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    Wednesday, October 23, 2019

    Diablo Behind the Gear: Demon Hunter Cloaks

    Diablo Behind the Gear: Demon Hunter Cloaks


    Behind the Gear: Demon Hunter Cloaks

    Posted: 23 Oct 2019 12:14 AM PDT

    https://imgur.com/EV7r8Q0

    The Demon Hunter was the last class designed for Diablo III, and by the time we got to her, we knew that making highly visual class items worked best. We knew from the first concepts that pistol crossbows would be their signature item. The combat designers liked using quivers as an item that could provide an alternative to dual wielding, or be used to complement a bow or crossbow (it is an unusual item!), and so we had to figure out the third class item.

    The class concept art always featured different forms of scarves and hoods. The Demon Hunter was meant to fulfill a "Ranger and More" archetype in hour hero lineup, and it made sense to give the character some kind of cloak or poncho for stealthing and skulking. But cloth is a tricky thing.

    Diablo III characters use something called engine cloth. When we made characters (or some objects), we designed strings and flaps that hang off the rigid model of the character. Those pieces would be flagged "engine cloth", and instead of being controlled by the motions designed by an animator, the cloth simulation and physics system would figure out how they should look. Normally, these pieces would hang down. In the wind, they might blow. When the character runs or spins, the cloth will should react in a natural way.

    In practice, we minimized engine cloth. Most parts of our characters were traditionally modeled and rigged to move according to animations. Even things like a Fallen's loincloth, which hangs down, would be modeled and hand-animated to swing as he moves.

    Why not put engine cloth on the Fallen? Wouldn't the loincloths look more realistic being blown around by Arcane Explosions, or when they fall off a cliff? Well, yes, but each Fallen would be running a tiny physics simulation that the CPU needed to calculate for a very arguable visual benefit. Fallen are small, and they die quickly. They don't take center stage in the play experience.

    Performance mattered to us when making Diablo III. It mattered in a way that isn't easily appreciated today. Diablo III was designed to look good and play well on quite modest hardware for the time (which was several years ago!). We wanted everyone to be able to play the game, and eating up performance just so we could have 24 tiny Fallen loincloths flapping around in the four seconds before they are exploded just didn't make sense.

    You may look at some of the games you play and see a lot of billowing jackets, or long hair, or flapping coats, but I'll bet that those characters have fewer components than a Diablo III character. Look at Scorpion in Mortal Kombat 11. He has a low-hanging, billowy tabard, dangling swords, and little tassels, and they all react realistically to the movement of the character. It would be a lot harder to make those things work if Scorpion could swap out his hood, chest, shoulderpads, gauntlets, swords, and pants. If that were possible, then the artists would have to design his gear options with the understanding that "every one of Scorpion's shoulderpads needs to be no wider than this or it will penetrate the chest pieces, which can be no thicker than this." The more variation, the more constraints on character design. Netherrealm artists wisely choose a couple areas of customization for their players. Scorpion can swap out his entire look at once, and separately, his swords, which only contact his body at one point on his hip. Scorpion can also swap out the tip of his chain spear, which is not in danger of conflicting with any part of this body, no matter what design they think up for it. This is the right decision for Mortal Kombat, because it reflects the kind of game it is.

    Diablo III characters are highly customizable, because that is what kind of game it is. Heroes need to wear and display their gear, and that means that gear has to be very carefully planned to work in conjunction with each other. Imagine a shoulder pad for a Diablo hero. Does it look good on a Barbarian? Now how does it work on a small-shouldered Wizard? Or a Witch Doctor… remember, their voodoo masks jut out about three feet from the sides of their heads!

    So we strategically chose when to use engine cloth, for performance and also to play nice with custom gear selection. And so, when Lead Designer Jay Wilson said that he wanted the Demon Hunter to wear a cloak as a class item, there was quite a bit of pushback.

    Late in the production of Diablo III, our artists knew what they were doing. They knew what kinds of ideas worked on our characters and which didn't, and they did not want to try dangling engine cloth on the new hero. They had worked hard with the Tech Artists to make long jackets work on the Wizards(not with engine cloth), and it was a pain that they did not want to relive. They pushed back hard, and Jay backed off. But a while later, he asked another designer, Jason Bender, to give it a shot.

    Months after the initial debate over cloaks had died down, Jason asked for a meeting to talk about making cloaks. I was the one that set it up, and when I sent the invitations to the modeling, rigging, and animation leads, I could actually hear groans. But when we met, I saw a perfect example of a Designer working through a feature with artists. He wasn't antagonistic at all, he simply asked that they walk him through all the challenges. They told him about issues of interpenetration, of snagging, about how it would sometimes fall through the ground, and the ways that cloaks would cut through other pieces of gear. He asked them what kinds of problems we'd face if he simplified the design in a few critical ways. The artists became quiet, because they suddenly couldn't find a reason to push back.

    It wasn't like the Artists hated Designers or hated the feature. But towards the end of the project we had all developed twinges of "let's do what works and not reinvent the wheel". It sometimes made us defensive. And Jason was able to cut through a months-long stalemate simply by holding the conversation the right way.

    The "cloak" we ended up with is really a chest item with a dangling cape. Unlike a real cloak, the cloth doesn't wrap over the shoulders, which would be a big problem with our shoulderpad items as well as our animation system. Despite appearing to have different lengths and shapes, they use a single geometry, so that the problems of the physics interactions only had to be solved for one design. We use transparency to change the length of the fabric and change the shape of the edges. We art-ify many of the cloaks to look like the fabric starts on the chest and then pulls over to the back, but it's just a clever illusion done in the texture.

    In practice, it looks pretty good. It gives the Demon Hunter a unique way of changing up their silhouette, and it's very thematically-appropriate. It feels like a special version of a chest armor, which no other class has.

    Jason actually left Blizzard before all the Cloaks were completed. He was a terrific collaborator, and I learned a lot from him.

    The Common Cloaks in vanilla did a great job of hitting the basic archetypes for the Demonhunter. You have a simple brown, a forest green (critical for the Ranger fantasy), a noble blue, and a taunting crimson. We only got three Legendary Cloaks, but they looked great on the character. As I recall, Aaron Gaines developed all of them from concept to model.

    1. Beckon Sail was essentially the cloak that the whole feature was invented for. Jay Wilson likes Kate Beckinsale, and he saw the Demon Hunter as his playable Beckinsale hero. The cloak does a pretty good job of recalling her outfit from the 2003 movie Underworld.
    2. Cape of the Dark Night was Jason Bender's most basic request – "One of them should be a Batman cape!" I remember pointing out that the Beckon Sail was already going to be a black leather cape, and I didn't see how this one would be at all different. All he said was, "This one would be like Batman!" He was very enthusiastic, and his argument was so stupid that I had no retort. I did like the flavor text he wrote for it: "Those who seek to do evil are a cowardly and superstitious lot." —Demon Hunter Bayne
    3. The Inquisitor was the glamor cloak, all red, no stealth. It is very pretty, and a good alternative to the dark options.

    When it came to plan the Reaper of Souls expansion, we added two new Common Cloaks and two new Legendaries. As usual, Aaron Gaines knocked it out of the park with each.

    The two Common Cloaks that we added followed the plan for all Reaper commons- one Westmarch-y Rakkisgard item and one very celestial Ascended item. The Rakkisgard cloak is beautiful, and reflects Westmarch armor designs perfectly. The Ascended cloak is even more dramatic, giving the Demonhunter a holy-power appearance. For Legendary Cloaks, we had

    1. Blackfeather – It had occurred to me that one of the coolest cloaks you can have is a feather cloak, and we didn't have anything like it in the game. I mentioned this to Aaron Gaines, and he was all over it. I had planned to use the flavor text to reference our animator Adam York, but I ended up with something else. I put down "This cloak matches the description of the one worn by the hero in the popular children's tale Yorgie and the Giants." After I wrote it, I started thinking about how all the Demon Hunters are basically orphans who've had their childhoods stolen by violence. I thought that maybe some Demon Hunter would make a cloak like one from a story they had heard as a child. Maybe the last vestige of that Hunter's innocence was this cloak, and the fact that this cloak has now passed through many hands is a reminder that Demon Hunters don't get to retire. The story made me sad, and I think that's a part of the Demon Hunter class.
    2. Cloak of Deception – This item was actually developed as part of an abandoned loot mechanic. There was an idea for a special task/quest/mechanic that would take place in Act 2 and would reward the player with one of several items themed to Maghda's Coven. The designs Vic Lee did for that group were pretty distinctive. The idea being that completing the gameplay system located in the same gameplay zones as the Coven would reward you with one of their artifacts. We supported this gameplay system with a set of "Cult Items", one of which was good for every class. The feature didn't make it, but we still ended up with five items all bearing a striking design. The flavor text for the Cult Cloak, like the other Cult Items, reflects the Coven's mastery of stealth: This iridescent cloak, woven from the silk of starlight butterfly larvae, serves to twist sight around it, like a mirage rising off the desert sands.

    The Demon Hunter nearly didn't have cloaks. One alternative might have beeen a Phylactery-style amulet to contain demon essences, but class items that don't show up on the model aren't as much fun. Maybe we would have done a series of extravagant boots. We'll never know, because the Diablo team fought each other and then fought together to make it work, like they always did.

    submitted by /u/lutsock
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    "Diablo4.pl" website has been purchased by Blizzard

    Posted: 23 Oct 2019 07:50 AM PDT

    These details can be found at online database of Polish websites: https://www.dns.pl/en/whois

    As we can see the last modification date is: 2019.09.10

    And the "subscriber" of that website is Blizzard Entertainment.

    submitted by /u/Gankeros
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    BlizzCon 2019 Schedule is UP!

    Posted: 22 Oct 2019 10:13 AM PDT

    Weekly Loot Wednesday - 10/23/19

    Posted: 23 Oct 2019 07:00 AM PDT

    Welcome to week 369 of the Weekly Loot Wednesday thread!

    Have you found something an item so amazing that you can't help but share it? Maybe you found a perfect trifecta Ring of Royal Grandeur, or a Wand of Woh with a socket, but there was no one to see it? Post your awesome loot here, so you can enjoy the fame (and upvotes)! Be sure to check back regularly to see what amazing items others may have found. Show support for this and point people here as this will help keep "look what I found" post from clogging up the front page. Also please consider sorting by new to see what new things people have posted!


    Tips:

    • When posting an image, make sure you crop it and use imgur for the best quality and upvotes.

    • Show the item's stat ranges by holding Ctrl when taking a screenshot.


    If you have any suggestions for this thread or any other ideas, please message the mods.

    submitted by /u/GharbadTheWeak
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    BlizzCon 2019 Floor Map

    Posted: 22 Oct 2019 10:19 AM PDT

    Would you boycott Diablo 4 if it was based on season pass/monthly fee/microtransactions?

    Posted: 22 Oct 2019 10:51 AM PDT

    Question about challenge rifts

    Posted: 23 Oct 2019 07:05 AM PDT

    How are these builds and maps chosen for the week? This week's build is kind of weird. It's like the person put a bunch of random stuff together with the armor set that has very little synergy. While I am not expecting it to be the perfect build they should at least put some thought into it.

    submitted by /u/Mansome_reddit
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    Behind the Gear: Ceremonial Knives

    Posted: 21 Oct 2019 11:24 PM PDT

    Witch Doctor Ceremonial Knife Commons and Legendaries

    EDIT: It bothered me that I was referencing all this terrific art and the only thing I was using to showcase it was a collection of tiny thumbnails. I have added links to many of the pieces I mentioned, and have given better credit to the artists involved.

    The Witch Doctor was our second hero, and like the Barbarian, he was easy to design for. His thematic kit pulled from a lot of different sources, and it seemed like we just couldn't stop coming up with stuff that complemented his visuals.

    Of his three class items, the mask and the mojos were inspiring so many ideas that it became a matter of which concepts not to do. The Ceremonial Knives weren't as easy. For one thing, they were small. You can express a concept visually when you are working with a helmet or a big two-hander, but knives don't take up much space onscreen. Second, we were already making a bunch of daggers! Those items were treading in a similar design space and it was important that players could look at each kind of weapon and immediately know, "This one belongs to a Witch Doctor."

    We used a couple of techniques to give the item category its own space. First, we kept most dagger designs in a Eurasian historical design range. Basically, a lot of straight edges and cross shapes. Most, but not all, because if you don't break the rules occasionally you get boring. Then we pushed Ceremonial Knife designs into ornamentality and dramatic designs. Ceremonial Knives show a lot of curves and blade mass, and use exotic materials. We looked at Daggers as pure weapons, and Ceremonial Knives as cultural artifacts that only a veteran practitioner could wield effectively.

    Also, it didn't hurt that the animation team gave the Witch Doctors a killer pose for the 1HDagger/1HSpear animation set. The heroes hold the weapon high and out, making it highly visible to the player. It's cool and dynamic and makes the weapon really easy to spot.

    Unfortunately, the lineup of common Ceremonial Knives in vanilla got truncated. We only had four models to use over several items! We did better with our Legendaries, with a list that just seemed to grow over time.

    Vanilla Diablo III was in development for a long time. You may have heard that. In that time, we were always trying to math out our rate of speed for various tasks. If we do this thing this way, then we can do this many of them in this amount of time. If we do it that way, we can get more of them faster, at a cost to quality, or burnout, our uniqueness, or something else. In those explorations, we dabbled with ideas like using FX on existing models to get a new item relatively quickly. In the end, the results kind of show themselves for what they are, and I think that everyone agreed that it was better to go another route. But we did end up with some Legendary items that look like other items with an additional loud glow, acid drip, etc. as well as unique stats and abilities. You can see two in the Vanilla Ceremonial Knife Legendaries. I argued for keeping these oddities in the game, despite their comparative simplicity, and I stand by that. An item game is not lessened significantly by the presence of one item that is a cut below the others visually. But the item experience for a Witch Doctor player is significantly improved if there is even one more compelling legendary weapon experience to hope for in their play. Despite being a devoted art producer, I always tried to put the player experience first.

    I didn't have a guiding hand in the concepts of the Vanilla Legendaries, but I remember making them well.

    • Moon Slayer was made from a Common ceremonial knife modeled by Aaron Gaines, and then lit up nicely with Tech Artist magic. It was one of our more shameless recycles, given how well the FX team tweaked the original.
    • Zigguraut Tooth was modeled early, and just worked. It went right into the game and wasn't tinkered with. A later revision of the item got a new name and became a predictable drop from the Act 1 spider queen encounter.
    • The Gidbinn is kind of funny. It appears in D2 as a quest object in Kurast, and it is clearly tied to the Fetish creatures. We felt like the Witchdoctors could have hailed from an area close to or similar to Kurast, and many of us became enamored with the idea that the class could be a master of one of the iconic enemies of the previous game. We explored different ways to bring that Fetish/Kurast kit into the Witch Doctor, and we thought we might use a Gidbinn model in his abilities. In the end, we had the model and it seemed weird not to just have it be a Legendary in its own right. I always felt kind of funny, like it should have been something even MORE in Diablo III, but I'm glad it made it into the game.
    • Anessazi Edge is one of the first items that was outright named for a team member, environment artist Anessa Silzer. The reference is a little blunt (The secrets of this blade are known only to the artisans of the Silzer plains), but I can't argue with the intent. I made it a mission to honor as many members of my team as I could in this fashion when I took over naming. It's also a really cool standout item with a needle-like profile and simple dangly bit of engine cloth. It's really good for those desaturated WD transmogs.
    • Last Breath was one of the earliest fully FX-ed legendary items we made. It showed up in an early company review of the game, and got some encouraging ooh's and ahh's. It came at a time when a lot of the game was looking functional, and not especially glossy, and it felt good to get a reaction from just making something pretty. That said, it was merely a suped-up Common model.
    • The Barber was heavily modified from another model into something new. I know that Jason Bender was going for a Sweeney Todd reference with this item, and referencing contemporary stuff was definitely his style.
    • Umbral Oath is interesting in that it's actually a low-key Gidbinn 2.0. The original Gidbinn from Diablo II was actually based on the dagger from the 1994 movie, The Shadow. A lot of the details from the movie didn't translate into the D2 weapon, but the Umbral Oath comes closer.

    When it came time to schedule Reaper of Souls, I wanted to devote some assets to the Ceremonial Knife common pool that got shafted the first time around. The artists made two badass daggers for that purpose, the Obsidian Skiver and the Tecpatl. Both were concepted by Aaron Gaines. The Tecpatl is an amazing model rendered by the Omnom artists. But the Obsidian Skiver model that Vitaliy Naymushin made was almost too cool to be a Common. Not only did he manage to perfectly and clearly render the surface of an obsidian blade, he destroyed it with that octopus handle. We were wrapping up the expansion and still discovering new themes that fit the Witch Doctor. Could you not see a full octopus WD armor set?

    And then we had five new Legendary Ceremonial Knives to add to the game.

    • Starmetal Kukri - I had this idea that the metal of a meteorite would be culturally significant to the Witch Doctors. In retrospect, it was a terrible idea- how do you ask an artist to render a blade made out of meteorite? At that scale and game camera, it's hard enough to render stone textures from steel! And yet, the Omnom team nailed it. The texture on the blade came out fantastic. I added, It is said that this dagger, forged out of metal that fell from the skies, could sever the cord connecting a person's soul to the rest of the universe.
    • Rhen'ho Flayer was named for one of our programmers and a very agreeable person, Henry Ho. I think some of the most wicked-looking knives in the world are actually skinning tools, and if something like that was going to work for a weapon, it had to be a Ceremonial Knife. I wrote - This knife has been used in Witchdoctor ceremonies for hundreds of years and has been a part of rituals that would turn the stomachs of most outsiders. The blade is shaped to accommodate the removal of skin from a body, but it makes a deadly weapon, nonetheless.
    • Sacrificer was made, along with all the other Death-themed transmogs in the Arma Mortis, in the final weeks leading up to Reaper's launch. Character artist Aaron Gaines developed all of these pieces in practically no time at all. Aaron was absolutely clutch for Diablo III weapons, and his skills grew steadily over the course of the project. By the end of Reaper of Souls, Aaron was banging out masterpieces left and right. He knocked out the Arma Mortis pack quickly, and before we knew it we had one of our key bonuses for the Collector's Edition.
    • Sacred Harvester was made especially for the first live season of D3:ROS. The model was another super-crisp example of Vitaliy Naymushin's work, with a barely-exaggerated take on an obsidian weapon.
    • The Dagger of Darts had a funny journey to existence. We experimented with making a WD armor set that also had a Ceremonial Knife. That set was the Jade Harvester. Later, we changed the set to be wearable by all classes (woof, that wasn't easy), and suddenly then the knife didn't make sense as part of the set, and became orphaned. Much later, the model was picked up and used for a new Legendary item in Season One.

    I like the Ceremonial Daggers because they are smaller, but they carry a ton of personality. They don't dominate the hero profile like some other weapons do, and can complement a nice transmog set. It all comes down to freaky curved blades and that badass overhand stabbing animation.

    submitted by /u/lutsock
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    Nerfing chantodos is fine. Please don't nerf Squirts necklace

    Posted: 23 Oct 2019 02:02 AM PDT

    There is a change coming that will make squirts a lot less useful, its already difficult to use on characters without shields and now that they are going against the item description and changing its interaction with shields it will be even more useless.

    If you want to make it interesting just remove the timer on it. Make it so you always take more damage (haha we have zero toughness in D3) and you always have the +Damage.

    Blizzard often finds ways to nerf things twice. Again, chantodos needed reigning in but to kill squirts on wizard as well is not really fair. The bonus says "when you lose health" well shields are not health and that's fair enough, we still take the extra damage.

    submitted by /u/GordonsTheRobot
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    Off the wall builds d2

    Posted: 22 Oct 2019 12:18 PM PDT

    What is your guys favorite most off the wall build to do in d2? Ursa major for me even knowing if you did it wrong you knew instantly lol

    submitted by /u/Ifstevenson
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    D2 remaster - still sprites?

    Posted: 22 Oct 2019 01:29 PM PDT

    It's probably been said before, but I'm not keeping my hopes up on this one. SC remastered was a texture upscale and didn't convert anything to true 3D. The WC3 remaster was already 3D, so they ported everything over. If there is a D2 remaster being announced, I think we're going to see higher res textures, nothing in true 3D. Even at 60fps things might still feel off because they'd have to create finer degrees of sprite rotation, which didn't happen in SC remaster. What do you think?

    submitted by /u/1CheeseBall1
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    Echoing fury and stone gauntlets.

    Posted: 22 Oct 2019 05:58 PM PDT

    Would like to know if first the echoing fury balances like a counter the gauntlets.

    Also would be good if it does for condemn LON sader, 250% armor and slower movement when hit for better macro

    Working on a full setup

    Cheers !

    submitted by /u/booyazord
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    Questions

    Posted: 22 Oct 2019 05:43 PM PDT

    Hey guys I have a couple of random questions for diablo 3. 1st about the season buff circles. Does me being in the damage circle as a Witch doctor make my pets do more damage. Also does it annoy other range attackers that these circles spawn mostly in the middle of fights? Seems do benefit melee style more..

    1. I found in an old forum someone saying that he found that kanai cube powers proced for him in campaign mode that you just have no cube access. Can anyone confirm or deny this?

    2. Why is mass confusion not more popular in WD builds. I am loving this skill so far. It works on elites and rates pretty much rendering them useless while my pets kill them. (Their ground effects do still trigger). It doesnt work on boss fights so I just switch it to something more useful before a boss

    submitted by /u/TheCandyMan88
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    I'll be really disappointed if D4's soundtrack isn't on par with the music from the movie Annihilation. In fact, they ought to just use those guys. Link inside.

    Posted: 22 Oct 2019 11:52 PM PDT

    https://www.youtube.com/watch?v=XR8BD6PuRQw

    It just feels like old school Diablo dungeons

    submitted by /u/IIdsandsII
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    [2.6.7] Diablo 3: REND & BLEED WHIRLWIND Barbarian GR130+ Build

    Posted: 22 Oct 2019 11:23 AM PDT

    Start fresh w/o account change (Console)

    Posted: 22 Oct 2019 08:32 AM PDT

    How do I completely clear / not reset paragon levels on non seasonal / hardcore modes

    submitted by /u/r88tan
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    D4 Date?

    Posted: 22 Oct 2019 07:10 PM PDT

    Since we now believe that Diablo 4 is going to be announced formally at Blizzcon, when do y'all think it will come out?

    2022, 10 years after Diablo 3? 2024, 12 years like D2 to D3?

    submitted by /u/StokedClock36
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    Witch Doctor Build Question

    Posted: 22 Oct 2019 09:45 AM PDT

    So I've recently returned to Diablo III after a long hiatus. Got my WD to 70 and have basically completed the DoD build listed on Icy Veins, only missing one item at the moment and have been able to clear up to GR 65 solo.

    I'm just wondering though, how does a Jade Harvester build compare to the DoD build?

    My single target damage is absolutely insane, but aoe seems to lack somewhat. How does Jade Harvester stack up?

    submitted by /u/StillRunsa2500k
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    Question about Flawless Royal plans.

    Posted: 22 Oct 2019 11:17 AM PDT

    I've been finding conflicting information, so I just want to have something cleared up.

    Can caches only drop them at level 70, or can they drop at any level?

    submitted by /u/BlackDragonTribe
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    Recent addition of Vulperas and Mechagnomes to WoW makes this older leak kinda serious and scary

    Posted: 22 Oct 2019 03:58 PM PDT

    For the full leak from June CLICK HERE.

    I'll copy the part about Diablo 4:

    DIABLO 4
    - Diablo 4 went into sudden urgent production with the reaction to Diablo immortal, from shareholders you dumb fucks not consumers your opinions mean literally nothing to them and many higher ups only show a distaste for you as a necessary evil they have to deal with
    - It's a first person game made in the overwatch engine. Its an absolute mess they intend to "replace the vaccum in our ecosystem left by destiny" and they want to essentially be the first "fantasy schlooter"
    - It is not going well. Gameplay wise they can't get the loot to drop properly and Anthems public response has terrified them.
    - 3 classes at launch, 5 planned as part of paid seasonal paid content updates.
    - Game involves siding with the demons as, after a millennia of peace, the angels are now an authoritarian, all controlling regime who once again want to purge sanctuary.
    - They tagline being workshopped is "Let out your inner demons" as the 'ult' mechanic from overwatch is basically a demonic themed power up for each character
    - The final boss is a holy/light infused angel Diablo called Diabael Primus. I hope to god the name changes
    - Ending cutscene shows all 4 games have been a set up, Diablo was a good guy all along finding the strongest nephelim to prepare for an invasion from "The Void".
    - Expected to launch spring 2021 on Project Scarlett, PS5, battle.net and activisions in the works subscription based game streaming service running on microsofts infastructure.

    submitted by /u/IOnlyPlayAsKenji
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