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Starym

More New Info - Second Dev Interview from Streams

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We have a whole lot more new info  with another dev interview, this time from Rhykker's stream, with David Kim, the second lead designer! He had a lot more time with the dev than Quin in the previous interview, so we did find out a lot of new stuff. We've also highlighted the big news from the interview in bold, with the blue highlighted ones being answers we added in later as we missed a few initially.

Check out our BlizzCon 2019 Content Hub for all the latest details!

Items:

  • Mythic quality are the best items in the game
    • 4 legendary powers on each one
    • can only equip only one
  • Only attack and defense base stats with many additional affixes (no strength, dexterity etc)
  • You can get more powerful versions of the same items even in the endgame
  • Gambling with gold is back, can get the best items in the game to make gold valuable
  • Gems
    • socketed in jewelry, but only utility buffs (item/gold find etc)
  • There will be something like item or gold find, but they won't compete with other affixes that actually give you power.
  • Nothing is definitive, but the shoulder slot is gone for now - so a look/armor set can be without a shoulder piece
  • Some class skill crossover in the endgame is possible, legendaries granting another classes skills, but not too much of it
  • Treasure goblins return!
  • Runewords:
    • Only max 2 runes combined for now
    • Condition and effect runes
    • The condition can be on stun, on potion drink etc.

Skills:

  • Differentiating the elemental skills - Sorc lighting is short term, Druid storm skills are more persistent, you use them then do other stuff as they are going on
  • The Arsenal system (2 1handed 2 2 handed weapons) gives the Barbarian more variety and more hooks to link to skills (when you use dual wield then a 2h mace you get a buff etc)
  • No diminishing returns on CCs - which makes unstoppable skills very important
  • Asymmetrical class design - Sorc has a larger talent tree than others with more options
  • You can reset talents probably for free, can't reset skills.

Social:

  • There is level scaling in the game, so you can play with any of your friends regardless of level, but the goal is to have a felt power progression so it doesn't negate it.
    • Clan bank, more social features to come
    • Leaderboards for competing with people you know
    • The campaign experience is completely private
    • Group play vs. solo pay should be completely balanced in terms of rewards, but they're leaning towards group play if they can't get it exactly right

    Misc:

    • Harsh death penalty
      • Running back from last checkpoint
      • You drop a gold pile you have to reclaim
    • Maximum level is currently 40
    • Cinematic action scenes will be present in the game (similar to the one after the first dungeon in the demo, but action-focused)
    • Controller support for PC
    • The key dungeons offer a better chance of setup than Greater Rifts, as you'll know what type of enemies are in the dungeon you got your key for, as well as the affixes on the key and how the dungeon will change.
    • Hardcore mode returns
    • Specific PvP modes are being explored. Mixed PvP and Pve modes as well.
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    6 minutes ago, Starym said:

    Controller support for PC

    That was a question I had when they announced the game was going to be developed for PC and modern consoles simultaneously.

    6 minutes ago, Starym said:

    There is level scaling in the game, so you can play with any of your friends regardless of level, but the goal is to have a felt power progression so it doesn't negate it.

    Now this is really good news.

    Edited by Valhalen

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    I missed a few questions at the very start, so i'm updating the article now. It was a really long interview it seems.

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    Having recently dabbled in Torchlight 2, the key dungeons sound very similar to the Mapworks, where you purchase a map that outlines buffs for you and/or the enemy. Gives a bit more control over what you're in the mood for.

    I'm excited about gold gambling coming back, I wonder if there will be a viable gold hunt build someone has to look for late-game gear that way 😄

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      • By Starym
        We have some more Diablo 4 news, as Game Director Luis Barriga has composed a letter to the community talking about the game's reveal and the process going forward. The big takeaway is that we'll be getting another look at the game and its progress in February, as part of the quarterly updates starting next year, and we'll also get some clarification on the somewhat controversial item and affix system (primarily the attack and defence stats) in the next few from lead systems designer David Kim. He also re-emphasized the importance of feedback and that they're looking through all of it both on the official forums and external sites, so keep on discussing the game!
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        Dear Diablo family,
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        Confirmed
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        Camera View and Genre - Isometric MMOARPG
        No Load Times (except loading in the game for the first time or logging in and out)
        Made for consoles in mind from the get go
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        The world of Sanctuary is MUCH MUCH MUCH larger than before due to the game going the MMO route. The space is necessary to accommodate the players.
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        Technically correct but very generic and easily guessable
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      • By Starym
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         Table of contents
        Itemization Skills Talents The Endgame World and Campaign Dungeons Classes Leveling PvP Mechanics Social Monsters Monetization Post-launch Content Platforms Progress Update Misc It's also very important to note that a lot of the things listed below are just the way things are now and the developers want as much feedback on them as possible so they can adjust them to better fit the community. But before we start, we can't waste an opportunity to re-post the impressive opening cinematic.

         Itemization
        Legendaries They are the focal point of gearing More legendaries than ever before (hundreds) Not going the huge 300-40,000% buff route 5 types of legendaries so far- skill specific, skill category specific, +x to multiple skills or talents, talent specific, non-class specific, You can stack several legendary powers that affect 1 skill Can be ancient, as in D3 They won't drop as much as in D3 Drop rates will not be modified as you get farther into endgame (possibly one drop rate while leveling and another at max, but that's it) Sets Won't be as powerful as in D3 They will be more introductory items They will be more easily acquirable than a full suite of legendaries (perhaps given through a series of quests?) Heavily class themed, to get you a better feel for the class before you move on to specific builds through legendaries Can be ancient, as in D3 Mythic items are the best in the game You can only equip 1 They have 4 legendary affixes Unclear whether they have existing legendary powers or unique mythic only ones
        Affixes (full list from the demo, including legendary ones) Only 2 base stats: Attack and Defense (instead of Str, Dex, Int Vit etc.) + to skill and talent affixes will be very important Many returning and new ones Gold/item find and similar utility affixes won't compete with combat-affecting ones We might be able to customize affixes, they're not really sure how yet, presumably through crafting Runewords Only 2 word combinations Condition and effect runes Conditions we saw: drinking a potion, stunning an enemy, critting, freezing an enemy, when a pet dies, if you stand still for 3 seconds, when you are stunned or frozen Effects we saw: 50% extra crit damage for 7 seconds, 15% reduced cooldown to random skill, random shrine effect for 7 seconds, next thorns hit deals 30% more damage, gain a 500 damage barrier Might have a progression system, probably similar to the one D3 had before release (you can see all the numbers in the rune UI are highlighted yellow, indicating they might change if the rune is leveled or upgraded or similar, just like it was in D3) Gems Only have utility stats (gold/item find and similar) Trading No Auction House The primary source of items should be killing monsters 3 types of items Tradable all the time (consumables, crafting mats), tradable once and then bound, and non tradable. The most powerful items will not be tradable If an item drops for you only you will see it If you drop an item only those in your party will see it Crafting Will mostly focus around item modification and enhancement A lot of the endgame will be item modification You can get more powerful versions of all items even when you're in the endgame (not quite sure what this means, possibly alluding to the ancient legendary system coming back - hopefully it isn't an item level type system) Gambling for gold is back You can get some of the most powerful items in the game through it Shoulder slot item is gone for now All the best items will be available to everyone, regardless if playing solo or group (Updated) Transmogrification will probably return Back to top

         Skills
        Cannot be respecced (Updated) We will get 1 OR MORE skill points per level Skill tomes will drop/"be acquired in the world" Skills have 15 ranks There are skill rank thresholds that will add new functionality or buff the skill in some way (adding unstoppable (immune to crowd control) to it, increasing shout radius etc.) There are 25-26 individual skills for each character Skills are split into 6 categories for each class Generally they are: Generators, Spenders, Defensive, class specific (Wrath for druid, Conjuration for sorc, Brawling for Barb), Mastery (which is Companion for druid) and Ultimate "Elective Mode" from D3 is on by default, aka you can bind any skill to any hotkey Back to top

         Talents
        A talent tree with either 2 or 3 branches Can be respecced for free or a low cost Each class has something special about it (sorc has 3 branches, druid can hop from one branch to another) Relatively small % buffs per point Can only pick one of two talents at the bottom of each tree Buffs to talent points from items will add to your progress in a particular branch and can go beyond the maximum ranks listed
        Back to top
         
         The Endgame
        Key dungeons are the primary endgame activity You will get random keys dropped in various activities The keys will be to a specific dungeon in the world Keys will upgrade the dungeon to a much harder endgame one, which will scale up even in the endgame Keys also have specific affixes that change how the dungeon works Affixes can affect the player, enemies or environment A giant indestructible stone pillar spawns, shooting lightning all around it, following the player throughout the dungeon All enemies are invisible unless they're in combat Double bosses in the dungeon They offer a better chance of setup than Greater Rifts, as you'll probably know what type of enemies are in the dungeon you got your key for, as well as the affixes on the key and how the dungeon will change Many keys will drop, you can dismantle them as well for crafting mats Back to top


         World and Campaign
        Campaign Non-linear Each part of the world will become shared with other players after you finish a specific part of the campaign. So presumably when you finish act 1 which takes you beyond the Scosglen area, that's when Scosglen will become a shared world. Open shared world The world is preset, will not be randomized You'll only run into a few players here and there in the overworld Most of the time you will be alone Towns will be trading hubs, you'll see more players there World boss areas will be where you'll see the most players 5 contiguous connected zones Scosglen (savage untamed foggy forests) Dry Steppes (war ravaged terrain, grasslands, canyons, salt flats) Fractured peaks (snowy mountainous region, dark ruins, ancient cathedrals, Victorian gothic horror themes) Hawezar (poisonous swamplands, disease, despair, swamp witches who worship massive snakes) Kehjistan (last bastion of Zakarum faith, a lot of buried history from the Sin War, Lilith's agents are among the people) Over 100 settlements of various sizes Mounts There will be mount equipment that grants stats as well as cosmetics Special dismount abilities for each class (Sorceress dismounts by turning into an ice ball and rolling off) Back to top


         Dungeons
        Hundreds of unique dungeons Always private for you and your party Randomized interior and exterior environments Seamless exploration - no loading screens between floors Actions in one part of the dungeon can affect another part Dungeon objectives Progressing the objective increases difficulty and rewards Enemy responds to your progress Back to top
         
         Classes (All 3 class skills and talents from the demo)
        There will be 5 classes at launch There will be a lot of character customization Gender, tattoos, hair color etc. Barbarian The Arsenal system allows them to wield 4 weapons Two 1 handers and two separate 2 handers You switch between them based on the skill you're using Druid Caster (human), werebear and werewolf forms Shapeshifting is seamless - you can transform mid-abilitiy Similar to barbarian arsenal system, you shapeshift when you use an ability from that form Specific mechanics tied to the moment you transform (damage reduction when you change to werebear etc.) Can pick talents from either of two branches as he moves down them Sorceress The main caster class 3 branches in talent tree based on elements All classes have a default dodge ability At the moment it has no cooldown and is spammble Back to top
         
         Leveling
        Maximum level is 40 There will be level scaling They still want you to feel that you're getting more powerful as you level In a party, the game will scale to the party leader's level There will be something that fills the paragon level role, but they haven't decided on what exactly Back to top


         PvP
        Dedicated PvP zones, similar to the World Boss zones You have to opt in to PvP in those zones The game and classes were designed with PvP in mind from the ground up There won't be separate PvP balance for items and skills But they expect the builds to be very different from PvE Specific PvP modes are being explored, as well as PvPvE modes Back to top
         
         Mechanics
        No crowd control diminishing returns Makes the "unstoppable" buff very important, as it ignores CC Death penalty You have to corpse run and you drop a pile of gold you have to reclaim The stagger system for bosses Crowd control effects don't affect bosses directly but deal damage to their stagger bar. When it's depleted the boss goes into a unique state for each of them - the world boss Ashava has one of her blade arms destroyed and is less dangerous after that, and can lose both. Back to top
         
         Social
        Leaderboards Will go more in the direction of activity-specific ones, similar to the current Diablo 3 seasonal conquest leaderboards Will also focus more on leaderboards between friends and not more broad ones Group play vs. solo play should be completely balanced in terms of rewards If they can't quite achieve that balance, they will choose group play to be more rewarding Couch co-op on consoles (2 players only) Back to top
         
         Monsters
        New Enhancing affix Improves a skill a specific monster type has (skeletal ballista now fires 3 shots instead of one, Fallen shaman resurrects multiple allies etc.) Monster families have synergies They work together to provide a bigger challenge The Fallen The Drowned - undead from the oceans, created by maritime curses and similar Skeletons Back to top


         Monetization
        Base game + expansions There was a mention of cosmetics only in an interview but was not mentioned again when the question was asked elsewhere You will not be able to buy power Back to top
         
         Post-launch content
        Seasons Seasons might not require you to roll a new character They will shake up the meta and perhaps focus some less used builds or items New legendaries Back to top
         
         Platforms
        PC, PS4, Xbox One and probably next gen consoles as well They're looking into cross-play Back to top
         
         Progress updates
        We will be getting quarterly progress updates starting in 2020 Back to top
         
         Misc
        There's an auto-walk toggle, so you just have to move your mouse and not click it for movement Contextual interaction with the world (you can climb or drop by clicking on a prompt in the environment) Animation-cancelling (you can instantly back out of a skill you're in the middle of) Controller support for PC The game is full 3d for the first time in the franchise (D3 had some 2.5d trees and other assets) Hardcore mode will return No offline mode
          Back to top
         Release date
        Not even "Blizzard soon"
          Back to top
        That's about every significant piece of info we gathered from all sources we could find. The story details and constant mentions of "darkness", "gothic" and "gritty" we decided to skip and focused on the game part. If you've run across anything we missed, do let us know in the comments!
         

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