Diablo 4 improvements, what changes for the Hack and Slash MMO

Diablo 4 Improvements

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Blizzard has always indicated that it listens to community feedback, here is our summary of all the improvement ideas for Diablo IV!

How to make Diablo 4 even better! 00:00

Thanks to Leelith, Ruby, Ailaeen, Michel and Did Astrant for their feedback!

Preamble

This article and video brings together all of our feedback on Diablo 4, covering most aspects of the game. Blizzard has often indicated that they are listening to feedback, so the goal is to have a clear and precise summary for improvements to the game. Do not hesitate to indicate your ideas in the comments to complete this article!

Diversify Classes

One of the problems often raised in the game is the lack of diversity by class. Whether from the number of skills or the specialization itself (currently XNUMX). There is no real miracle to solve the problem, except add new skills for all classes. If possible, skills useful in a group, for example curses of Lower Resistances (lowers elemental resistances) or Life Tap (heals when attacking the target) for the necromancer or even a totem giving attack speed for the druid. Also, add a third choice for each skill would greatly multiply the build possibilities, for example a team barrier buff for the sorceress Ice Armor, group healing for Wolf Howl and damage reduction for Grizzly Howl (thanks to @Raven!). Finally, having two choices for the ultimate instead of just one would be ideal.

Diversify the Paragon

The paragon of Diablo 4 offers an innovative and complete way to customize our character, but the result is often identical on the builds with few really interesting variations. One of the problems is the lack of legendary nodes and the fact that they are associated with a paragon board, that is to say that to add legendary nodes, you would have to add paragon boards, representing creation work and consequent balancing. To resolve the issue, simply untie the paragon from its legendary knot and let the player choose the knot that interests them. It will then be easy to add between 5 and 10 legendary nodes per class to have better diversity!

Improved Glyphs

Diablo 4's glyphs are becoming better and better balanced, even if it still lacks a little diversity, with the gradual additions and power fixes this is going in the right direction. Subsequently, an improvement to level 25 and an additional rank to give even more interest to the endgame would be very appreciated. If possible, one more range or a second affix could be of interest at level XNUMX. Note that the blue glyphs are of very little interest.

The second point of improving glyphs comes from the activities offered in season 2. The player will want to farm the bosses and raising the glyphs will be secondary. Sometimes, you also feel "forced" to improve the glyphs. The idea is to add a glyph altar at the end of certain bosses, a bit like the Ice Beast. Be careful not to extend the duration of the dungeon which is not really of interest. Once Duriel is killed, you will be able to recover some glyph experience. The experience given should be lower than a nightmare dungeon so as not to replace the activity, but to give a boost.

Boss farm depending on level

Adding bosses and target farming was a mini revolution in Diablo 4 and appealed to the vast majority of players. However, there are a few aspects that could be improved:

  • Each boss remains at its initial level (70, 75, 80, 85), which once its level is exceeded turns into a boring farm with fairly low item levels. Raising the boss level based on player level while increasing the power of item drops would solve the problem.
  • Lilith is not one of the bosses to farm, even though it is the iconic boss of Diablo 4 and the one with the greatest challenge. You would need to first let the quest available so that players can attempt it "without paying materials" and once they have succeeded in the quest to transform it into a target farming boss, for example by collecting the materials from Duriel or Beast of Ice and Lord Zir. The table of its drops would include unique ubers.
  • Where is Andariel? Diablo 4's second iconic boss, Andariel didn't have the chance to be one of the farming bosses! With very good gameplay and design, hopefully it will be added later.

No point in killing level 100 creeps

Probably one of the most disabling aspects of Diablo 4, at level 100 there is no longer any interest in killing monsters (exception for recovering living steel). When you do nightmare dungeons for example, you will tend to avoid the entire area and go directly to the boss to improve your glyph. Two reasons are the cause:

  1. Drops are not interesting on monsters in nightmare dungeons
  2. You are already at maximum experience

Let's start with the first point. The highest level of nightmare dungeon T100, which remains a difficult challenge, will allow you to obtain items of power 884 to 925. Besides this, you will have a guaranteed drop of 925 items on world bosses (doable from level 60) and Duriel, which will be much easier. Duriel's drops are rather well balanced, however the world boss drops are far too simple and those from nightmare dungeons are conversely low. In addition to this rebalancing, another solution would be to add another "pleasant drop" system, for example like on Diablo 2 with runes. You therefore had every interest in clearing a pack of monsters to try to recover a nice rune, while on Diablo 4 currently we will mainly try to dodge this pack.

For the second point, even if an infinite level system is not the right solution, stopping the gain once level 100 is reached is much too fast, especially since the ease of leveling up in season 2. The statistics gained in Diablo 3 represent a very good way to solve this problem. A raw contribution in statistics would make it possible to perfect the build and continue to have an interest in gaining experience. For example, we can think of thorns, chance or critical damage, resistances, attack speed, armor, etc. The advantage is that it would not alter the current paragon system in any way and would only add a bonus to level 100 players, with a limited number of points.

Another option would be to gain glyph experience once you reach level 100 by killing monsters, thanks to @Themagepa or to give additional glyph experience at the end of the dungeon depending on the number of monsters killed, thanks to @EXO-GMG!

Balancing world difficulty

Tiers 1 and 2 are interesting and well balanced, however tier 3 is almost non-existent while tier 4 is far too present. Reducing the T3 passage dungeon to level 45 and the monsters in T3 level 48 would allow you to spend a little less time in these first tiers while enjoying Tier 3 a little longer. Tier 4 is too long, the majority of players start between level 60 and 65, which makes 40 levels in this difficulty, especially the last ones which take the longest to gain. We will also obviously be in this difficulty after level 100. Increasing the duration of T3 by increasing the cap of the T4 dungeon is not necessarily interesting, however adding a T5, for example by having killed Duriel would give new interest at the endgame. The bonuses could be the addition of legendary and unique ancient ancestral objects (perfect stats items in DXNUMX) and thus give new interest to farming.

Clans and multiplayer features

Since the improvement of group experience buffs and the farming of Duriel, the interest in playing as a team is starting to arrive. However, Diablo 4 remains an MMO that is mainly played solo. Three problems are at the origin, in relation to the clan and outside the clan:

  • Automated group search : it is currently impossible to find people to do a dungeon in game (without going through a clan or friend list). In addition, this function is present on Diablo Immortal and extremely well done! Too bad not to take advantage of it.
  • Exchanges within the same team : having the possibility of exchanging the objects obtained in the team, like in Diablo 3 would give a new interest to playing in a team
  • Ergonomics and clan interest : clans are a big list of friends with a chat and even if the incredible content system of DI is not expected to arrive, we can think of simple and effective improvements:
    • know the last time members logged in
    • have one or more clan buffs, which would allow you to have a slight bonus by being part of the clan (5% experience or life for example)
    • being able to do clan activities, even if it is more complicated to set up, boss raids, PvP or clan dungeons would be ideal
    • accept a player into the clan directly without having to accept it on their side

Balance builds

This subject is at the heart of Blizzard's patches at the moment, but avoiding one or two builds that are completely disproportionate to the others would be very appreciable, especially with the arrival of rankings in Season 3. Otherwise people wanting to be competitive players would be forced to play an identical build.

Have more interesting Infernal Waves

Switching to 5 living steels per chest ensures the activity is less boring (update: done since 15/XNUMX/XNUMX), while also solving the bug of disappearing chests. Adding the chests to the map would make sense, as everyone who farms goes through the site giving the map, there is no real point in "hiding" them. Reducing the appearance time between two waves to XNUMX minutes would be perfect for those who have less playing time. Making the infernal wave outside the events more interesting, with zone bosses or ashes in the scenery elements. Also the items obtained in infernal wave are of a very low item level, despite the bonus.

Quality of life

Some are already being studied by Blizzard, but here are the desired quality of life improvements:

  • Codex : Extracted aspects unlock permanent entry in the codex, with the value recovered during extraction. No more seemingly useless storage filling up the trunk and a finally useful codex. Knowing the aspects to unlock with a dungeon key would be a plus.
  • Armory : once the codex has had its overhaul, an armory to change the builds would be very appreciated, unlockable at a certain level for example
  • Pickup range : improve the range to collect gold and hellwave ashes, possibly via a pet (non-paying) or the "after paragon" system
  • Difficulty choice : you have to go through Kyovashad again each time you change the difficulty, which is not very practical
  • Aspect damage display : ice spikes, earthquakes, etc., displaying the modified value rather than the base one would help build builds
  • PvP : make it more interesting in terms of reward, for example with materials for Grigoire or Varshan
  • Affixes : be able to more easily find the objects and affixes we need (filter for example)
  • Unique : be able to roll a unique affix with for example a new material found on Duriel or Lilith
  • over power : be able to deactivate overpower hit on basic attack
  • Life, barrier, resource : be able to display the life, barrier and resource values
  • Open World Invitation : currently we have to go through the wheel then invite, which is not very intuitive or practical
  • Test build : be able to test builds without having to spend millions of gold and redo all the equipment, paragon, skills thanks to Dante!
  • Block the cost or choose an affix reroll: block the cost of a change in statistics on an item to prevent it from exceeding 10 million thanks to Warscript! or choose a statistic (with a random value roll) via rare materials thanks to Julius!
  • Being able to change the resistance line non-unique rings thanks to Bellz!
  • Reduce key randomness of nightmare: avoid having to craft then disassemble then recraft to obtain the dungeon that interests us thanks to Julius!
  • Add a glossary : overpower, lucky hit, fortification... to have the definitions of the game thanks to Julius!
  • Show name, guild, title : that we can also see them, thanks to DocteurBlack!
  • Boss resets : avoid having to go out to restart a boss Thanks to Sheylan!
  • Horadrim Kanai Cube : the features of Diablo 3 (except the crafting which is done via NPCs), thanks to Kelben!
  • Guild Chest, thanks to flokiyuki!
  • Being asked to teleport in the dungeon when using a key
  • Capacity of obols : increase the cap to 1000, thanks to Cucu2a!
  • Teleport to allies : avoid having to return to a capital

Alchemists dm gaming

With this summary you will have all the avenues for improvement for Diablo 4! Don't hesitate to participate by indicating in the comments the changes you would like to see!

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By Alchemists, November 2023

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