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Updated Version of Everything We Know About Diablo 4 So Far

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As 2020 approaches and we're set to receive the next big D4 update in February, we thought we'd update our massive post with all the info from after the BlizzCon announcement with everything that's recently been said about the game, from the official systems blogs, new interviews and more. The new additions are marked with (Updated) and each has a source attached if you want to read more on the subject, or just head to the bottom of the article for a list of the most relevant full posts on the game.

 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":
        CO8WLPEGYHLM1575335678970.jpg
      • 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

    OLSA844LMZO51572717239192.gif

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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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      UAraGPz.jpg


       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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      Combat_Caves_Multiplayer_Drowned_Seahag.


       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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      Scosglen_Goatmen.jpg.00200ad50c7096e4c72


       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

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       Progress updates

      • We will be getting quarterly progress updates starting in 2020

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       Misc

      • There's an auto-walk toggle, so you just have to move your mouse and not click it for movement
      • Contextual interaction with the world (you can climb or drop by clicking on a prompt in the environment)
      • Animation-cancelling (you can instantly back out of a skill you're in the middle of)
      • Controller support for PC
      • The game is full 3d for the first time in the franchise (D3 had some 2.5d trees and other assets)
      • Hardcore mode will return
      • No offline mode
         

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       Release date

      • Not even "Blizzard soon"
         

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      That's about every significant piece of info we gathered from all sources we could find. The story details and constant mentions of "darkness", "gothic" and "gritty" we decided to skip and focused on the game part. If you've run across anything we missed, do let us know in the comments!

       

       

       

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      Related Diablo 4 Articles:

      • Thanks 1

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      i like the updated parts very much, just not sure what to feel about the angelic and demonic thing, with requirements on items. I hope that they cant appear mixed, like on one item one affix needs angelic, and one demonic. So that an item is completely, either for the angelics, or demonics.

      But in general i like the "generic" stats, that are good for all classes. angelic for buff builds, demonic for DoTers and the general attack and defense values, instead of main stats. Looking forward to hell. 🙂

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      I am skeptical on a lot of the itemization changes occurring, and culling of runes/gems seen from previous games.

      I am hyped for more character customization though.

      And I am hopeful they stay somewhat respectably true to treating solo players with the same care as group players.

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      On 1/1/2020 at 11:21 AM, MZLICH said:

      If there gonna be controller support for PC,why there won't be couch co-op for PC?

      It's because of the inventory char screen etc, it's radically different for consoles, which would mean they'd need 2 whole UIs on PC and to be able to switch between them seamlessly which is a problem. Maybe they can pull it off though who knows, but I wouldn't bet on it.

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      9 hours ago, Starym said:

      It's because of the inventory char screen etc, it's radically different for consoles, which would mean they'd need 2 whole UIs on PC and to be able to switch between them seamlessly which is a problem. Maybe they can pull it off though who knows, but I wouldn't bet on it.

      I'm not professional about details but I just know PCs these days have better specs than consoles and if they did it on console, they can do it on PC too. I'm playing many couch multiplayer games on PC from all genres(even like diablo ) whether they're split screen or not, online or offline etc but I'm sure if they did it on console it shouldn't be a big challenge for them. 

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      7 hours ago, MZLICH said:

      I'm not professional about details but I just know PCs these days have better specs than consoles

      Wasn't this always the case?

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        • By Stan
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          Table of Contents
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          Back to Top
          UI DESIGN, CONTROLLER SUPPORT, AND CO-OP
          Angela Del Priore, Lead UI Designer
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          MONSTER FAMILY & DESIGN HIGHLIGHT: CANNIBALS
          Candace Thomas, Senior Encounter Designer
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          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!
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        • By Starym
          We have some new info on the big Diablo 4 quarterly update blog that's coming soon, shared by Nevalistis over on reddit. We found out that the post is still scheduled to arrive in February and that it's very close to done, with localization and other technical details to be finished. It may not be much, but any D4 news is good news at this point, particularly the "assets" comment which might mean we get a new video to go with the update (or at least new screenshots)!
          Nevalistis (source)
          Is it March yet? Last I checked still February.
          Came here to say this. ?
          It's coming. Going through the extensive process that it takes to get these things approved. The team has really poured a ton of hard work into this, and they're very passionate about even their Work In Progress stuff being polished and presentable.
          We've got assets to polish and localization to do, but it's in the works and still on track for February.
          We also recently got some clarifications on the beta signup mixup, but it's pretty unlikely we get any further news about a beta (or alpha for that matter) in the February post.
           

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        • By Starym
          There's been some confusion today over the beta signup for Diablo 4, with community manager Nevalistis adding to the confusion with some out-dated info. It all started with a reddit post stating that the D4 beta signups are "now" open, with an immediate reply adding that they've been open since the game's reveal back at BlizzCon. Both of these were right and wrong, as there actually are no beta signups available at the moment, but in came Nevalistis to try and (incorrectly) clarify:
          Nevalistis on Beta Signups 1 (source)
          Accurate. More info about Blizzard Betas in general here.
          Though if you haven't gone and opted in for Diablo beta opportunities, I highly encourage everyone to do so. A lot of folks forget to do it at announce and opt in after Beta has started. While it's not really a first come, first serve situation, opting in after Beta started pretty much ensures you aren't getting in for the first wave (since we don't know you're interested).
          So it's a good reminder.
          Luckily reddittor BradXeno cleared things up for everyone, before the signup button on the D4 site exploded, clarifying that there are no more general opt-ins and they are now per-game, meaning the Diablo 4 one didn't actually exist yet - the one on the official D4 site is actually just for the newsletter! Nevalistis confirmed this soon after:
          Nevalistis on Beta Signups 2 (source)
          BradXeno
          Beta opt in was changed to be per game last year wasn't it? The account/franchise beta opt in page is gone and now opt ins are added to the game pages individually at some point.
          Can look over at WoW : Shadowlands for an example.
          My guess is that's why OP thought that is what this was.
           
          Ah, you're right. The process has changed significantly since the last beta I worked on (which was Rise of the Necromancer).
          This is, indeed, to sign up for the newsletter and any additional information we might release, including when beta sign-ups go live.
          So if you read about this and immediately got your hopes up that this indicated the game was closer than we thought... sorry. The only information we have about the release date or beta date is still that it's not even Blizzard soon, with a whole lot of individual speculation going around the community (I believe the general best (optimistic) bet at the moment is 2022).
          If you're really hurting for some Diablo 4 action (as I am) you can re-read and go over everything we know about the game or one of the many gameplay videos or articles on it (which you can pick from below). Or if you really want to delve deep, head on over to r/diablo and post your suggestions for the game, as the devs are sure to see them as community feedback seems to be one of the most important things to the at the moment.
           

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        • By Starym
          We have another hands on with Diablo 4 as GamesRadar not only tinkers with the demo, but also chats with the devs. The main focus of the article is the new engine, with the usual ground already covered about weather and day and night effects, but we do get to hear about the advanced systems of monster death animations, or "death kits", as they call them:
          Just how complex these death animations will be remains to be seen, as the above examples are pretty plain and pretty much already present in D3. Then it's on to the combat, and as we've seen from all the videos out there ourselves, it does indeed feel good, makes you feel powerful while also not being immortal and constantly in danger. The classes (Druid especially) and skills also get a mention, but there's nothing really new there. And finally, there's some bold statements about the open world:
          The article doesn't really bring that much new to bear overall, but you should probably give it a read regardless, as it's always worth reading more about Diablo 4, since we have to pass the time until it releases somehow...
           

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        • By Starym
          We have a couple of videos showcasing the differences between what we've been shown from Diablo 4 so far with previous entries in the series, and while they're perhaps not quote top notch clips considering the resolution used etc, you get the idea from them well anyway. First off we have 4 vs. 3 vs. 2:
          This next one is a little better, as it compares actual gameplay, but it uses footage from the Diablo 3 beta, presumably since D4 is in a similar state, progress-wise.
           
           

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