• posted a message on The Diablo IV Quarterly Update For September 2020 Is Here!

    1. Skill tree from UI/UX POV looks really bad IMO. Despite cool demonic tree on the background. To me its too chaotic, hard to "read" and visually not appealing as a whole.

    2. Skill tree as system in this form either was revealed very poorly or just plain bad design. Its impossible to give any appropriate feedback on it right now, its just to little info about it atm, better just don't show this kind of early prototypes at all.

    Posted in: News
  • posted a message on Diablo IV: End Game

    Seasons
    I think that they should think about seasons in a whole new way. Potentially there could be seasons that change the whole campaign game-play. Make some dungeons and/or monsters or bosses to be much more fearsome and challenging, possessing new abilities, new perks, that require a proper preparation before players can be able to face and kill them, not only focused on endgame meta by changing few legendary item stats. There should be ability to flee from most bosses if you cannot kill them at the moment.


    Events
    There should be some random events in the open world(not dungeons)

    • Cool random encounters and events (similar to d3 at least)
    • Areas that sometimes can trigger some events like ambush, avalanches, curses, traps, a floor collapse and you fall into some kind of a little dungeon sometimes can be completely safe (it can create a feel of constant danger)

    Skills
    Current skill system have most of the interesting stuff hidden. We need to invest a lot of points in to a skill to see what additional things it will unlock. In the final version more info about the skill and all of its ranks should be available in-game, like in early d3 versions where we had to hold CTRL to see extended tool-tip about the skill. So we can plan our build accordingly.
    Items that can give +skills/talents ranks can unlock the whole new effects that is available only when going far above the rank cap - insted of just plain bigger numbers.

    Socketable items
    Gems

    • Should have less ranks then in d3, its was just pain stupid in d3.
    • 3+ sockets on items - Gems could have some kind of synergy with runes.
    • There could have been completely new system for items/gems, for example: separate sockets for gems, some items like rings/amulets, sorceress wand/staff, and some legs could have more of such sockets, while most other equipment could have less.
    • Amulets or maybe some separate system like Talisman(it was planned for D3 a some point) - could even have certain patterns/layouts for sockets. And different gems filled in those layouts could give different bonuses.
    • Some gems could affect resource generation because this area needs some attention i think.
    • New Runes(condition-effect) - David kim sad that they are working on some kind of rune progression system, to me it sounds like legendary gems in D3... don't know if its cool. Rune should be a rune - not Rune-rank1 or Rune-rank25. Rare runes can trigger 2 or more next effect runes - i think it can be enough for a items grinding fans. (Zod - can trigger up to 5 next effect runes xD). Also runes should be tradeable.
    Posted in: News
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