because everything increases in strength with you.
 
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For me, there's no sign of micro transactions or that god-awful auction house that D3 had.

Its a win from me. Sorceress hydra is a bit OP though.
If hydra was taken away, though, or nerfed hard, the Sorceror would be very weak. A lot of the other spells made me feel like Ron Weasley with a broken wand !
 
A further negative, for me, is the way the game scales content on the open world against your level. This reduces that sense of progression, of becoming more powerful ... because everything increases in strength with you.
I did notice this time round the mobs are stronger in the open world than in D3. They seem to scale differently to D3 and can make getting about hard and doing quests etc
 
PvP in an arpg is a very marmite thing, many people don't bother with it, specially the "hardcore" players.

There are world bosses, on a week long lock out so not something that can be repeated at will, unlike for instance Last Epoch boss content, or Path of Exile pinnacle boss content which can be done as often as you want, as long as you have the encounter fragments.

If dungeons are going to be the D4 "map or monolith system" then as they are currently will be extremely dull and repetative after a short time.

Try doing all 23 dungeons in act 1 currently, by the time your half way though you'll be bored, now try repeating them 100 times. Blizzard did say they would be going more into detail about endgame after the beta, not sure if its this week or next, but it will clear things up because long term I don't see D4 lasting much beyond its campaign and new game ephoria.

The whole collectible aspect as well, could be an issue, specially if they are not account bound like the lilith statues, imagine having to repeat that rubbish every single season. There's 28 of the damn things in the act 1 zone alone.

I'm not trying to be a debbie downer here, I'm just not blinded by the "ohhhh shiny" aspect of a new game. Yes its good, yes its fun, and yes I will be playing it, but beyond the campaign I don't see how it can be a long term thing like the 13,000 hours I have in PoE, or the 600 hours I have in Lost Ark, or the 200 hours I have in Last Epoch. There just isn't enough depth or complexity in any of the systems I have seen so far, including from leaked footage last year.
I have similar feelings to you. I know I'll have fun playing through the campaign, and exploring the world map thoroughly once. But not every season, particularly if none of it carries over, which I suspect it won't.
 
There are higher level areas that I've found so far but I agree, the constant level scaling is more annoying than not. GuildWars2 had this problem, max level character traveling through the world and everything hits hard.
 
If hydra was taken away, though, or nerfed hard, the Sorceror would be very weak. A lot of the other spells made me feel like Ron Weasley with a broken wand !
You're not wrong. The dungeon bosses were very hard as a sorceress without a hydra - even more so than the prologue boss. Unlocking double-dodge at lvl10 helped massively with that though.
 
After playing a range rogue and a whirlwind Barb… chain lightning sorcerer = lol. Hard to imagine it won’t get nerfed.
The trouble with the sorcerer at the moment though is that mana is VERY limited. You basically fire off a spell or two then dodge until its recharged again. The basic attacks just tickle the mobs.

Hoping that items help that with the later releases though
 
The skill branch (its not a tree!) and paragon board stuff has been datamined.

Someone made a site with it all, so you can see what the paragon boards will be giving (lots of generic stats) but also some magic/rare and unique selections, but can't quite see how build defining they will be without everything put into context. Also seems you'll be able to socket gems in the paragon board so again depends on what they can provide power wise.

Here's a link to the data.
 
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Played a range rogue (ie, Demon Hunter style) up to 25, was pretty enjoyable but fairly easy with 0 deaths to the end of the story content on World Tier 2 or whatever its called. I did get smashed by an outpost boss a couple of times afterward. Agree with some of the other comments regarding skill resources being too low, although I could see as I started to open up more of the skill tree that there are nodes that help mitigate this so perhaps it feels smoother toward the end game. I missed the world boss unfortunately so will leave there until release.
 
The trouble with the sorcerer at the moment though is that mana is VERY limited. You basically fire off a spell or two then dodge until its recharged again. The basic attacks just tickle the mobs.

Hoping that items help that with the later releases though

I’m only level 10 but at the moment I don’t even need to use basic attacks, it’s press chain lightning a couple of times and everything on screen is dead. Would imagine mana could become a problem in harder areas.
 
I’m only level 10 but at the moment I don’t even need to use basic attacks, it’s press chain lightning a couple of times and everything on screen is dead. Would imagine mana could become a problem in harder areas.
The dungeon bosses are where I've struggled the most (which makes sense really).
 
The trouble with the sorcerer at the moment though is that mana is VERY limited. You basically fire off a spell or two then dodge until its recharged again. The basic attacks just tickle the mobs.

Hoping that items help that with the later releases though


I've played sorc to level 15 and the basic lighting arc attack is powerful, one shots most mobs on world tier 2
 
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I’ve played Sorcerer up to Lv20 using a fire build with Hydra (and 4th head) and found a legendary that allows me to have two up at once, totally shreds anything that gets into range including the dungeon bosses. Mana with two hydras up mana hasn’t been an issue, regens in a few seconds.
 
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Really had high hopes after seeing the intial itemsation.

But i gotta say d4 is more mmo than actual arpg. Everything is just easy and a bit shallow. The skilltree may as well not exist.

So unless they start showing the endgame more and it’s different to what we can currently do, id say this is going to flop, not sales wise but cant see people sticking around. :(
It wont flop. If Diablo 4 ends up being deemed a flop then we as gamers seriously need to consider whether we are overusing the word flop and using it for hyperbole.

Diablo 3 was supposedly the worst Diablo ever, yet people stuck around with it for almost 30 seasons. From what I've played of Diablo 4 so far its better than 3, that alone means that people will still be playing it in years to come. Just as people will still be playing Grim Dawn (the best arpg around imo), PoE and LE in years to come.
 
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