Jump to content
FORUMS
Sign in to follow this  
Starym

Leaks Before the Diablo 4 Announcement: Amazon, Paladin and Release Date?

Recommended Posts

CY8OVzw.jpg
 

Some 4 months ago there was a leak over on reddit detailing a lot of the announced features for Diablo 4, and we thought we'd take a look at what exactly the leak got right and not, so we can decide if the part about the other two classes being Amazon and Paladin, as well as the planned beta and release dates are correct.

First off, it was u/Gorelight that came out with the information, as he was apparently one of the first to see the game behind closed doors and that's about all we got in terms of credentials. As far as his info goes, a lot of it was confirmed on November 1st at BlizzCon and some of it turned out wrong but still plausible. The first big piece of info that we're interested in even after the announcements is the fact that the remaining two classes will be the Amazon and Paladin, meaning it's a full Diablo 2 roster minus the Assasin and Necromancer. The other big info remaining from the leak is the timing of the beta and game release, placing the beta in 2020 and the release in 2020-2021, but since that's very susceptible to change, the time frame mentioned is less relevant.

While obviously none of this is definitive or confirmed, we're going to go through his leaks individually and see just how correct they were. Let's start by separating the bullet points from the original post/leak into groups (and obviously there's discussion to be had where which one should be placed, this is just our thoughts on it).

Confirmed

  • Official Title - Diablo IV (No sub title)

  • Camera View and Genre - Isometric MMOARPG

  • No Load Times (except loading in the game for the first time or logging in and out)

  • Made for consoles in mind from the get go

  • Blizzard will be treating Diablo IV as a reboot of the franchise. Those who wanted a Diablo II Remake and a brand new Diablo game will be pleased. Basically, it's a combination of both made for the modern era. Best way to think of this is the latest God of War that was released in April for the PlayStation 4 in 2018.

  • The demo we've seen lasted about 20 to 30 minutes. I am not sure if this is the same demo they will be using for Blizzcon later this year or if they have a new one in the works specifically created for the fans and press too see.

  • The demo showcased core elements of Diablo IV such as the Loot, Barbarian Class (a bit of Druid as well), Combat and the most interesting (in my opinion) how it all comes together as an isometric MMO and blends in with a brand new eco-system and creates a next-generation Diablo experience

  • The world of Sanctuary is MUCH MUCH MUCH larger than before due to the game going the MMO route. The space is necessary to accommodate the players.

  • The class that was showcased in great detail to the employees was a Barbarian- signature moves such as whirlwind return and many other favorite skills. Druid was also part of the demo, but for extremely short time and only used as an example for their new combo combat system.

  • The demo showed how a druid player can use the combo system. In the clip the player was able to morph into different animal forms (including wolf and bear) during mid-combat flawlessly without any weird transitions or awkward attack animations using different sets of moves and skills from each of the forms in a matter of seconds. It looked very impressive.

  • Crafting will return in Diablo IV and will be a very important system and part of the entire game and its economy. If you enjoy crafting in MMOs or in games in general then you are in for a treat according to Blizzard.
     

Technically correct but very generic and easily guessable

  • New sophisticated Engine with a ton of improvements over Diablo III and new functionalities for new gameplay systems and visual design
  • Art Style is VERY dark, gory/bloody and gritty - think Diablo II days mixed with Dark Souls and Bloodborne but much more modernized obviously. The new engine is able to create atmospheric visuals and dark tones that immerse the players. Picture the world of Sanctuary as if it was in the Dark Souls or Bloodborne universe. Super dark and gothic.
  • Music is going to harken back to Diablo I and Diablo II. It will feel very very familiar to the old-school Diablo fans but also have it's own unique twist to it and sound that is catered specifically to Diablo IV
     

Not confirmed but probable

  • Blizzard are happy with the many systems and improvements they've made over the course of Diablo III: Reaper of Souls such as the Kunai Cube, Wardrobe loadouts, Seasonal Journeys, Rifts/G-Rifts and so on.
  • Diablo II Remake/Remaster was planned, but they later realized that it would be much better to give the franchise a complete reset and put majority of the fans requests into 1 giant package.
  • You can trade items in the game with other players such as gold, basic crafting materials (special crafting materials are soulbound and cannot be sold) and any kind of loot ranging from grey quality and all the way up to rare yellows. Blizzard is not sure yet what to do with Legendary items/weapons yet and if they should be tradeable or not as far as the game's economy goes due to competitive fairness and end-game systems that have a lot of functionalities with the legendary loot.

Vague and pretty obvious

  • Blizzard learned a lot from their Diablo III and Reaper of Souls mistakes/lessons and used the feedback to create and design new and improved systems for Diablo IV
  • Blizzard is well aware of games such as Path of Exile, Grim Dawn and Wolcen and their current skill systems. As a matter of fact, they have a whole special team dedicated to playing those games extensively for research and game development purposes. Blizzard are creating something new unique of their own for Diablo IV as far as character progression goes and yes stat allocations are back as well.
     

Wasn't at BlizzCon but possible

  • Tristram will be one of the Hub cities in the game. (This was one the one we saw in the demo) Blizzard has stated there are more hub-cities, but did not show or told us what they are.
  • A server will hold around 100 or so people at a time as of now.
     

Incorrect but very possible it was changed before the BlizzCon demo/wasn't ready to be shown

  • Combat system will have combos. You will be able to use a combination of skills in succession to do more damage or create larger area of effect attacks. As a Barbarian you can chain pull into an enemy and then jump over them and then you have a choice of either throwing them into another demon or grabbing them and then pummeling them into the ground with your bare hands or simply stunning the target and then use an execution move to chop their head off. You can ONLY do execution moves when the enemy is near death.
  • The combo system was created to evolve combat for the Diablo franchise. Blizzard wanted to make sure that if they're going dark and gritty, the combat had to be dark and gritty as well.
  • No word on PvP yet or anything of that sort. However, Blizzard did say that since they're going the MMO route, the PvP factor is kind of important to a lot of players. Although, right now they're strongly focusing on creating a fantastic PvE Diablo experience. They do not want to promise anything in regards to PvP ever since with what happened to PvP in Diablo III only to later disappoint the fans. PvP is something that will be looked at in the future once the game is in a stable place and the playerbase is happy.
  • Diablo IV will be the new era for Diablo and will be a game as a service. New free content patches will come out that will add quality of life changes, new additions, items and so on. Paid expansions are also possible, but right now its still undecided and Blizzard won't know until the game is launched and until they see if its successful or not. They do not want to announce anything that's regarding to paid content until they are 100% sure of their plans and what they will be adding next post-launch.
     

And finally, the big ones which we're all very interested in but have no idea if they're real or not:

  • Paladin, Barbarian, Sorcerer, Amazon and Druid are planned for launch with more coming later. Blizzard wants people to feel like this is Diablo II all over again but in a completely new era of the franchise. Blizzard were also debating whether to include the Druid or Necromancer class at launch of Diablo IV. Blizzard decided put the Druid for launch of Diablo IV and Necromancer for later, since the Necromancer was released already for Diablo III.
  • Right now the goal is to get the game ready playable demo for Blizzcon's 2019 and of course all the marketing material as well. After that, it will be preparing for the beta in 2020 and then the release.
  • Release is being debated between late 2020 or early 2021 depending on how things go, but as of now it seems early 2021 is more likely. Will be coming to PC PlayStation 5 and Project Scarlett.

 

And that's the complete overview of the leaks from 4 months ago. It's up to you to decide how much weight you want to put on them based on what was proven to be correct and not, but it seems the leaker may indeed have been legit. The various things he got wrong can be attributed to changes between then and BlizzCon or systems Blizzard weren't ready to announce this early, the only major discrepancy being the beta and release timings. Those are very flimsy, as the devs' "not even Blizzard soon" comments seem to indicate it taking significantly longer than 1-2 years for release (hell, that's even faster than Blizzard soon). On the other hand, they could have been managing expectations and the leaked dates are still their target, but we won't know more about that for a while still. As for the Amazon and Paladin, they seem a little on the nose, to go with the entire D4 roster ported over from D2, but again, the leaks seem solid and it might be something Blizzard decide to go for.

So what do you think? Is the leak credible considering all the info we now know? Could we really see Diablo 4 in as little as a year, with an Amazon and Paladin class in tow?

 

CYpmW7F.jpg?1

Related Diablo 4 Articles:

Share this post


Link to post
Share on other sites

Aside from scummy microtransactions (also known as horse armor 2.0), I'm looking forward to the game

 

Hope the Amazon leak, is true. Javazon for life

Share this post


Link to post
Share on other sites
21 minutes ago, Hypersonic said:

Oh Assassin, I miss you. 

That would be my pick too. I didn't much like the demon hunter since it's a ranged only class, but loves assassin and the combo skills.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Starym said:

That would be my pick too. I didn't much like the demon hunter since it's a ranged only class, but loves assassin and the combo skills.

Amazon fits the mold too, although it would have been the only class without gender selection. However, if they are going full "Diablo 2-like", any of these is possible for an expansion.

Share this post


Link to post
Share on other sites

Not very surprising if Amazon or Paladin comes back. Though I wouldn't mind having Monk or Assassin, especially considering they might do well with the new combat system they are implementing.

Share this post


Link to post
Share on other sites
7 hours ago, Dejo93 said:

Aside from scummy microtransactions (also known as horse armor 2.0), I'm looking forward to the game

 

Hope the Amazon leak, is true. Javazon for life

There won't be an Amazon in D4 as all character will have a Male/female version and there's no Male amazon..all amazons are females..Most likely we're going to have the Hunter in her place..

Share this post


Link to post
Share on other sites
30 minutes ago, pepe1 said:

There won't be an Amazon in D4 as all character will have a Male/female version and there's no Male amazon..all amazons are females..Most likely we're going to have the Hunter in her place..

Are all amazons females in the Diablo setting?

Share this post


Link to post
Share on other sites

I hope the druid will be able to have a pack of beasts rolling with him like in D2, that was super fun. I didn't care if it was optimal or not but I loved charging into battle as a giant werebear with my pack of wolves, sage spirit, and crazy tunneling vines. Truly felt like this sweeping force of nature come to cleanse the land. It was awesome! I wasn't a fan of how they handled summoning in D3 where it was more primarily cooldown orientated.

Assassin returning would be neat if only just to fill that ninja craving so many people possess ?

  • Like 1

Share this post


Link to post
Share on other sites
10 hours ago, TyZone said:

It was awesome! I wasn't a fan of how they handled summoning in D3 where it was more primarily cooldown orientated.

In a sense I can understand why because of how they backed themselves into a corner with summoning, but some spells (like skeletal mage) were up only for a few seconds or so which was rather disappointing. Much like yourself where you enjoyed packs of wolves, I enjoyed having an undead army comprised of warriors, mages, and a few golems here and there! But that fantasy is pretty tedious and rather annoying in D3. Hopefully with the new skill system and the talent tree they won't limit the design on these classes.

  • Like 1

Share this post


Link to post
Share on other sites
20 hours ago, Rhondis said:

In a sense I can understand why because of how they backed themselves into a corner with summoning, but some spells (like skeletal mage) were up only for a few seconds or so which was rather disappointing. Much like yourself where you enjoyed packs of wolves, I enjoyed having an undead army comprised of warriors, mages, and a few golems here and there! But that fantasy is pretty tedious and rather annoying in D3. Hopefully with the new skill system and the talent tree they won't limit the design on these classes.

Oh hell yeah, I remember trying to find the right tomb at the end of Act II, running under the hot scorched sun with my swarm of clattering skeletons and cracking sun-dried golem ?

I was also disappointed with the Necro's skills in D3.

In one of the earlier clips for D4 it looked like the werebear was a short duration lunge style cooldown, so I'm crossing my fingers we get some permanent stuff. But I'm thinking they're going the cooldown way to support everyone's console and PC rigs. *shrugs*

  • Like 1

Share this post


Link to post
Share on other sites
21 minutes ago, TyZone said:

In one of the earlier clips for D4 it looked like the werebear was a short duration lunge style cooldown, so I'm crossing my fingers we get some permanent stuff. But I'm thinking they're going the cooldown way to support everyone's console and PC rigs. *shrugs*

Yea, might be the case. You ever heard of MrLlamaSc? He's an avid D2 speed runner who created some videos for feedback on D4. He's thinks that they shouldn't go deep into cooldown territory in this installment because it just feels like you are hitting buttons for the sake of hitting them to get them on cooldown. 

22 minutes ago, TyZone said:

I was also disappointed with the Necro's skills in D3.

Some of the skills weren't too bad, I actually thought they did a fantastic job of the bone/curse spells the Necro had. I think if the Necro was implemented again, that it would be really sick to have bone spear, bone spikes, or bone lance in the game. Imagine how gorey it would look to have bones ripping out of corpses and piercing demons, or having a bone spear leave a massive hole in a demon as it passes through. With the grim and gorey setting they are achieving Necro would be pretty gruesome!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      We've covered all the BlizzConline news and changes to D4 as it happened, but now it's time to take a look at some of the direct gameplay footage as well! 
      We have two videos to take a look at, one focusing on pure Rogue class gameplay exclusively (with in-game sounds etc.) and the other just highlights/clips used in the various announcements and panels. The first video goes over basically all the bacground footage used and is also very Rogue-focused, but it's mostly the clips strung together into one longer video:
      The second is an actual gameplay session with in-game sounds, which gives us a much better idea of what the class will play like:
      And finally, the Rogue announce cinematic one more time!
    • By Staff
      We're getting a lot of additional information during this Diablo 4 panel, and we'll be summarizing it all here.
      We're starting with the Rogue, as we get another look at the video. Also, apparently ears will actually come into play in the game as well. Ears factor into the World PvP aspect An emphasis on the adaptability of the Rogue. Swords and daggers, bows and corssbows usable as weapons. A lot of character customization. Combo points, Shadow Realm and Exploit Weakness are the Rogues specializations. Class specific quests, depending on your specializations. You work with different Rogue factions. Weapon Imbues - you can add poison, ice, etc. to your weapons. Rogue seems to be the current PvP top choice. Mount customizations, hoof plates, trophies, armor. You can change the speed of the horse with horseshoes etc. Rogue rains down arrows as her dismount ability. Mount can't get damaged, but you will be dismounted if you get hit. Camps are strongholds of evil and are permanent - when you defeat the camp you get a new waypoint and it unlocks for everyone else in the world as well. New quests, vendors, dungeons etc. appear after you take over a camp. There's climbing, jumping across caverns etc, much more verticality. Mephisto's hatred is coming up into the world, creating fields for PvP! You can earn Shards of Hatred, not only from killing players, and then you can turn them into currency you can use around the Fields of Hatred. The purification spots will be PvP hotspots as others try to stop you and take your Shards. You can collect Shards in PvE, but when you cleanse them you are marked for PvP. Unique cosmetics, mounts etc from the PvP currency. As you collect the Shards you become a Vessel of Hatred, becoming marked on the map and players will come after you. If you survive, you get a big bonus. For now ears are just cool trophies, with character names of the players you killed. And here's the full panel:
       
    • By Staff
      We have a new class addition to Diablo 4! Here's the in-engine trailer, ear-collection included! The Rogue is a very flexible class, and it'll be customisable as an old-school archer, cloak and dagger type or similar:
      And here's the head of the Diablo franchise sharing his thoughts:
       
    • 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)
      TABLE OF CONTENTS
      Introduction Skills Tree Primary Stats Weapon Types Item Qualities Legendary Affixes Uniques Hello, and welcome once again to the Diablo IV Quarterly Update—our last for 2020!
      Progress on the game continues at a steady clip and we’re excited about several big updates and revisions that the team’s worked on for a long time that we are trying to complete before the holidays. Today’s topic centers on one such major revision, which also happens to be the most requested topic this year: Itemization.
      Items are the lifeblood of Diablo. They are the element of the game that captures your imagination and keeps you playing and wondering, “What if?” after you put the game down. Whether it’s anticipating the next piece of perfectly rolled godly gear or kicking around item combinations in your head like a mad scientist, items are undoubtedly a major part of what makes Diablo so compelling and so different from other games.
      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
      Back to Top
      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.
      Back to Top
      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.
      Back to Top
      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.
      Back to Top
      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.
      Back to Top
      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.
      Back to Top
      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
      Back to Top
    • 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! 
×
×
  • Create New...