Huh, I played a Storm focused Druid and was easily clearing everything I came up against. Added the Healing Roar that gives me extra Spirit, and about the only time I had to even pay attention is when I was fighting a hard-hitting boss that doesn't spawn adds. Add the trait that maintains Lightning channel for 4 seconds, and the traits that increase Spirit gained by 30%. I could open with channeling my Lightning to max, swing twice, lay down two more max level charges, swing twice, rinse and repeat as necessary. Nothing but quest/stronghold bosses would live through more than two, maybe three cycles of that iirc.
My plan was to add the 50% chance to cause enemies to become vulnerable to my Lightning ability, which would've increased DPS even more. Even further, I planned on increasing my total spirit so that I could open with more damage before I ever needed to take a swing.
Nothing I fought seemed resistant to my Lightning damage. Of course, that's not to say it wouldn't be easier just to roll a Necro and watch minions do it all for you.
If you're a fan of the Diablo series or ARPG's in general and don't like MMO's, I can see why you may not like Diablo IV. The core elements of the previous entries are still there but there's also elements that have never been in those games before and are very similar to things you'd find in World of Warcraft.
As a fan of both genres, I loved what I played in the two beta weekends and was sad when it was over. Obviously, the game isn't perfect and there's balancing that needs to be done with some of the classes, particularly the Druid and Barbarian and itemization needs to be a little better...but all in all a very enjoyable experience and I'm definitely going to play it on release.
I have not played the beta, but my opinion applies to any game with class choices.
The class you chose should be based on what you like to play, not because such class is better than some other ones. It's like why are you playing the game then, if not to have fun?
Play what you think will be fun. It is the dev's responsibility to create balance between them; especially in a co-op game. I like playing mages, though not all mage classes I consider fun; especially, if they get too complicated to be somewhat useful.
Please define "fun". Also, what if two classes are very similar? When the choices become rather granular. Something like Crusader Cleric and Warpriest in Pathfinder. What then?
As for me, what I have seen of Diablo 4, I am rather worried. I know that this is the early game, but ... it don't look that good. When I saw the skill progression, I was "really, +7.5% dmg? O.o ".
Pretty interesting. I've never been a Diablo fan, but I like the genre. D2 didn't respect my time, and D3's mechanics didn't feel good; both were poorly written and unengaging. I usually don't play games where blue stick figure good, red stick figure bad is the overarcing principle.
I enjoyed the D4 beta. Writing and story were much better, ambience was well done, and the gameplay had decent low end/tutorial fun.
Was surprised. Might get it.
If you are holding out for the perfect game, the only game you play will be the waiting one.
Perhaps it was because I was sick this weekend, or because I chose rogue ( a class I will never play in the Live game) but I wasn't all that excited after the weekend was over. Mind you, I stopped at level 20....
/Cheers, Lahnmir
I have been waiting for you to post, this is not what I wanted to hear, the only 'con' which I would consider a 'plus' you mentioned is the muted colours, I think games are becoming too dayglow these days.
I never play before launch so will wait for the reviews, hopefully they start it on the track to a more cohesive game by then.
I'd still take it with a grain of salt because I know how much of an impact being sick can have on the perception of a game/movie/series/book I consume while being sick. Don't want to discredit Iahnmirs opinion, just wanna say that it's always best to test for yourself, optimally in good or at least neutral mood. That being said, just caught a cold yesterday :-/
You are absolutely right and not discrediting anything, a proper fever can wreak havoc on ones perception of anything, especially art related.
I will be playing this and really hope I will connect with the game a bit more when it comes to flow and pace. But all the additions like mounts, harvesting, dodge on timer, tons of side quests etc.? None of it feels like it is truly adding anything, it is just bloat distracting from the moment to moment gameplay to me. They, completely understandable, went bigger and wider in scope, I am afraid it is just noise interfering with my enjoyment. And I really, really, hope I am wrong, its f-ing Diablo after all.
/Cheers, Lahnmir
I know what you mean but I'm rather optimistic that those added things you mentioned will all make more sense once you complete the leveling phase. One example why I think it will be like that is the dodge on timer. There was equipment and I think also a skillnode that affected dodge. The gathering part I kinda agree though, you just have to click more and it's unexciting. Another thing I hope will be adressed is the low enemy density, there was definitely to many cases of "I wanna smash something but there's nothing to smash!"
Huh, I played a Storm focused Druid and was easily clearing everything I came up against. Added the Healing Roar that gives me extra Spirit, and about the only time I had to even pay attention is when I was fighting a hard-hitting boss that doesn't spawn adds. Add the trait that maintains Lightning channel for 4 seconds, and the traits that increase Spirit gained by 30%. I could open with channeling my Lightning to max, swing twice, lay down two more max level charges, swing twice, rinse and repeat as necessary. Nothing but quest/stronghold bosses would live through more than two, maybe three cycles of that iirc.
My plan was to add the 50% chance to cause enemies to become vulnerable to my Lightning ability, which would've increased DPS even more. Even further, I planned on increasing my total spirit so that I could open with more damage before I ever needed to take a swing.
Nothing I fought seemed resistant to my Lightning damage. Of course, that's not to say it wouldn't be easier just to roll a Necro and watch minions do it all for you.
Nice to read that a lightning build was also viable. Just out of curiousity, on what difficulty have you played? I should have mentioned that all my experiences are based on the second (highest in beta) difficulty.
I didn't get all the classes to 25, but of those I did Druid was my preference so far. I'll see if that holds on release. I hope they eventually expand the classes, in particular with a Crusader or the like.
Huh, I played a Storm focused Druid and was easily clearing everything I came up against. Added the Healing Roar that gives me extra Spirit, and about the only time I had to even pay attention is when I was fighting a hard-hitting boss that doesn't spawn adds. Add the trait that maintains Lightning channel for 4 seconds, and the traits that increase Spirit gained by 30%. I could open with channeling my Lightning to max, swing twice, lay down two more max level charges, swing twice, rinse and repeat as necessary. Nothing but quest/stronghold bosses would live through more than two, maybe three cycles of that iirc.
My plan was to add the 50% chance to cause enemies to become vulnerable to my Lightning ability, which would've increased DPS even more. Even further, I planned on increasing my total spirit so that I could open with more damage before I ever needed to take a swing.
Nothing I fought seemed resistant to my Lightning damage. Of course, that's not to say it wouldn't be easier just to roll a Necro and watch minions do it all for you.
That sounds like my build as well. I added something later (can’t remember the name) for good single target damage because it was lacking against bosses. But the Druid felt invulnerable with the self heals.
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
Huh, I played a Storm focused Druid and was easily clearing everything I came up against. Added the Healing Roar that gives me extra Spirit, and about the only time I had to even pay attention is when I was fighting a hard-hitting boss that doesn't spawn adds. Add the trait that maintains Lightning channel for 4 seconds, and the traits that increase Spirit gained by 30%. I could open with channeling my Lightning to max, swing twice, lay down two more max level charges, swing twice, rinse and repeat as necessary. Nothing but quest/stronghold bosses would live through more than two, maybe three cycles of that iirc.
My plan was to add the 50% chance to cause enemies to become vulnerable to my Lightning ability, which would've increased DPS even more. Even further, I planned on increasing my total spirit so that I could open with more damage before I ever needed to take a swing.
Nothing I fought seemed resistant to my Lightning damage. Of course, that's not to say it wouldn't be easier just to roll a Necro and watch minions do it all for you.
That sounds like my build as well. I added something later (can’t remember the name) for good single target damage because it was lacking against bosses. But the Druid felt invulnerable with the self heals.
Aye, I was playing Vet with partial Legendaries, though I didn't get through the entire main quest due to family visiting.
Maybe at the higher levels it gets weaker, but it seemed a pretty powerful build based on my experience. I'm sure a min/maxer would be able to make it far more lethal than I did, specifically with legendaries that complemented Storm abilities. Almost every boss I encountered had an animation locking attack that I could simply dodge roll through and use a few basic attacks before the animation finished to regen Spirit. I actually appreciated that Blizzard did this as it supports mindful positioning and awareness as opposed to simply kiting and spamming my highest damage attack.
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My plan was to add the 50% chance to cause enemies to become vulnerable to my Lightning ability, which would've increased DPS even more. Even further, I planned on increasing my total spirit so that I could open with more damage before I ever needed to take a swing.
Nothing I fought seemed resistant to my Lightning damage. Of course, that's not to say it wouldn't be easier just to roll a Necro and watch minions do it all for you.
As for me, what I have seen of Diablo 4, I am rather worried. I know that this is the early game, but ... it don't look that good. When I saw the skill progression, I was "really, +7.5% dmg? O.o ".
It really needs more time in the oven.
I enjoyed the D4 beta. Writing and story were much better, ambience was well done, and the gameplay had decent low end/tutorial fun.
Was surprised. Might get it.
If you are holding out for the perfect game, the only game you play will be the waiting one.
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
Maybe at the higher levels it gets weaker, but it seemed a pretty powerful build based on my experience. I'm sure a min/maxer would be able to make it far more lethal than I did, specifically with legendaries that complemented Storm abilities. Almost every boss I encountered had an animation locking attack that I could simply dodge roll through and use a few basic attacks before the animation finished to regen Spirit. I actually appreciated that Blizzard did this as it supports mindful positioning and awareness as opposed to simply kiting and spamming my highest damage attack.