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Bradford has really never played the Diablo series other than scattered times during betas, so jumping into the Diablo IV early access beta was an interesting experience.
Comments
I think my biggest gripes were the zoomed in perspective and the (so far) linear story. Yeah I thought the story was good but... it was just laid out. No real choices to make. One path, at least from what I saw so far.
The Jury is still out on the level scaling stuff.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I think you're mistaking dragon age for diablo
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Yep, it's a theme-park MMO Diablo.
I agree. So far D4 (through level 20 in Beta) is a better pace of story and skill progression than the plodding pace of D2 and the breakneck speed of advancement in D3 (at least now in the modern game... original release was another story).
I don't really care for the UI of the skill tree (too much scrolling, zooming, and moving for minimal benefit), but I do like that you have to make some meaningful choices in your build.
What I didn't expect at all was the concept of aspects to show up. These seem to help expand skills and possibly define builds through additional modifiers that you get from quests or extract from legendary items (still learning about it), more than just incrementing dmg % or comparable. I love the potential this has to keep offering new skill modifiers in the future versus adding more skills and how it could possibly shift up the meta.
Kudos to them for offering (basic) character customization; was never a deal breaker to me but given the cutscenes now render your character and equipment, it is good to see the character I am using now in all their glory.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I mean... same powerful, room-clearing, use,
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I've made no secret of thinking of ARPGs as solo games but this type of drop-in multiplayer felt like an enhancement, not an annoyance.
I also enjoyed the narrative style of using many in-game engine cut scenes with your character as you created it and decked out on whatever it's currently wearing part of the sights and sounds of those... yeah, no silent Bob player character here, we speak too.
I thought the loot quantity and quality felt great with many frequent updates including a noticeably increased frequency of legendary item drops. I mean, it's those legos we play for if we're being honest since they add interesting skill modifiers to the gameplay, not just stats.
I'm happy to see they went with a less impactful but plentiful approach at least in that 1-25 portion of the game. The upgrade frequency and choices presented by the modifiers felt good.
Also loved the ability to learn those legendary modifiers and then use them at the Ocultist to apply them to some non-legendary piece of gear converting it to legendary in the process. It reinforces the plentiful but modest legendary affix approach they're using.
I liked their character build system also with meaningful choices of active skills as well as modifiers and passives and with the legendary affix powers toned down, skill slot choice feels more prominent than in a game like say, Diablo 3, where skills are just starting points for insanely overpowered legendary affies or set bonuses.
I enjoyed taking both the sorc and rogue to 25 and am looking forward to doing the same with the necro and Druid next weekend... Sorry Barbarian, you and "spin to win" both suck
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Disagree, not many people play the game for the story. And those that do play it a single time and more then likely wont touch it again. Me personally rush through the game as fast as possible and begin my grind lol
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Gamers are way too nit picky these days. Like this guy here, 1 little thing and he dismisses the entire game. I've got friends like this, it drives me mad.
As for Diablo 4, it's simply Diablo 3 Rebooted. Combat is identical to D3, they gave D3 a facelift. Added a few things from Lost Ark, Path of Exile and called it a day.
It's fun for what it is but it's not anything special, that's for damn sure.
Will try it in open beta, but I generally like the Diablos for having created/popularized the genre. Most of the others in that genre played better for me.
If you are holding out for the perfect game, the only game you play will be the waiting one.