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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:

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      Uncommon Patron

      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 Staff
          The final quarterly update for Diablo 4 in 2020 has just been released and it goes over skill trees, primary stats, weapon types, item qualities, legendary affixes, and more!
          (Source)
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          Understanding how important it is to get itemization right, we paid special attention to early player feedback about this part of the game. We knew that many more iterations awaited between what we showed you at BlizzCon 2019, our follow-up blogs, and the final game release. We also knew from past Diablo entries that we will need to have the time and resources to make these iterations—thankfully, we have that baked into our current schedule. Getting all of your feedback encouraged us to move some of that iteration time forward so that we could get our newest direction in front of you sooner.
          Lead Game Designer Joe Shely is going to walk us through all of our major itemization updates today. We’ve reviewed every aspect of itemization from top to bottom and reworked elements that we felt weren’t living up to their potential—from the individual stats that our classes tap into to the visual representation of items in your inventory. Of course, it’s still early and we still have lots more playtesting and iterating to do, but we think this direction puts us down a more solid foundational path and we couldn’t be happier to share it with you today.
          You can keep tabs on what we’re up to on social media, and as always, please tell us what you think of this update on our forums and all your favorite places to talk Diablo! We’re probably hanging out there too, and we’ll continue to look out for popular topics to tackle in future blogs.
          Speaking of which, our next update will take place during BlizzConline, rather than in blog form. We’ve read speculation about what it could be and want to ensure you that it is something chunky indeed. Without spoiling the surprise, Iet’s just say it involves a new version of the campfire scene we showed you last BlizzCon.
          Thank you all, and see you in Hell!
          -Luis Barriga,
          Game Director, Diablo IV
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          Today we're going to look at some changes to items in Diablo IV and update you on a few things we've shared in our previous development blogs. In deciding what changes to make, we focused on three core ideals:
          First, we want to strengthen class identity by providing intuitive fantasy hooks. Items and skills that lean into the fantasy of your class are best. Second, we want to support deeper customization through our itemization. Items should support and enhance your class, not define it. Finally, we’re landing on overall depth somewhere between Diablo II and Diablo III. We aim to provide years of things to discover and countless ways to build a class. Skill Tree
          Since releasing the last quarterly blog post on the skill tree, we've been reviewing all of your feedback. Our team has also had a lot of hands-on time with our skill trees in frequent internal playtests, including an extended progression playtest. Based on this, we're confident that it's a solid direction, so we're going to iterate on it and make further improvements. For example, we're increasing the clustering of related skill nodes, so players don't have to go across the tree to find skill upgrades for their builds.
          The ability to re-specialize or 'respec' your skills is a tricky one to balance. Like many of you, we want choices to matter and characters to feel different from each other—not just one click away from being identical to all the others. We also want to encourage players to experiment with different skills when they start playing, and discover builds that are right for them. In Diablo IV, you will be able to respec your skills and passives. The number of times you can do this will be unlimited, but it won’t be free. It will be easy to do when you first start a character; as your character grows, the effort and cost required to respec will grow too. In the end-game, changing your build will require a significant investment, to appropriately match the time and effort you’ve put into defining your character.
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          Primary Stats
          In our last blog, we agreed with your feedback that too much of a character's power came from the items they wore. And we liked the imagery conjured by the phrases “Angelic Power” and “Demonic Power,” but they didn't reinforce the fantasy of what being a Barbarian, a Sorcerer, or a Druid is all about. So we went back to our roots and looked at the classic RPG elements of early Diablo games. What are you really doing when you wade through a horde of monsters and emerge a level higher on the other side? You're training; you're practicing a skill; you're getting better at what you do. Becoming stronger, and smarter.
          After gaining a level, our barbarian has received 5 Stat points and 2 Skill points to spend.
          When you gain a level, you'll receive points to spend in Strength, Intelligence, Dexterity, or Willpower, along with your skill points. Of course, most Barbarian builds are going to benefit from a healthy measure of Strength, but as you build out your character and decide on skills and synergies you'll want to mix in other attributes.
          As a Barbarian, each point of Strength will increase the damage of your skills, while Willpower improves Fury generation, and Dexterity grants critical chance. Meanwhile, as a Sorceress, Intelligence increases skill damage, Willpower grants critical chance, and Dexterity hastens mana recovery. Each stat also confers a secondary defensive bonus.
          You can supplement your character's stat build with items to give you a little more Willpower here, a little more Strength there, but the vast majority of your stats will come from how you choose to spend your points.
          And here's where it gets really interesting. Many of the nodes in each class skill tree have additional effects if you meet specific primary stat thresholds. You'll get the baseline effect of these nodes when you spend the skill points to unlock them, but get enough of the corresponding primary stat and the bonus effect will activate.
          You'll want to think carefully about how to allocate your stat points to activate these effects.
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          Now, let's talk items!
          Weapon Types
          As we hinted at in our last blog, we're making substantial changes to core itemization.
          We’ll start by looking at the many different weapons available to classes in Diablo IV. Our weapon types look visually distinct and have meaningful effects on gameplay through features like the Barbarian's Arsenal. We've also done a lot of work in the game engine to make weapons feel more real and physical, like the Barbarian carving a trough through the ground with their mace during Upheaval.
          Characters in Diablo IV use their weapons to perform skills and channel magical power.
          But something was still missing. Wands should be faster than quarterstaves, and swords and maces should do different things. To see what that feels like in action, we've added weapon speeds and inherent characteristics to all weapons in our latest internal test environment.
          Two different weapon choices for a level 20 Sorceress.
          In general, one-handed weapons excel at letting you attack and reposition quickly, while slower two-handed weapons deal more damage. You can really feel the differences between them.
          You can opt for a Staff to cast more damaging Frost bolts, or a Wand to channel them more quickly.
          In addition to speed, each type of weapon has an inherent physical characteristic. For shields this is block value, meaning that any shield you find in Sanctuary is going to have block, in addition to any magical affixes it may have. As physical properties, these traits are consistent across all weapons of the same type and cannot be modified.
          The physical characteristics of a weapon are shown above the separator in item tooltips. Here we see examples of a shield, wand, and axe.
          You might notice another thing about these items: they're high-resolution renders of the actual equipment. In a game like Diablo, icons are important. They often contribute as much to the identity of a cool piece of loot as the in-game representation on your character. Items that don't appear on your character, like rings, are defined by their icons. We've upgraded all of them.
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          Item Qualities
          We’ve also made some exciting changes to the game’s item qualities. Philosophically, we like the clarity of analysis afforded by clearly understood item tiers. In other words, we think players of all skill levels benefit from not having to scrutinize every single item that drops to see if it might be an upgrade for them—blue Magic items are good, but yellow Rares are usually better. There’s a great feeling of progression when you graduate into items with greater complexity, more powerful effects, and cooler looks as you level up. And the game-changing powers found on the Legendary items in Diablo III are exciting and offer many possible effects that just aren't possible with regular affixes.
          That said, we don't want to end up in a place where the right decision is to ignore every item that doesn't have a glowing orange sky-beam.
          So, we're making a lot of exciting changes here. We’re increasing the potential power of individual affixes on Magic items. We're increasing the maximum number of affixes on Rare and better items in the endgame. Legendary affixes now roll randomly (Yes, really!) on Legendary Items. And Unique items will replace Mythics.
          Magic items can now have the most powerful regular affixes, while Rare items get up to five, and Legendary items have four regular affixes and one legendary affix.
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          Legendary Affixes
          You can think of Legendary items as Rare items with one affix replaced with a legendary effect. These new legendary affixes work just like regular affixes, in that they can roll randomly on different items and in different slots. Many can be used by any class, while some are specific to a particular class.
          Can't decide between making your Chill effects Freeze faster or more damaging ground effects for your boots? No problem! Legendary affixes aren't restricted to a specific slot.
          You'll notice a variety of our affixes in the examples above, including elemental resistances and sockets for gems and runes, which can appear on items in place of another affix. And of course, Attack comes from your weapons while Defense comes from your armor. With the increase to the maximum number of affixes available on items, we'll also be adding new affixes to the game to make sure there's plenty of diversity.
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          Uniques
          Unique items are making a comeback in a big way in Diablo IV. We're embracing the fantasy of these build-around items with completely fixed affixes, heavily thematic and usually class-specific powers, and distinctive looks.
          Three Unique items available at level 20. A Unique will always appear with the same affixes.
          We still like the idea of Mythic items, but we don't want to create an item quality that invalidates all others, so they're out for now. One of the things we loved most about them was the promise of getting random legendary powers on an item, so we folded that into our baseline legendary design.
          With the addition of the skills and passives tree, primary stat points, and changes to items in Diablo IV, we can’t wait to see all the builds you’ll create. Maybe you'll focus on skills augmented by Uniques we designed, create something from scratch out of different legendary affixes, discover a creative pairing of primary stats with specific skills, or even incorporate the odd Rare or Magic item to maximize a specific affix to great effect.
          We’re excited to read through the community feedback on the updates in this blog. As always, please remember that none of this is final as the game is still actively in development. Your constructive discussions around these features will continue to help Diablo IV, and we greatly appreciate your support and thoughts about the game. We will continue working on itemization throughout the development of Diablo IV and we are looking forward to seeing you at BlizzConline next year! We have lots to share in 2021 regarding some of our other features and we can’t wait to tell you all about them.
          -Joe Shely,
          Lead Game Designer, Diablo IV
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        • By Staff
          There's only 16 more days in Q4 of 2020 and as you'd expect Diablo fans are getting excited and have started asking when the new quarterly update is coming. Today community manager PezRadar went to reddit to clarify:
          Diablo 4 Quarterly Update (source)
          Wait, when does Q4 end?!?! JK ?
          Soon.
          Very Very Soon.
          This definitely means this week and perhaps even tomorrow, so let's see what happens! 
        • By Stan
          ArtStation posted an article on the modeling on "By Three They Come," the announcement cinematic for Diablo 4 that was 16 months in the making.
          Diablo 4 was unveiled in style at BlizzCon 2019, and here is the official announcement cinematic trailer.
          For the Blizzard cinematics modeling team, the most difficult things to tackle were character performances, dialogue, and close-ups, according to Modeling Supervisor Shannon Thomas.






          The team chose to cast actors for facial reference.



          At Blizzard, they don't want characters to be photorealistic, which is why they've also been given concept art.

          The director gravitated toward the actor for the cleric because he liked his appearance, but this was more of an exception, and they pushed the swordsman more towards the concept and away from the character.

          All the animations in the cinematic trailer were handcrafted, including the close-up facial animations.

          You can read more in the article on ArtStation.Source: ArtStation
        • By Starym
          Here comes another interesting Diablo 4 hire, as Blizzard are looking for a Cinematic Designer for real-time cutscenes. These are the in-game variety, usually for quests and similar.
          This couldindicate a larger amount of these cinematics in the game, and whether they'd be just for showcasing the environments or we could get some more action-oriented, or even character-development ones, which would be great.
          The specific nature of the cinematics in question is a little unclear, but presumably they would be similar to this one we already saw in the BlizzCon demo:
          Source.
        • By Starym
          Three quarterly updates in and we still don't know what the remaining two classes will end up being in Diablo 4 (unless you count the rumors). Redditor pisulanu has compiled a whole bunch of polls into one big chart detailing which classes people are most excited for and would like to see return.
          Perhaps unsurprisingly, the Necromancer won out, but not by much, and somewhat disappointingly the Assassin ranked last among the old-school Diablo 2 classes. The rest is a mix of D1 and D3 classes, as well as plenty of original concepts (with Magda and Queen Aranae also making an appearance because reasons - although a Ghom playable class sounds pretty great):

          We're hoping for some of the original concepts to show up and mix things up a bit, but it seems the old favorites are the massive front-runners, which makes sense.
          Source.
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