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Everything We Know About Diablo 4 So Far

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With so many articles, panels, interviews and streams coming out of BlizzCon this year, a lot of people may have missed a lot of important details announced about Diablo 4, so we thought we'd gather it all up in one spot, before going into detail and analyzing each segment separately. We won't go into the smaller details and less useful info here, so we have a better overall overview, so if you really want to know every single detail, check out the list of articles at the bottom of the page.

 Table of contents

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

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  • 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

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 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

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 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

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 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

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 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)

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     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

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     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

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     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

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     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

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     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.

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     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)

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     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

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     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

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     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

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     Platforms

    • PC, PS4, Xbox One and probably next gen consoles as well
    • They're looking into cross-play

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     Progress updates

    • We will be getting quarterly progress updates starting in 2020

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     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
       

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     Release date

    • Not even "Blizzard soon"
       

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    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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    Other Diablo 4 articles:

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    I'm beyond excited for D4. I hope it doesn't flop at launch. Also, a shared world is going to be cool. I've heard it is similar to how Destiny works. You'll see players doing their own thing. Plus, the new or at least updated Engine looks amazing! Might re-install D3 just to get that feeling again.

    Highly Interested on how Towns (Social Hubs) will play out with random players, hopefully just like any other MMO. Trading, questing and help from randoms that may turn into long life Diablo friends.

    Edited by Knoxtane
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    2 hours ago, Knoxtane said:

    randoms that may turn into long life Diablo friends.

    I respect your possitivity and hope / wish in this term, but i mostly met extrem psychopath's in both WoW and D3 in the past. At this point i welcome their idea of "you dont need people for every action" aka. Soloplay also brings happiness.

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    HYPE! Reading through all the infos, good vibes, really excited about D4. Hopefully Blizz gonna stay motivated enough so to deliver some next level action rpg... action 🧀.

    @Baharok Haha, "psychopaths", classic. I always found open privat community chats to be great for finding ppl that know how to have fun. Hopefully D4 will have a strong community backbone, making it easy to have fun. And an ignore option for the occasional "psychopath" 😉.

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    • 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)

    Having D3 release legendaries flashbacks. Back when they didn't drop at all and were still inferior to good proc Rare items.

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    I'm so sad that the runes and runewords won't be closer to the way they were in D2.

    It is to this day so satisfying to see that HR drop, save runes and eventually craft that sweet runeword in a piece of carefully selected gear.

    I'm also a bit scared that they won't really listen to the community through the development of D4, but only time will tell.

    Edited by Osmodium

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    5 hours ago, Kuarinofu said:
    • 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)

    Having D3 release legendaries flashbacks. Back when they didn't drop at all and were still inferior to good proc Rare items.

    While I 100% agree you have to admit the few legendaries you got back then (as shitty as they were) were a *filtered* EVENT. I can seriousl still remember at least 2 and exacty where and how I got them. I really REALLY miss this in games nowdays.

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    5 hours ago, Osmodium said:

    I'm so sad that the runes and runewords won't be closer to the way they were in D2.

    It is to this day so satisfying to see that HR drop, save runes and eventually craft that sweet runeword in a piece of carefully selected gear.

    I'm also a bit scared that they won't really listen to the community through the development of D4, but only time will tell.

    While with any other company and Blizzard at any other time you'd be right, this time I'm 100% sure they'll listen. Why? Because they don't really know what they're doing. I don't mean this in  an incompetence way, but they do not have a vision for this game (unfortunately). D4 is a hail mary "we need to give something, anything to the community" and they're piecing it together from all the complaints and "wants" of the Diablo community.

    It's both sad and good, as the game will be fine, good even since Blizz know how to do good combat, but it won't have any new ideas or concepts - they will do EXACTLY what the community wants which is why they're practically begging for feedback.

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    Ahhw awesome summary! Really excited about the new Diablo.
    Already in love with everything from art to gameplay. There is absolutely nothing what I actually don't like. Can't wait that 'not even Blizzard soon'! 

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    Thanx for all this, Icy!

    I miss the Old D2 Crafting - I don't remember exactly how it worked, but I remember getting a White Item like a Grandfather Sword and Crafting it into something really kickass.  Maybe I'm Hallucinatin'.

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    Curious what you guys think about the Skills not being able to be respecced.

    Edited by albabe

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    I just want to say I have a lot of friends that are gamers but have never dabbled in Diablo, and they are talking about this game's announcement. People never playing Diablo before are interested and saying maybe they should give it a try.

     

    And my friends who have moved on from Diablo years and years ago are super hyped about it.

     

    So thus far they have done a fantastic job on rebranding this old school franchise, and I hope they continue to build on this momentum and deliver!

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    9 hours ago, Baharok said:

    I respect your possitivity and hope / wish in this term, but i mostly met extrem psychopath's in both WoW and D3 in the past. At this point i welcome their idea of "you dont need people for every action" aka. Soloplay also brings happiness.

    I have found as I've gotten older that I enjoy the journey much more than the destination I'm getting to. The majority of people you group with seem to be in a fury to burn through and race as fast as possible, skipping things as much as possible, to get that shiny thing at the end. Dungeons in WoW for example give you zero chance to even stop and chat, let alone admire the interesting atmosphere or architecture of the area. I hope they keep solo play or at least a slower-paced style available for people.

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    40 minutes ago, albabe said:

    Thanx for all this, Icy!

    I miss the Old D2 Crafting - I don't remember exactly how it worked, but I remember getting a White Item like a Grandfather Sword and Crafting it into something really kickass.  Maybe I'm Hallucinatin'.

    It was the runeword system, you'd need an item with 5-6 sockets and then a whole lot of extremely hard to get runes to crate a 5-6 world runeword that turned yout white item into basically a legendary.

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    13 minutes ago, albabe said:

    Curious what you guys think about the Skills not being able to be respecced.

    I'll be writing up a full article on skills and talents and that's a biggie I want to discuss

    8 minutes ago, TyZone said:

    I have found as I've gotten older that I enjoy the journey much more than the destination I'm getting to. The majority of people you group with seem to be in a fury to burn through and race as fast as possible, skipping things as much as possible, to get that shiny thing at the end. Dungeons in WoW for example give you zero chance to even stop and chat, let alone admire the interesting atmosphere or architecture of the area. I hope they keep solo play or at least a slower-paced style available for people.

    Can't agree more, I consistently either play solo, even in MMOs or with friends that I know won't just run around burning to get to "the endgame". I still get that pseudo-competitive urge when other friends are "already" max level or grinding the endgame content, but I manage to fight it off (mostly) and just enjoy. I still play a ridiculous amount of time but I really take my time to look around and enjoy the journey as much as possible, as you say.

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    As someone who wanted to play D3 on my Laptop when I deployed overseas, I know the lack of "offline mode" will continue to annoy veterans, and I don't blame them.

    With today's technology and crypto as it is, it shouldn't be hard to generate keys for each buyer that are impossible to duplicate.

    I.e. the game key would be generated server-side at time of purchase and then linked to that battle.net account permanently (and require online authentication for a one-time register to new devices if you were to switch from laptop to pc and vice versa) This way people couldn't add devices, go offline and play a LAN game with one Battle.net account

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    Lack of respec might be annoying to most players. Freedom of choice is good, but as usual people will quickly figure out what is the best build. Anyway, not planning to be "competitive" or anything of that sort, so I will just pick whatever I like.

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    While I want to get excited, I'm apprehensive as well. I've lost a lot of faith in Blizzard's direction this last year and their content seems to be gearing more towards profit than play. The idea of keyed dungeons and pvp says to me they want to invest D4 into e-sports, which could mean more investment into that side of the spectrum rather than the single/co-op version. Always online, well, that's a given these days it seems. But an open world where you see other players? Sounds like they want to make it an MMO without it being an MMO. Right now, if it were available for pre-order I wouldn't touch it. Later down the line when we learn more and it becomes available, I'll have to wait and see.

    TBH, as much as I was looking forward to D4, I was more interested in a D2 remaster. But given that Starcraft 2 got one and Warcraft 3 is getting one, I think next year we'll see a D2 remaster announced. Hopefully.

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    seems decent i really enjoyed d3 over d2 so not sure how illl like this . for me d3 is great i can hope on do 2 or 3 grifts real quick then get off fr a bit and come back d4 doesnt seems liek ill be able to play like that alot more time will be needed to invest . and shadowlands will prob be out way before this comes out 

     

    Edited by elmurufdd

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    On 11/5/2019 at 8:43 PM, Starym said:

    It was the runeword system, you'd need an item with 5-6 sockets and then a whole lot of extremely hard to get runes to crate a 5-6 world runeword that turned yout white item into basically a legendary.

     

    On 11/5/2019 at 8:43 PM, Starym said:

    It was the runeword system, you'd need an item with 5-6 sockets and then a whole lot of extremely hard to get runes to crate a 5-6 world runeword that turned yout white item into basically a legendary.


    Well there was crafting and there was a runeword system, for crafting the item would have to have been normal/magical/scoketed, for runewords it would have to be grey (or made grey via crafting, so you technically the original post would still be refering to crafting and not runewords)
    And yes runewords were more often than not better than legendaries.
    https://diablo2.diablowiki.net/Crafting_Recipes
    https://diablo2.diablowiki.net/Runewords

    Edited by Koxsos

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    On 11/5/2019 at 11:46 AM, Starym said:

    I'll be writing up a full article on skills and talents and that's a biggie I want to discuss

    Can't agree more, I consistently either play solo, even in MMOs or with friends that I know won't just run around burning to get to "the endgame". I still get that pseudo-competitive urge when other friends are "already" max level or grinding the endgame content, but I manage to fight it off (mostly) and just enjoy. I still play a ridiculous amount of time but I really take my time to look around and enjoy the journey as much as possible, as you say.

    Let us know when your article is up, sir.

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        Sources of Power
        The community has shared many good points on the topic of power sources and we’re reevaluating how much power comes from each source at any given time.
        However, we want to clarify that in Diablo IV, power doesn’t come mostly from items. We want to have a good mix of power sources: characters naturally get stronger as they level up, skills have ranks that increase power, talents provide specific playstyle choices and additional character power, and of course items grant power and meaningful choices as well.
        Something else to keep in mind is Legendary powers are just one part of an item’s power, and they won’t invalidate all other Affixes due to how powerful they are. For example, two to three normal Affixes are currently equivalent in power to a Legendary power on most items.
         
        Keyed Dungeons
        A big question that’s come up is exactly how Keyed Dungeons are different from Rifts. Keyed Dungeons introduce greater challenges as their tiers increase through Dungeon Affixes. The majority of dungeons are real places in the world, and players will know some information about them including what types of monsters, events, and layouts to expect. With this information, as well as the specific Dungeon Affixes being displayed on the key, players will be able to strategize their approach before going into the dungeon. We believe this is the biggest change from Diablo III Rifts: the added planning and strategizing that takes place before you decide to run a Keyed Dungeon.
         
        Please continue to share your thoughts—we want you to be involved in the Diablo IV design process. I personally believe in making the best decisions for the game based on the strongest design ideas, no matter where they come from. My biggest hope is for us to be able to constructively discuss and iterate on the topics that are most important to the community—so keep the feedback coming!
         
        See you in Hell,
        David Kim
        Lead Systems Designer
        The Diablo IV Team
         
         

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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!
        Game Director (source)
        Dear Diablo family,
        Thank you all for a great BlizzCon. We unveiled Diablo IV with our announce cinematic, establishing the tone for our overall creative vision moving forward. We hope you all dug that.
        We also showed you our gameplay trailer, showcasing our classes, monsters, and open world, and invited you to take the first step in this journey toward Diablo IV together. We can tell from all the questions and excitement we’ve seen online and in-person that you are eager to find out more.
        The lines to our demo stations and Dark Gallery were packed all weekend long and we were floored by the overall reception—especially from long-time Diablo players. We were blown away by how often we met people who came back to play the demo again and again. The stories you shared with us about Diablo and what this series means to you moved us and inspire us to do our best.
        We’ve been taking this week to assess and discuss our takeaways from BlizzCon, and we love all the deep discussions happening around the art, features, systems, and world of Diablo IV. We’re also excited about a cool update we’re planning for you in February of next year. It will be the first in a series of quarterly updates where we’ll share behind-the-scenes looks at our progress going forward.
        We also know that one topic is burning hotter than the rest. We want you to know that we are having the same conversations about items and stats that you are having—whether on the official discussion threads or external sites, we read it all! Getting this right is at the top of our minds, and in the coming weeks our lead systems designer David Kim will provide a few clarifications, share some of his thoughts, and address some of your open questions. We hope you check it out and let us know what you think.
        Once again, on behalf of the entire team, from the bottom of our hearts we want to thank you all for a fantastic and unforgettable BlizzCon 2019.
        Hail Lilith and see you in Hell!
        Luis Barriga,
        Game Director, Diablo IV
         

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      • By Starym
        Some 4 months ago there was a leak over on reddit detailing a lot of the announced features for Diablo 4, and we thought we'd take a look at what exactly the leak got right and not, so we can decide if the part about the other two classes being Amazon and Paladin, as well as the planned beta and release dates are correct.
        First off, it was u/Gorelight that came out with the information, as he was apparently one of the first to see the game behind closed doors and that's about all we got in terms of credentials. As far as his info goes, a lot of it was confirmed on November 1st at BlizzCon and some of it turned out wrong but still plausible. The first big piece of info that we're interested in even after the announcements is the fact that the remaining two classes will be the Amazon and Paladin, meaning it's a full Diablo 2 roster minus the Assasin and Necromancer. The other big info remaining from the leak is the timing of the beta and game release, placing the beta in 2020 and the release in 2020-2021, but since that's very susceptible to change, the time frame mentioned is less relevant.
        While obviously none of this is definitive or confirmed, we're going to go through his leaks individually and see just how correct they were. Let's start by separating the bullet points from the original post/leak into groups (and obviously there's discussion to be had where which one should be placed, this is just our thoughts on it).
        Confirmed
        Official Title - Diablo IV (No sub title)
        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
        Blizzard will be treating Diablo IV as a reboot of the franchise. Those who wanted a Diablo II Remake and a brand new Diablo game will be pleased. Basically, it's a combination of both made for the modern era. Best way to think of this is the latest God of War that was released in April for the PlayStation 4 in 2018.
        The demo we've seen lasted about 20 to 30 minutes. I am not sure if this is the same demo they will be using for Blizzcon later this year or if they have a new one in the works specifically created for the fans and press too see.
        The demo showcased core elements of Diablo IV such as the Loot, Barbarian Class (a bit of Druid as well), Combat and the most interesting (in my opinion) how it all comes together as an isometric MMO and blends in with a brand new eco-system and creates a next-generation Diablo experience
        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.
        The class that was showcased in great detail to the employees was a Barbarian- signature moves such as whirlwind return and many other favorite skills. Druid was also part of the demo, but for extremely short time and only used as an example for their new combo combat system.
        The demo showed how a druid player can use the combo system. In the clip the player was able to morph into different animal forms (including wolf and bear) during mid-combat flawlessly without any weird transitions or awkward attack animations using different sets of moves and skills from each of the forms in a matter of seconds. It looked very impressive.
        Crafting will return in Diablo IV and will be a very important system and part of the entire game and its economy. If you enjoy crafting in MMOs or in games in general then you are in for a treat according to Blizzard.
         
        Technically correct but very generic and easily guessable
        New sophisticated Engine with a ton of improvements over Diablo III and new functionalities for new gameplay systems and visual design Art Style is VERY dark, gory/bloody and gritty - think Diablo II days mixed with Dark Souls and Bloodborne but much more modernized obviously. The new engine is able to create atmospheric visuals and dark tones that immerse the players. Picture the world of Sanctuary as if it was in the Dark Souls or Bloodborne universe. Super dark and gothic. Music is going to harken back to Diablo I and Diablo II. It will feel very very familiar to the old-school Diablo fans but also have it's own unique twist to it and sound that is catered specifically to Diablo IV
          Not confirmed but probable
        Blizzard are happy with the many systems and improvements they've made over the course of Diablo III: Reaper of Souls such as the Kunai Cube, Wardrobe loadouts, Seasonal Journeys, Rifts/G-Rifts and so on. Diablo II Remake/Remaster was planned, but they later realized that it would be much better to give the franchise a complete reset and put majority of the fans requests into 1 giant package. You can trade items in the game with other players such as gold, basic crafting materials (special crafting materials are soulbound and cannot be sold) and any kind of loot ranging from grey quality and all the way up to rare yellows. Blizzard is not sure yet what to do with Legendary items/weapons yet and if they should be tradeable or not as far as the game's economy goes due to competitive fairness and end-game systems that have a lot of functionalities with the legendary loot. Vague and pretty obvious
        Blizzard learned a lot from their Diablo III and Reaper of Souls mistakes/lessons and used the feedback to create and design new and improved systems for Diablo IV Blizzard is well aware of games such as Path of Exile, Grim Dawn and Wolcen and their current skill systems. As a matter of fact, they have a whole special team dedicated to playing those games extensively for research and game development purposes. Blizzard are creating something new unique of their own for Diablo IV as far as character progression goes and yes stat allocations are back as well.
          Wasn't at BlizzCon but possible
        Tristram will be one of the Hub cities in the game. (This was one the one we saw in the demo) Blizzard has stated there are more hub-cities, but did not show or told us what they are. A server will hold around 100 or so people at a time as of now.
          Incorrect but very possible it was changed before the BlizzCon demo/wasn't ready to be shown
        Combat system will have combos. You will be able to use a combination of skills in succession to do more damage or create larger area of effect attacks. As a Barbarian you can chain pull into an enemy and then jump over them and then you have a choice of either throwing them into another demon or grabbing them and then pummeling them into the ground with your bare hands or simply stunning the target and then use an execution move to chop their head off. You can ONLY do execution moves when the enemy is near death. The combo system was created to evolve combat for the Diablo franchise. Blizzard wanted to make sure that if they're going dark and gritty, the combat had to be dark and gritty as well. No word on PvP yet or anything of that sort. However, Blizzard did say that since they're going the MMO route, the PvP factor is kind of important to a lot of players. Although, right now they're strongly focusing on creating a fantastic PvE Diablo experience. They do not want to promise anything in regards to PvP ever since with what happened to PvP in Diablo III only to later disappoint the fans. PvP is something that will be looked at in the future once the game is in a stable place and the playerbase is happy. Diablo IV will be the new era for Diablo and will be a game as a service. New free content patches will come out that will add quality of life changes, new additions, items and so on. Paid expansions are also possible, but right now its still undecided and Blizzard won't know until the game is launched and until they see if its successful or not. They do not want to announce anything that's regarding to paid content until they are 100% sure of their plans and what they will be adding next post-launch.
          And finally, the big ones which we're all very interested in but have no idea if they're real or not:
        Paladin, Barbarian, Sorcerer, Amazon and Druid are planned for launch with more coming later. Blizzard wants people to feel like this is Diablo II all over again but in a completely new era of the franchise. Blizzard were also debating whether to include the Druid or Necromancer class at launch of Diablo IV. Blizzard decided put the Druid for launch of Diablo IV and Necromancer for later, since the Necromancer was released already for Diablo III. Right now the goal is to get the game ready playable demo for Blizzcon's 2019 and of course all the marketing material as well. After that, it will be preparing for the beta in 2020 and then the release. Release is being debated between late 2020 or early 2021 depending on how things go, but as of now it seems early 2021 is more likely. Will be coming to PC PlayStation 5 and Project Scarlett.  
        And that's the complete overview of the leaks from 4 months ago. It's up to you to decide how much weight you want to put on them based on what was proven to be correct and not, but it seems the leaker may indeed have been legit. The various things he got wrong can be attributed to changes between then and BlizzCon or systems Blizzard weren't ready to announce this early, the only major discrepancy being the beta and release timings. Those are very flimsy, as the devs' "not even Blizzard soon" comments seem to indicate it taking significantly longer than 1-2 years for release (hell, that's even faster than Blizzard soon). On the other hand, they could have been managing expectations and the leaked dates are still their target, but we won't know more about that for a while still. As for the Amazon and Paladin, they seem a little on the nose, to go with the entire D4 roster ported over from D2, but again, the leaks seem solid and it might be something Blizzard decide to go for.
        So what do you think? Is the leak credible considering all the info we now know? Could we really see Diablo 4 in as little as a year, with an Amazon and Paladin class in tow?
         

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      • By Starym
        Game Informer's next issue is all about Blizzard and they had a visit at the Blizz offices and got another look at the demo we all saw at BlizzCon, with three of their writers getting to play. Luckily for us they made videos from their visit, one for each class, and although we've seen plenty of footage from the demo already, these are "clean", with only the gameplay sounds and no commentary.
        Check out our BlizzCon 2019 Content Hub for more interviews and info!
        Unfortunately, however, the videos are only hosted on Game Informer's site and aren't embeddable, so you'll have to go to their individual pages for the non-commentary versions. They're worth checking out for a better idea of the atmosphere and audio design for the skills monsters etc. It's the second, smaller, video in each article:
        Barbarian Druid Sorceress For me this more focused footage without all the streamer distractions really helped to get a better idea of the tone, atmosphere and especially the skill and monster audio in the game, and I have to say it's pretty impressive stuff considering how early in development the game is.
        You can also check out the versions with the commentary below:
        #1
        #2
        #3

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      • By Starym
        While Blizzard have been somewhat cagey about this topic in various interviews, it did slip out that they are in fact planning on having microtransactions in the game. We have separate information from a few sources, beginning with Quin69's original interview with lead designer Joe Shely:
        Now, we didn't really need this confirmation to know there will be MTXes in the game, as the horse customization system shown off at the Diablo 4: Unveiled panel was a pretty definitive sign, and a game like Diablo is a pretty solid fit for cosmetics.
        Shely also reiterated what we heard in several different interviews and panels as well, where it was very definitively stated that you will not be able to buy power in the game. With the auction house also being confirmed as not returning, and the most powerful items in the game being non-tradeable, it seems we really will have to get the very top gear ourselves. He continued to clarify that they don't know what form these cosmetic MTXes will take, although again, considering the horse armor and customization, we'd say they have at least some idea.

        A lot of people are very opposed to any form of MTX in a Diablo game, but as always it all comes down to execution. Will the purchasable cosmetics be the best looking gear in the game? Will they overshadow the endgame and most powerful gear you have to work hard to get? Or will it just be different options and perhaps weird concepts that don't fit with actual gear in the game. We can safely eliminate the Asian MMO route where a fantasy RPG suddenly gets modern day cop outfits and other completely immersion-breaking cosmetics, at least.
        Another way that's really worked well in the past is the Destiny model... or, well, the OLD Destiny model - where you could get a lot/a majority of the cosmetics just by playing the game enough, with 2 separate currencies for buying cosmetics - one for real money and one you can earn in-game. The point being that while everyone (rightly) recoils at the mere mention of microtransactions, they can actually be beneficial to a game if done correctly - Diablo 3 would have been updated and improved much more if it had a steady revenue stream coming in, perhaps even getting a second expansion, and would it really have been that horrible if players were able to just buy the seasonal wings, portraits etc from the conquests?

        As for Diablo 4, aside from the clearly already planned horse cosmetics, there are plenty of avenues they could go with the MTXes, avoiding the inevitable trouble that would come from selling really cool looking armor set visuals. There are plenty of things they could add that wouldn't really impact the game at all, like additional head customization like scars, tattoos etc, banner additions (if they return), portrait frames, UI customization, and a lot more. Now sure, the more cynical among us might think that one of the big reasons Blizzard went the shared world route this time around is to make cosmetics more valuable, as you'll be showing off to random people all the time as you pass them by in the world, but even if that were the case as long as they don't go overboard with what they sell, it should be fine.
        In any case, there is a way to do MTXes well, and considering how much attention Blizzard are paying to the community's wishes, Diablo 4 may get out of the MTX quagmire relatively intact, or perhaps even be better for it.

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        Check out our BlizzCon 2019 Content Hub for more interviews and info!
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