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Diablo IV Pre-Launch Thread of lore, news and beta withdrawl

Hot5pur

Member
Graphics are pretty good for an isometric ARPG, best in class at the moment, though Wolcen is not too far off. The fact that they can get away with in engine cutscenes is quite impressive, hopefully there are other full CGI cinematics though.

Played some sorcerer and druid this time, kinda fun. Didn't bother grinding to 20 and getting the cosmetic. I find cosmetics in games mostly pointless unless it's a fighting game. For this game even more so, I can barely tell what other ppl are wearing, let alone what I am haha ....

Performance was a lot better and I could get 120 fps at fully maxed setting at 4k with DLSS on a 3080. Skeletons still animate at a weird framerate, wonder if that's intentional.
 

Schmendrick

Member
, hopefully there are other full CGI cinematics though.
Well, we`ve already seen the intro where Lilith is summoned and then there is what looks like Inarius`s invasion of hell. So I guess there will be the usual big CGI sequences connecting the acts again.
 
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Miyazaki’s Slave

Gold Member
Same. It's definately down to either Sorc or Rogue ... or Druid ... maybe Barb? Definitely not Necro ... I think?

Does Gaf have a clan? I'd choose whatever the clan needed tbh. I can't decide ...

Probably Sorc

Don't worry about that. Just play what you want to play for your own personal enjoyment. That is what games should be about. All classes are useful, in general.
Agreeded. Play what you like.

As a bonus if you ARE playing with a group that has class overlap you can share items you find between them. For the most part the only drops your character generates (at least in the betas I played) are tied to your character class*.

So you could get an item another Sorc could benefit from and quickly help their build.
 
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Rentahamster

Rodent Whores
I might do this as well. I guess it's a good sign when all classes seems interesting
True.

My reasoning is that I'm going to be running a lot in parties, and every party needs a tank, and Barb also has lots of useful party buffs using shouts. Gearing up is still tricky in the beginning, but it's less of a problem in a party than it is solo. I'll be relying on mostly the Codex of Power in the beginning to get the legendaries I need.
 

SatansReverence

Hipster Princess
Rogue is going to be my pre season deepest lore run character I think.

It's just good fun to play either melee or ranged.

Mostly did ranged in the first betas and had a blast. Only did melee with flurry this beta and had a blast.

Might do the naughty and upgrade for that tasty early release seeing as they really do seem to have their server situation sorted out. Didn't see a single queue or DC during the slam, I think I only rubber banded a single time and the game is in a better state pre-release than most games are over a year after launch.
 
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Rentahamster

Rodent Whores
I posted my server slam feedback on the D4 forums, and I'll post it here too if anyone is interested to know what I think.

Diablo 4 Server Slam Feedback

Overall:
  • Great experience, lots of fun.
  • Played Sorc and Rogue to 20, finished Act 1 campaign.
  • Killed Ashava with Sorc and Necro.
  • Total playtime about 20+ hours.
  • Changes from previous beta (40+ hours played in the previous betas):
  • Dungeon layout is better. Good job.
  • Dungeon objectives are less annoying. Good job. Could still use work, however.
  • Performance was better on PC. Good job.
  • No queues and less lag/rubberbanding. Good job.
  • Class balancing changes - Needed. Good job. Could still use work, however.
  • UI adjustments to the stats page and keybinding changes. Good job.
  • Drop rate changes - Good. Legendaries should be rare. Could still use tweaking on some things.
Requested features:
  • Stash access in every town/village
  • Stash search
  • Dedicated tab to store gems
  • Item lock to prevent accidental salvage or extraction.
  • One-click solution to upgrade all gems to max quality from available materials.
  • Click party member profile to teleport to them as in Diablo 3
  • UI additions to see minion stats. I currently don’t know what stats matter for minions.
  • Persistent clan chat. Chat history clears when I start a new game.
  • Option to zoom out more.
  • Hold shift to see stats of items on ground.
  • Option to display numerical values of stats like life, barrier, fortify, resource, crit chance, etc from HUD
  • Practice dummies to measure DPS. Similar to the practice dummies at the Challenge Rift in D3.
  • DPS reports after killing a boss.
  • Better organized quest tracking system.
  • Skills and gear loadout presets like in Diablo 3. Respecing individually takes too long.
  • Level gate for World Boss events to prevent griefers or non-contributing members.
  • Option to spawn World Boss in a separate instance for solo or private party attempts.
  • More faces and hairstyles in the character creator, and finer adjustments to face and body.
  • Faster loading time. Difference between D4 and D3 is night and day.
Detailed gameplay notes as follows. The following notes are based upon the following first principles of game design and balance.
  • The game should feel good to play from the beginning. “Wait until endgame to have fun” is not acceptable.
  • The game should encourage a plethora of interesting choices for the player to make. There shouldn’t only be a few choices that are so overpowered that they are the obvious choices to make. I’m looking at you, Diablo 3.
  • All classes should be balanced with each other and be able to complete equivalent content with equivalent effort. It’s not fun to be a “weak” class just because it’s designed badly.
  • In-game rewards should be proportional to the difficulty (or possibly rarity) required to win them. Two different players doing two different activities with equivalent difficulties should achieve equivalent rewards. Player A doing something difficult should be rewarded more than Player B who is doing something easy.
  • The most efficient way to play should also be the most fun way to play. If there is an un-fun activity that people are forcing themselves to do because it’s efficient, either make that activity more fun or less rewarding. If there’s a bunch of fun activities available to do but no one does them because the rewards suck, buff the rewards.
  • Skilled and dedicated players should be rewarded for their skill and effort, but the game should also be accessible for casual players to have fun and give them the right tools to learn how to become better players themselves.
Gameplay notes:

All skills should be fun and useful in their vanilla form, and not have to rely on legendary aspects to make them viable. If a skill is too weak, buff the actual skill itself, not a legendary aspect. Skills should be great in their vanilla form, and different/slightly better with legendaries. Of course you can still have build-defining items, but within reason, and while maintaining a variety of viable alternatives.

Legendary Aspects should make a skill different and interesting, not necessarily OP. This is a big problem with Diablo 3 where some skills get huge multiplicative damage multipliers on items, and other skills don’t. This makes the skills without any legendary buffs basically useless.

Min/maxing already leads to choices that are obviously better compared to others depending on the goal (single target DPS, multi target DPS, mobility, etc). This is probably inevitable, so to encourage class diversity, there should be activities that rely on different kinds of specializations. For example, some dungeons or events can be cleared faster if your character is better at single target DPS (it has more boss characters with lots of HP). Some dungeons or events can be cleared faster if your character is better at multi target DPS (it has a lot higher mob density). Maybe some dungeons require you to have both since there is a mix of both. This would also encourage parties. As a general rule, all characters should be at minimal, decent at both single target and multi target DPS. There are times in Diablo 3 where a particular build has great multi target DPS, but then takes forever to kill a lone boss (Trang Ouls, for example). Please don’t let this happen in D4.

Gamers will maximize efficiency. Design goal should be that the most fun way to play is the most efficient. In the first beta, killing the first bunch of elites in a select few dungeons and then resetting the dungeon is the fastest way to gain exp and gear. That’s obviously not in line with the design goal of wanting to encourage players to complete the entire dungeon.

Add more skill slots. Why? Opportunity cost. Lessening the opportunity cost will help with game balance. If all skills are equally useful, then it’s not an issue, but not all skills are equal, so if you have more skill slots, then you won’t feel so bad by not picking up a skill you want to use, when you can have both. 7 or 8 is a good number. This is in line with the people who want a dedicated ultimate button.

You should also add more skill slots so that a character can use multiple damage dealing skills in order to be more well-rounded. This way, I don’t have to respec for multi-target DPS or single target DPS every time, because I have both. This would cut down on the need for respecs.

Skills/passive with very short durations are bad and not fun to use. Too little duration for too little of a benefit. 10 minute Wizard shields from Diablo 3 were more fun. Make them an active/passive ability like Crusader auras.

Character customization: Great start, but could be better. Need more face variety and eye variety, and hairstyles. Could be good DLC/feats of strength rewards opportunity. Keeping a body archetype to each class is cool, but it doesn’t have to be as strict as it is now.

Cut back the damage ramp up. If you’re not careful, you’ll be in Diablo 3 territory with 9 digit numbers clogging up the screen. Remember, everything is relative. Doing 100,000 damage to a monster that has 1,000,000 HP and doing 100 damage to a monster that has 1,000 HP is functionally exactly the same. One just clutters my screen more. Human brains aren’t designed to process impossibly huge numbers. As long as the relative damage and health pools on players and monsters are balanced, it still plays well but doesn’t have ridiculous numbers like Diablo 3.

Item balance - always useful vs contingently useful. Always useful should be lower than contingently useful because always useful is always relevant. For example, life gems should give less toughness than fortify gems because fortify gems are contingent on the character being fortified, and life gems are always applicable.

Goblins felt bad. The concept of goblins should be rare but rewarding. In the first two betas, goblins dropped a guaranteed legendary, but the goblins didn’t appear very often, so it was balanced, and fun. In the server slam, the goblins dropped garbage, and it felt bad.

Silent Chests need a buff - all of them dropped garbage for me. Not worth the key investment and not proportional to their rarity. I suggest they drop more/better loot and are a guaranteed cursed chest event.

Unique bosses like The Butcher - same concept. Basically goblins that can fight back and possibly (probably? lol) kill you.

General drop rate in server slam - it’s fine. Legendaries shouldn’t be raining from the sky like in Diablo 3. Scarce but powerful is the key here. We can craft legendaries using the codex anyway, so it doesn’t matter as much.

Necro skeletons were over-nerfed, so I’m glad you fixed that. Hydra seems too weak now. The rest of the changes are acceptable. There were a lot of obvious choices before. Now, it’s not so clear, which indicates better balancing.


Balancing options - ways to balance items, skills, and builds.

There are 3 main ways to judge a character’s effectiveness and overall power.

1. How much DPS does the character output?
2. How difficult is the character to play?
3. How difficult is it to find the right items for the build to work optimally?

If different builds have different maximum DPS, is that a problem? Not necessarily, no.

Build A: DPS 5/5, Ease of play: 3/5, Accessibility of items: 4/5, total 12/15
Build B: DPS 4/5, Ease of play: 5/5, Accessibility of items: 4/5, total 13/15
Build C: DPS 5/5, Ease of play: 4/5, Accessibility of items: 3/5, total 12/15
Build D: DPS 4/5, Ease of play: 4/5, Accessibility of items: 4/5, total 12/15
Build E: DPS 5.5/5, Ease of play: 3/5, Accessibility of items: 2/5, total 10.5/15

For example, Build A might have a little more DPS than build B, but Build A requires a lot more button inputs and spatial awareness, so is much harder to play, and requires a lot more skill for optimal DPS. Build B is braindead, so it’s more fitting for players who don’t wish to think so much. Both builds are still viable, however.

Build C might have a little more DPS than Build D, and while they both require the same amount of technical skill to play properly, the items that require Build C to work are much more rare.

In general, while the power of each build is slightly variable, none of them are completely useless relative to the others, and players who take the time to put that build together. A theoretical Build E has the highest DPS potential out of all of them, but is balanced by the fact that it is hard to play, and requires a lot of investment into getting the right items with the right affixes. At the end of the day, while Build E has theoretically the highest DPS potential, it is still not overwhelmingly so relative to the other builds.

Buff skills depending on what difficulty level you’re playing on. Example - Necro minions were viable on World Tier 1, but instakilled on World Tier 2. Fix - Give minion defense a slight buff whenever you go to a higher World Tier. This form of balance is only used as a LAST RESORT, and should only be used when there is no better option available. It should ONLY be used to bring a skill from useless to usable.




Thanks for reading!
 

adamsapple

Or is it just one of Phil's balls in my throat?
After thinking about it for a bit, I'm probably going Barbarian from the start.


my man lol GIF by Steve Harvey TV
 
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Rentahamster

Rodent Whores
Interesting video regarding leveling efficiency of World Tier 1 vs World Tier 2. Did anyone do both and notice a difference in time taken to level 20? Anecdotally, I felt like I leveled up faster on WT2 because while the monsters were not so much harder that it took 20% more time to kill them. I feel like in the early game, level up speed matters quite a lot, and the faster you get to level 50, the faster you can find and equip higher item level gear, which makes you that much stronger. Starting on WT2, and then only switching temporarily to WT1 if you get stuck by some stubborn boss makes the most sense to me.

 

DanEON

Member
Interesting video regarding leveling efficiency of World Tier 1 vs World Tier 2. Did anyone do both and notice a difference in time taken to level 20? Anecdotally, I felt like I leveled up faster on WT2 because while the monsters were not so much harder that it took 20% more time to kill them. I feel like in the early game, level up speed matters quite a lot, and the faster you get to level 50, the faster you can find and equip higher item level gear, which makes you that much stronger. Starting on WT2, and then only switching temporarily to WT1 if you get stuck by some stubborn boss makes the most sense to me.


For those people, the only thing that matters is the endgame content, and they will do whatever to get to the endgame as fast as possible.
For me, progressing through the game is more important, so I will always play at the highest difficulty as possible.
 

DavidGzz

Member
Interesting video regarding leveling efficiency of World Tier 1 vs World Tier 2. Did anyone do both and notice a difference in time taken to level 20? Anecdotally, I felt like I leveled up faster on WT2 because while the monsters were not so much harder that it took 20% more time to kill them. I feel like in the early game, level up speed matters quite a lot, and the faster you get to level 50, the faster you can find and equip higher item level gear, which makes you that much stronger. Starting on WT2, and then only switching temporarily to WT1 if you get stuck by some stubborn boss makes the most sense to me.



Yeah, I think tier 1 is smarter if you just want to get to end game. The same way doing Hard instead of Master in D3 seasons unless you got lucky with drops. It's funny how so many are making it seem like you have to be casual to do 1 in D4 but no one bats an eye when people choose to be efficient in D3.

I may do tier 2 just because it will be more fun for my first virgin playthrough but I bet that once the seasons start I will do whatever is more efficient.
 

Rentahamster

Rodent Whores
Additional thoughts on WT1 vs WT2 for the very first leveling adventure - this also depends on how prepared one is for the capstone dungeon at the end of the campaign. If, for example, you finish the campaign faster, but upon doing the capstone dungeon, discover that you're too weak to complete it, and have to exit and grind a few more levels anyway, then that isn't much of a time savings.

Furthermore, playing on the harder difficulty from the start allows you to get to know the class mechanics better. The most we can do now is theorycraft, but the most educational part of the game will be by actually playing the game past level 25. I feel like playing on WT2 will give you a better idea of what works and what doesn't work, because on WT1, things that don't work on harder difficulties will still work on WT1, and you won't figure that out until after you fail the capstone dungeon.
 

GenericUser

Member
Same. It's definately down to either Sorc or Rogue ... or Druid ... maybe Barb? Definitely not Necro ... I think?

Does Gaf have a clan? I'd choose whatever the clan needed tbh. I can't decide ...

Probably Sorc
Sorc and Necro are for simple minded people. Real hardcore gamers (like myself) choose between barb, rogue and druid. For me, it will be a rogue. The thinking man's choice.
 

Schmendrick

Member
Additional thoughts on WT1 vs WT2 for the very first leveling adventure - this also depends on how prepared one is for the capstone dungeon at the end of the campaign. If, for example, you finish the campaign faster, but upon doing the capstone dungeon, discover that you're too weak to complete it, and have to exit and grind a few more levels anyway, then that isn't much of a time savings.

Furthermore, playing on the harder difficulty from the start allows you to get to know the class mechanics better. The most we can do now is theorycraft, but the most educational part of the game will be by actually playing the game past level 25. I feel like playing on WT2 will give you a better idea of what works and what doesn't work, because on WT1, things that don't work on harder difficulties will still work on WT1, and you won't figure that out until after you fail the capstone dungeon.
Gotta disagree.
You don`t know what works and what doesn`t and you don`t have to actually tinker much until you get to WT3 or higher, which is also when higher tier uniques start dropping which drastically expand the build-pool.
It was the very same with the old Diablos.
WT1 and WT2 only differ from each other in how long it takes you to bruteforce your way through it currently, the balance is just off.
 
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HeisenbergFX4

Gold Member
Interesting video regarding leveling efficiency of World Tier 1 vs World Tier 2. Did anyone do both and notice a difference in time taken to level 20? Anecdotally, I felt like I leveled up faster on WT2 because while the monsters were not so much harder that it took 20% more time to kill them. I feel like in the early game, level up speed matters quite a lot, and the faster you get to level 50, the faster you can find and equip higher item level gear, which makes you that much stronger. Starting on WT2, and then only switching temporarily to WT1 if you get stuck by some stubborn boss makes the most sense to me.


I will be blasting through on WT1 just to get towards end game faster on first playthrough

Having like 10 max level characters on World of Warcraft I am one of those people who switch mains weekly it seems and just want to hit level cap asap then play the game.
 

Rentahamster

Rodent Whores
Gotta disagree.
You don`t know what works and what doesn`t and you don`t have to actually tinker much until you get to WT3 or higher, which is also when higher tier uniques start dropping which drastically expand the build-pool.
It was the very same with the old Diablos.
WT1 and WT2 only differ from each other in how long it takes you to bruteforce your way through it currently, the balance is just off.
I don't necessarily disagree with what you said about uniques and builds, but my point is about completing the capstone dungeon, because you have to do that before you can graduate to WT3. To phrase it differently, playing through the game on WT2 might better prepare you for the capstone dungeon than playing it on WT1. Also, from what I understand, uniques don't drop until WT4.
 
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sendit

Member
Interesting video regarding leveling efficiency of World Tier 1 vs World Tier 2. Did anyone do both and notice a difference in time taken to level 20? Anecdotally, I felt like I leveled up faster on WT2 because while the monsters were not so much harder that it took 20% more time to kill them. I feel like in the early game, level up speed matters quite a lot, and the faster you get to level 50, the faster you can find and equip higher item level gear, which makes you that much stronger. Starting on WT2, and then only switching temporarily to WT1 if you get stuck by some stubborn boss makes the most sense to me.


It took me ~3 hours to hit 20 on WT2 from this past beta.
 
Interesting video regarding leveling efficiency of World Tier 1 vs World Tier 2. Did anyone do both and notice a difference in time taken to level 20? Anecdotally, I felt like I leveled up faster on WT2 because while the monsters were not so much harder that it took 20% more time to kill them. I feel like in the early game, level up speed matters quite a lot, and the faster you get to level 50, the faster you can find and equip higher item level gear, which makes you that much stronger. Starting on WT2, and then only switching temporarily to WT1 if you get stuck by some stubborn boss makes the most sense to me.


Totally get it but I'm gonna go with T2. The game is too easy on T1, T2 makes for a better gameplay experience.
 

MaKTaiL

Member
Graphics are pretty good for an isometric ARPG, best in class at the moment, though Wolcen is not too far off. The fact that they can get away with in engine cutscenes is quite impressive, hopefully there are other full CGI cinematics though.

Played some sorcerer and druid this time, kinda fun. Didn't bother grinding to 20 and getting the cosmetic. I find cosmetics in games mostly pointless unless it's a fighting game. For this game even more so, I can barely tell what other ppl are wearing, let alone what I am haha ....

Performance was a lot better and I could get 120 fps at fully maxed setting at 4k with DLSS on a 3080. Skeletons still animate at a weird framerate, wonder if that's intentional.
I'm pretty sure the full version of this cutscene will be included in the final game as part of the final acts:

 

Rentahamster

Rodent Whores
Rogue is the only character I haven't tried, kind of regret it now
Rogue is a badass class. Both melee and ranged feels good with that class. Kudos to whomever designed it.


Thinking about it for a bit, I think Rogue is going to be a ridiculous PvP class. You can stack up a lot of damage multipliers with the right legendaries and the combo point system. Then, you can cast Concealment, which turns you INVISIBLE, and the next attack out of stealth is a guaranteed crit. Shit's wild.
 

Rentahamster

Rodent Whores
I'm not really complaining, it's just something i've noticed.
I didn't think you were, haha. Sorry if it came out feeling that way! As long as the reactions are thoughtful and full of useful information, these youtubers can react on each other until there's turtles all the way down.
 
Rogue is a badass class. Both melee and ranged feels good with that class. Kudos to whomever designed it.


Thinking about it for a bit, I think Rogue is going to be a ridiculous PvP class. You can stack up a lot of damage multipliers with the right legendaries and the combo point system. Then, you can cast Concealment, which turns you INVISIBLE, and the next attack out of stealth is a guaranteed crit. Shit's wild.
Wish I would have tried her looking back, just looked at some gameplay videos and looks really fun and crazy

Damn, I can't make my mind lol
 
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