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Everything We Know About Diablo 4 So Far

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Update: The article has new additions from more recent posts noted as (Updated) and the entries with the updates have been moved to the top of their categories.

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

  • Affixes (full list from the demo, including legendary ones)
    • (Updated) There will be more affixes on each individual item, including magic items and rares (source)
    • (Updated) 3 new affixes (source😞
      • Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
      • Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
      • Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance)
      • The three Affixes above are also prerequisites for certain affixes, ie you'll need x Angelic/Demonic/Ancestral power for a specific affix on an item to "turn on":
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      • Each affix is linked to a set of other affixes so you'll be able to choose which type you want to unlock by focusing on either Angelic/Demonic/Ancestral power
         
  • Only 2 base stats: Attack and Defense (instead of Str, Dex, Int Vit etc.)
    • (Updated) Attack will only be on weapons, Defense on armor and neither will be on jewelry (source)
    • + 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
       
  • Legendaries
    • (Updated) Ancient items have been removed (source)
    • (Updated) There will be a special new item, similar to Ramaladni's Gift from D3 that will be able to imbue a rare quality item with a legendary power (source)
      • This will make rares much more important in the endgame, as any of them can be turned into a legendary
    • 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
    • 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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  • 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
    • Transmogrification will probably return

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     Skills

    • (Updated) We will get 1 OR MORE skill points per level
    • Cannot be respecced
    • 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
      • (Updated) The story of Diablo 4 is just like "the first chapter in a book, meaning there are very big plans for the larger narrative after the game's story ends (source)
      • (Updated) Rathma is in fact, the bald summoner of Lillith from the intro cinematic (source)
      • 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
      • (Updated) Some credible leaks that had correctly predicted BlizzCon announcements also predict that the final 2 classes will be Amazon and Paladin, making it a full D2 cast (source)
      • 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

      • (Updated) The Paragon-like system might be infinite or finite, they haven't decided yet (source)
      • 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

      • (Updated) There will be microtransactions (source)
      • 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

      • (Updated) Cross-play between platforms is one of the big goals for the game (source)
      • 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

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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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      Related Diablo 4 Articles:

      • Like 1
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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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        • By Starym
          We have some impressive fan work on display here, as Jonathan Lee has put in a lot of effort on his Diablo 4 Assassin visual concept. The character really seems to fit in to the art style and atmosphere the game is going for, and there's a lot to check out - with concept art for the base class idea, additional sets and looks, weapons (including katars), traps and more!

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          Speaking of Mueller, you should check out his Artstation account for a feel for his style (even though we've already seen a lot of the D4 concept art and it's pretty amazing), and here's a few choice images:
            

            
          And finally we have some Blizzard work-related tweets:
          Not quite a whole lot of new information, but for the small amount of time Ferguson's had access to the studio it's nice that he's sharing as much as he is. Hopefully when things get back to normal we'll hear even more on the development of Diablo 4 from the boss directly, and meanwhile we can remind ourselves of everything that's coming with the updated version of everything we know about D4 so far!
           

          Related Diablo 4 Articles:
          A Diablo 4 Features Hate/Excitement Ratio from the Reddit Community Will Diablo 4 Have Local aka Couch Co-Op on PC? Updated Version of Everything We Know About Diablo 4 So Far Diablo 4 Quarterly Update: February 2020 Diablo 4 Beta Signup Clarifications New Head of the Diablo Franchise Is Rod Ferguson of Gears of War Diablo 4 GamesRadar Hands On - Death Kits, Difficulty and More Diablo 4 Vs. 3 Vs. 2 Graphics and Art Style Comparisons Quarterly Updates on Diablo IV in 2020 System Design, Part 2 (Official) Lilith's Summoner Is Rathma Confirmed Diablo 4 Will Be "Like the First Chapter of a Book", Diablo May Not Even Show Up System Design in Diablo 4, Part 1 (Official) A Letter from the Diablo 4 Game Director Leaks Before the Diablo 4 Announcement: Amazon, Paladin and Release Date? New Gameplay Videos Without Commentary Diablo 4 Will Feature Cosmetic Microtransactions Cross-Play Is a Goal for Diablo 4, Blizzard "Very Excited" About It Visible Open World Players, Skill Cap at 15 and More from Venture Beat Diablo 4 Interview All the Item Affixes from the Diablo 4 BlizzCon Demo All Barbarian, Sorceress and Druid Skills and Talents
        • By Starym
          We have a community overview to check out, as redditor kasperja has taken some time to analyze user reaction after the first Diablo 4 2020 quarterly update. We have a hate vs. excitement scale (typo notwithstanding) based on a few polls from the r/diablo community. Now this obviously doesn't represent everyone, but it's still a nice visual and definitely  not that far off from the general consensus, with the most excitement going towards the art style and combat, and most hated being the itemization and talents.

          This is pretty good news as the majority of the hated features are still very much in development and definitely aren't even close to final, so this is helpful feedback for Blizzard.

          Source: r/diablo.
        • By Starym
          The February 2020 update for Diablo 4 covered a lot of ground, mainly focusing on players' interaction with the game itself, from the way we control it to the way we get to see our skills etc, aka the UI. One big question has come out of it, however, as the update talks about both the (long awaited/asked for) addition of controller support for PC and specifics for the local co-op UI layout - but completely fails to mention whether the latter is also referring to the PC or if it's console only.
          The actual title of the co-op section of the update is "Couch Co-Op UI". Now, nowhere in the update does it actually state that local/single machine co-op won't be coming to PC, but as the couch co-op term is associated specifically with consoles only, there's been some debate on this in the community.
          Co-op in and of itself is obviously not a console only thing, as PC games (and Blizzard games specifically) have had a co-op focus for a long time now, especially with Diablo and WoW, with Diablo 3 even seemingly favoring the multiplayer aspect, based on drop chances, ease of farming etc (we actually even got comments from the devs on this for Diablo 4 already, as the intention is for solo play to be as rewarding in group play). So let's take a look at the arguments for and against "couch" co-op coming to PC.

           
          Why wouldn't we get local co-op on PC?
          First and foremost, local co-op isn't really a PC thing. Not many games actually support it, as the multiplayer aspect is much more online-focused, with co-operative experiences being crafted based on each player having their own screen. With RPGs in particular, the added complexity of inventory screens, skill trees and a whole lot of stats to be read complicates matters, as screen real estate becomes problematic and hard to come by. The other big issue presented by additional players playing on the same PC is the fact that Blizzard would probably insist on them having their own accounts, with the argument being "so they can play their own characters and retain their progress", but in reality not wanting to lose sales (which is a valid concern). This would mean having to log in two separate accounts on the same PC, which is something online games REALLY don't like, due to account sharing issues, and we know Blizzard have a firm stance against that.
          So they'd either have to significantly change the way players log in to the game or allow "guests" to create characters on others' accounts. Or they could just allow PC players the same courtesy as console players, basically just letting anyone play any character on the same account on the same PC. This would mean that you couldn't play local co-op at a friend's house with your own characters from your account, but would rather have to level one up from scratch and keep it there. This adds another problem, as the game being online-only means that we'll almost certainly have a limit to the number of characters we can create, which would mean whoever has a lot of friends coming over would have their character count severely limited.
          Now all of the above options (and the many more I didn't cover) and the problems they bring with them can be solved if there's a willingness to add the feature, and while local co-op is pretty rare on PC, there are exceptions. Most notably these are turn based games with their "hot seat" options (the Divinity: Original Sin series, as well as the upcoming Baldur's Gate 3 - although those are a mix of turn based and real time - and many, many turn based strategy games). Fully real time local co-op games are less frequent on PC, with most of them being indie-type platformers or, and the biggest one in recent memory being a console port/console franchise that already had built in local co-op for their console versions - aka Gears (of War) 5. Now if that particular franchise rings a bell with you in relation to Diablo for some reason...

           
          Why we should and might get local co-op on PC
          Since the rallying cry behind Diablo 4 so far has been feedback, feedback and more feedback, those of us that really want the game to get local co-op on PC need to speak up. Personally I've been searching for local co-op PC games all my life and played basically all of them (despite owning several consoles throughout the years) and playing Diablo 3 on Xbox with 3 friends in the same room is some of the most fun I've had with the entire franchise. There really isn't anything better than couch co-op, in the rare times you can manage it (especially if you're a little older) and action RPGs and Diablo in particular are some of the best examples of it out there, so not having it available to the biggest section of the Diablo player base would be a bit sad.
          As the tech is already there for the console versions of D4 (minus the issues mentioned in the previous section), we can only hope that it also arrives for PC, but we also have to be vocal about it, letting Blizzard known it's a feature PC players want. There's also an overall push to integrate the various platforms Diablo 4 will be coming to, as we've already heard that cross-play is a goal of the game and Blizzard are excited about it, so that's a positive indicator.
          As hinted to in the previous section, one of the big things in favor of local PC co-op is the recent addition of Rod Ferguson as the head of the Diablo franchise - as he was a crucial part of the Gears of War series from its inception, and Gears is famous for its co-op support. We even have one of the biggest examples for PC local co-op in the franchise's latest installment, as Gears 5 features a 2-player split screen and even options for the local players to be joined by a third one online.
           
          In closing, this might be a very small feature compared to the other huge things going on in Diablo 4, but it's a pretty big deal for those of us that care about it. With the console versions getting some pretty nice upgrades in the local co-op department already, and the PC getting controller support, this would be the perfect time to introduce it to the PC side of the franchise. There's also the possibility that this is a done deal and we're getting it already, but Blizzard either haven't announced it yet or simply assumed it was clear from the February update that it was indeed coming to PC. So let's hope the latter is the case, but also clearly and loudly say: Blizzard, please add local co-op for PC!
           

          Related Diablo 4 Articles:
          Diablo 4 Quarterly Update: February 2020 Diablo 4 Beta Signup Clarifications New Head of the Diablo Franchise Is Rod Ferguson of Gears of War Diablo 4 GamesRadar Hands On - Death Kits, Difficulty and More Diablo 4 Vs. 3 Vs. 2 Graphics and Art Style Comparisons Quarterly Updates on Diablo IV in 2020 Updated Version of Everything We Know About Diablo 4 So Far System Design, Part 2 (Official) Lilith's Summoner Is Rathma Confirmed Diablo 4 Will Be "Like the First Chapter of a Book", Diablo May Not Even Show Up System Design in Diablo 4, Part 1 (Official) A Letter from the Diablo 4 Game Director Leaks Before the Diablo 4 Announcement: Amazon, Paladin and Release Date? New Gameplay Videos Without Commentary Diablo 4 Will Feature Cosmetic Microtransactions Cross-Play Is a Goal for Diablo 4, Blizzard "Very Excited" About It Visible Open World Players, Skill Cap at 15 and More from Venture Beat Diablo 4 Interview All the Item Affixes from the Diablo 4 BlizzCon Demo All Barbarian, Sorceress and Druid Skills and Talents
        • By Stan
          The first quarterly update on Diablo IV has arrived with an introduction by Game Director Luis Barriga, Lead UI Designer Angela Del Priore guides us through updates based on post-BlizzCon feedback, controller support on PC, and more. The update is closed by Senior Encounter Designer Candace Thomas who shares a first look at a new set of enemies, the tribes of the Dry Steppes.
          UI Design, Controller Support, and Co-Op
          The devs are not planning to bring back different-sized items. With item icons, they initially pursued a painterly style, but right now, they decided to go with a different approach based off the 3D models to give them natural texture and realism. The brightness and saturation of icon backgrounds have been toned down. Inventory layout has been reorganized and now has a more balanced composition. Based on feedback, the default position of the action bar will be moved to the bottom center for PC players. Diablo IV is for the first time being developed for PC and consoles at the same time. The PC version of the game will support controllers. The focus for Diablo IV is improving the favored 2 player couch co-op experience and come up with core progression UI screens. Monster Family & Design: Cannibals
          Monsters in Diablo IV are classified into "families". Legends say that Cannibals are a former tribe of barbarians, banished from Arreat years ago. The Cannibal family has four members, each type has their own unique weapon and a different silhouette or stance to help them discern from one another. Cannibals have two melee combatants; one's wielding a Two-Handed greatsword cleaver, the other one's using a halberd which allows Cannibals to leap at players from great distances. Bruisers use spiked clubs to deliver intense blows. Dual-axe-wielding swarmers unleash a flurry of quick frontal attacks. The Cannibal family will have no ranged units, but they will have supernatural swiftness to make combat feel frenetic. Check out the official blog post below for more information.
          Blizzard (Source)
          Table of Contents
          Introduction to Quarterly Updates
          Luis Barriga, Game Director
          UI Design, Controller Support, and Co-Op
          Angela Del Priore, Lead UI Designer
          Monster Family & Design Highlight: Cannibal Tribes
          Candace Thomas, Senior Encounter Designer
          Hello, and welcome to the new blog section of the Diablo IV website!
          The Diablo IV development team has been hard at work since BlizzCon and we are all still incredibly energized by the response to our announcement and follow-up blog posts. We can tell you are all excited to see more info coming from the team and about how the game is coming together.
          Well, we have some great news for you today. We are stoked to deliver the first of our quarterly blog updates with you, and this one happens to be a doubleheader.
          First, we have a word from our Lead UI Designer, Angela Del Priore, with some super cool updates on post-BlizzCon feedback, controller support on PC, and a deep dive into couch co-op. If you’d like to jump to her update right now, click here.
          Our second update is by our Senior Encounter Designer, Candace Thomas. She shares a first look at a new set of enemies: the cannibal tribes of the Dry Steppes. You’ll see some amazing new art by Igor Sidorenko, read some of our in-world lore, and even watch video of these flesh-eaters in action. To check out Candace’s update, click here.
          We hope you enjoy both of these updates. We’re looking forward to your thoughts and comments on them, and please also let us know the sorts of things you’d like to hear about next. We realize many of you are curious about different aspects of the development process—some of you love reading and re-reading lore, while others of you may geek out over item tooltips or want to hear some early music tracks. So be sure to tell us what excites you most! Our goal for these updates is to cover a wide variety of subjects and, over the course of development, share something exciting for everyone. 
          Once again, we want to thank you all for sharing in this journey with us.
          See you in Hell.
          -Luis Barriga-
          Game Director, Diablo IV Team
          Back to Top
          UI DESIGN, CONTROLLER SUPPORT, AND CO-OP
          Angela Del Priore, Lead UI Designer
          For anyone who isn’t familiar with user interface (UI) design, our team is responsible for communicating game systems to the player and providing players with the inputs they need to engage with those systems. So while we are focused on helping the player achieve what they want to do, we also need to balance that goal against the vision for the game while maintaining the clarity of what our interface is trying to communicate.
          As you might imagine, this means that we iterate on our UI regularly. As systems change, the UI changes with it, which can in turn cause player goals to change. The UI then needs to adapt while keeping our visual language consistent across the entire game. Visual polish is one of the last things we focus on for this reason. Please keep that in mind as we talk through and show some of our in-progress work, but feel free to let us know your thoughts!
          BlizzCon Demo Feedback
          It’s been a few months since BlizzCon, but we still wanted to take a moment to address some of the UI-specific feedback we received from the demo and announcement videos.
          Inventory
          We saw a lot of feedback around the inventory, either regarding its coloring, the style/size of the item icons, or overall aesthetic. To avoid interrupting gameplay with pockets of inventory management, we’re not planning on bringing back different-sized items. However, we’ve been tackling the other points from a variety of directions.
          With item icons, we’d initially pursued a painterly style to stay in line with the overall art direction of the game, and we’re finding that it doesn’t come across as well when we’re talking about small elements in the UI. We’re now exploring another approach more directly based off the 3D models to give them natural texture and realism.

          We’ve also toned down the brightness and saturation of the icon backgrounds, as well as added secondary visual cues for indicating rarity via the border decoration. This way, we’ve made rarity indicators visually more subtle but hopefully with a wider range in accessibility.
          We received some non-specific feedback about the inventory, but we had guesses as to what people were reacting to based on our own observations. We’ve reorganized the layout of the inventory to what is hopefully a more balanced composition, and across the board we’re looking at the color spread and contrast levels of individual UI pieces.

          We hope to both home in on our goal of a gritty, realistic UI, while balancing ease of use. As the inventory screen is something our players will probably interact with the most, we really appreciate your feedback in this area.
          Rebinding Left-Click
          A surprising number of players asked for the option to rebind their primary skill to anything but the left mouse button so that they could separate moving from attacking. Adding more flexibility to our binding options had already been on our radar for a while, and the demo feedback helped confirm that this was a customization feature that players really wanted.
          In addition to giving players the freedom to assign any skill to any slot from the get-go, all skill slots can now have their keys rebound. We’re committed to supporting skill rebinding for controllers as well.
          The Left-Corner Action Bar

          We went through a lot of iteration on this piece of UI. The left-corner configuration came about because we wanted to try clearing the central combat area and freeing up the bottom of the screen where the isometric camera already sees less. However, based on usability test results, the team’s feedback, and the feedback we received from the demo, we’re going to move the default position of the action bar back to the bottom center for PC players.


          That’s not all, though! The preferred position changes to the left-corner when people play further away from the screen. This doesn’t come as a surprise given the shift in viewing angle (illustrative diagram below not to scale), but it does mean that the center configuration isn’t a majority winner on PC since we’re supporting controller input. So, while we will only stick to the corner configuration on consoles, we will offer both left and center positions as options on PC.

          Supporting controllers on PC
          This is the first time a Diablo game is being developed simultaneously for both PC and consoles, but the decision to support controller input on PC is what caused the greater paradigm shift for us. We wanted to give players the ability to switch between the two options freely, so our UI needed to be unified enough that swapping hardware inputs on the fly wouldn’t throw people completely off kilter. A unified UI means our layouts are more grid-based for ease of navigation, but it doesn’t necessarily mean an identical interaction flow.

          We try to maintain this sort of approach, of keeping established keyboard and mouse conventions while creating controller-friendly shortcuts or alternate flows, throughout the game. Controller support shouldn’t be a limiter on how complex our game can be; it just means we have more paths that we need to consider. It’s not a simple undertaking, but we’re really striving for a native feel for both types of inputs.
          Couch Co-Op UI
          We know many players enjoyed couch co-op in Reaper of Souls, and that the biggest complaint was the inability to do anything while one local player had a UI screen open. When the topic of couch co-op came up early on in development, we looked at the number of people who utilized this feature in Diablo III and found that the 2-player setup accounted for an overwhelming majority. For Diablo IV, we decided to focus on improving the favored 2-player co-op experience and set up our core progression UI screens such that they can be opened independently or at the same time.

          We iterate on this interface regularly and ease of interaction comes before visual polish, but we still welcome impressions at any stage. Everyone approaches the game with a different set of experiences and, consequently, different expectations for how things should look or work and it’s always interesting to hear these perspectives.
          Thanks for reading!
          Back to Top
          MONSTER FAMILY & DESIGN HIGHLIGHT: CANNIBALS
          Candace Thomas, Senior Encounter Designer
          If you had the chance to watch our World and Lore Panel during BlizzCon, you learned that monsters in Diablo IV are classified into “families.” In our various panels we covered different monster families such as the Fallen, who are returning to once again terrorize Sanctuary, and the Drowned, who are a brand new threat plaguing the shores of this world. We touched on their story, combat abilities, the regions they inhabit, and how they interact with one another in a meaningful way. Now, we would like to give you a look into another new family: The Cannibals.
          What is a Monster Family and Why Does it Matter?

          Cultist Family—Diablo IV
          Before we dive into the specific mechanics of the Cannibal family, let’s take a moment to talk about our design philosophy when it comes to monsters.
          In the bestiary of Diablo III, we classified monsters into broad categories like demon, unholy, undead, humanoid, or wildlife. These monsters served as an anchor to the story by adding to the overall setting and tone, which made the whole game feel complete.
          In Diablo IV, the vast and seamless world we created necessitates a slightly different approach to worldbuilding and storytelling. It requires building Sanctuary as a living, breathing character—especially through its creatures. Since we have everything from serene ocean cliffsides to the gaping maw of Hell itself, what does that mean for the bestiary? Well, to fill those areas and make them feel real, we definitely needed to have more non-aggressive wildlife than in Diablo III. But never fear, we still have plenty of monsters to fight.
          Every monster has been reimagined, but in a darker, more gritty art style. We have lovingly handcrafted every creature you’ll encounter from the ground up: that includes demons, NPCs, Act Bosses, and even the skittering critters you can crush underfoot. Though we still pay tribute to some hallmark gameplay—such as Fallen Shamans resurrecting other Fallen—we have completely reimagined things in other places.
          To have these creatures feel more sophisticated and robust, we designed them in what we call “monster families” and archetypes. Each family has a different combat style and feel. For example, the Drowned family has five members in various archetypes: bruiser, ranged combat, melee combat, swarmer, and dungeon boss.

          Drowned Family Lineup in Diablo IV
          Each archetype plays a different role in combat. Swarmers strike in groups, making AoE attacks feel satisfying. Bruisers are larger monsters with high health values, which will make damage over time abilities feel good. Melee combat units act as shields by standing in the way of projectiles for their ranged counterparts. Situations like this provide the player with interesting positional dilemmas if they want to focus fire on ranged units. When adding all of this together, each encounter with the Drowned will be slightly different with regards to player positioning and choice of attack. These rich and varied combat experiences are the power of a monster family.
          Who Are the Cannibals?
          Cannibal Family Lineup in Diablo IV
          A Battle for Survival

          Now that we’ve introduced some new lore about this family, we can dive into how we try to use them to give a cohesive experience narratively, while also providing the peaks-and-valleys of combat expected in a hack-n-slash ARPG. So what does this mean for Cannibal combat design? How do we convey their story through combat? We took a couple of approaches:
          Weaponry 
          The Cannibal family has four members. They each have their own unique weapon and a significantly different silhouette or stance to help differentiate them from one another. There are two standard melee combatants: one wielding a two-handed greatsword cleaver, which delivers a slow, sweeping frontal attack; and the other using a lightweight halberd which allows them to leap at players from a great distance and crash down with a devastating attack.

          The bruiser uses a spiked club in each hand to deliver intense blows that will stun players if they aren’t paying attention. By contrast, the dual-axe-wielding swarmers can unleash a flurry of frontal attacks that will quickly kill if left unchecked. However, this is a less binary pass/fail than the bruiser’s stun attack. If the player finds themselves surrounded by flurrying swarmers, getting hit by the bruiser’s dazing blow would remove all possibility of escape. It’s combinations of attacks like these that make this family so deadly.

          Archetype
          Earlier, we explained how different monster archetypes play different roles in an encounter. For example, players who want to efficiently kill ranged monsters will need to learn how to reposition their accompanying melee attackers so that a cleverly dropped area of effect ability will target both clusters of enemies. This makes for interesting on-the-fly decision-making, and skilled players will be able to spot the optimal positions for these attacks very quickly.

          By design, the Cannibal family has no ranged units. Instead, they spring at the player with supernatural swiftness. Some may close the gap by leaping over obstacles and would-be competitors, while others will swiftly and deftly maneuver through other monsters to get first blood. This provides a very different experience and gives the player less time to make thoughtful positioning decisions, thus making combat with these flesh-eaters feel frenetic.
          That’s it for today. Thanks for staying a while and listening!
          Back to Top
          Note: Comments on all Diablo blog entries have been disabled. This is part of our website migration for GDPR compliance. We apologize for the inconvenience.
          Have a question, comment, or feedback about the information we shared today? Join the conversation here on our General Forum. We can’t wait to hear from you!

          Related Diablo 4 Articles:
          Diablo 4 Beta Signup Clarifications Diablo 4 GamesRadar Hands On - Death Kits, Difficulty and More Diablo 4 Vs. 3 Vs. 2 Graphics and Art Style Comparisons Quarterly Updates on Diablo IV in 2020 Updated Version of Everything We Know About Diablo 4 So Far System Design, Part 2 (Official) Lilith's Summoner Is Rathma Confirmed Diablo 4 Will Be "Like the First Chapter of a Book", Diablo May Not Even Show Up System Design in Diablo 4, Part 1 (Official) A Letter from the Diablo 4 Game Director Leaks Before the Diablo 4 Announcement: Amazon, Paladin and Release Date? New Gameplay Videos Without Commentary Diablo 4 Will Feature Cosmetic Microtransactions Cross-Play Is a Goal for Diablo 4, Blizzard "Very Excited" About It Visible Open World Players, Skill Cap at 15 and More from Venture Beat Diablo 4 Interview All the Item Affixes from the Diablo 4 BlizzCon Demo All Barbarian, Sorceress and Druid Skills and Talents The quarterly update for Diablo IV has arrived with a foreword by Game Director Luis Barriga. Read on for more details!
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