• Breaking News

    Friday, November 8, 2019

    Diablo Diablo 4 will have cosmetic microtransactions

    Diablo Diablo 4 will have cosmetic microtransactions


    Diablo 4 will have cosmetic microtransactions

    Posted: 08 Nov 2019 05:45 AM PST

    For those who wanted a D2 Remaster: You can do it yourself

    Posted: 08 Nov 2019 07:40 PM PST

    https://github.com/whipowill/d2-plugy-qol

    This quality of life mod pack includes the following, most of which can be tweaked to suit your liking:

    • PlugY - adds unlimited stash, shared stash, infinite respec, all ladder-only runewords.
    • MultiRes - adds widescreen resolutions to the game.
    • Glide - enhances lighting effects and provides anti-aliasing for menus and text.
    • BaseMod - removes singleplayer FPS cap, adds auto gold pickup, control-click items to stash.
    • FontFix - makes 5s look like 5s instead of 6s.
    • NoIntro - skip the intro videos when you boot the game.
    • DropMod - 2X as likely to find uniques, 1.5X to find sets, no change to runes.
    • KeepEquip - keep your equipment when you die.
    • LootFilter - adds the loot filter from Path of Diablo.

    Follow the installation instructions provided and you should be golden.

    submitted by /u/Wispmage
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    Diablo IV max level system should be more like D2 and not D3's paragon farm

    Posted: 08 Nov 2019 04:13 AM PST

    I feel like D2 did it best. Once you start reaching level 90-93 you pretty much have the max power you can have and you keep gaining exp all the way to 99 (which takes very,very long time to reach) but you are not forced into doing that, you don't feel like your character will be weaker than someone who is 99 when you are level 93. It doesn't leave this gap inbetween. And it looks a lot better looking it from a side , than seeing someone has level 3000 paragon! It's just better.

    It was explained very well on MrLlama's stream:https://youtu.be/W48GaGM2lRM?t=7902

    submitted by /u/Deventh
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    IMPROVING DIABLO 4: ENDGAME (With Presentation!) - MrLlamaSC

    Posted: 08 Nov 2019 06:27 PM PST

    A Lilith drawing that I just finished!

    Posted: 08 Nov 2019 11:21 AM PST

    Lilith, Daughter of Hatred

    Alternative

    I love the design so much and it got me very inspired, so here's my take on Lilith. I haven't stopped watching the cinematic! Hope you like it!

    edit: Twitter host for if the others don't load!

    submitted by /u/GRSKVK
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    Anyone Else Most Interested In Story and Lore?

    Posted: 08 Nov 2019 03:03 PM PST

    I've always been a lore buff when it comes to gaming. I didn't know much about Diablo lore and story and Diablo IV has reignited my interest in the series.

    Is anyone else most intetested in the story and lore now? I have a feeling this will be the best in that regards so far. And being I'm mostly bed-bound these days, I'm trying to catch up on the lore.

    submitted by /u/WailingHost
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    Let's just pause for a second and praise the devs for not having separate shoulder armor

    Posted: 08 Nov 2019 11:31 AM PST

    http://i.imgur.com/gBbdYxf.jpg

    Seriously you could tell a blizzard game from a mile off by just looking at the size of shoulder armor on characters of their games. I think it has been the best visual decision the D4 dev team made that they don't go for retarded oversized pauldrons and separate shoulder armor in the inventory screen.

    submitted by /u/razfen
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    Has this sub always been like this?

    Posted: 08 Nov 2019 09:21 AM PST

    Joined after D4 announcement; was stoked and hyped. All I've notice is people who post D3 stuff get downvoted and a huge D2 nostalgia bandwagon lol.

    I'll admit I haven't played D3 till the end because on PC they force the story, but I don't think the experience I had in the first two parts was bad or worth the shit I'm seeing.

    D2 I grew up with and imo is better experience for me maybe based on that, but this bandwagon is cringe at times. I'd rather have a D2 remaster than a D2 remake that people are wanting.

    submitted by /u/ucsdThrowAwayCSE
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    [MrLlamaSC] The *perfect* explanation of why 'Attack' and 'Defense' are a terrible idea, and the importance of unique item-based builds

    Posted: 08 Nov 2019 11:34 AM PST

    Why are all the Angels capable of turning bad but demons incapable of turning good?

    Posted: 08 Nov 2019 09:02 AM PST

    I never got this. Why can a being, which by nature is incapable of being 'evil', or 'selfish' wind up falling? I thought all the angels were born from the corpse of the good half of Anu. So why are they constantly fighting, arguing, and taking petty shots at eachother. Wrath, hatred, pride and greed were supposedly flung from Anu into the Prime-Evil. So why is an asshole like Imperius such an asshole? He's a vengeful zealot who legitimately hates humanity, demonkind, and everything that is not part of the angelic masterrace.

    And then you have someone like Mathael, an angel that wanted to use the power of a demon to dominate, subjugate and control all of existence because 'he knows best and can never be wrong'. That doesn't sound like a truly benevolent being born from a being of pure virtue and generosity. Even demons like Lilith didn't really give a shit about humanity and saw them more as weapons instead of... well, people.

    And even though we see Angels go bad at least 5 times a week we never see any demons turn good. They're all irredeemable assholes incapable of feeling anything but the desire for more. But they can't have any sort of epiphany or development towards redemption. I don't know, the idea of Angels and demons being caught in a supposedly never ending stalemate loses a lot of power when an an Angel can apparently go bad whenever the hell they feel like.

    submitted by /u/HeraldOfAbyss
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    Lilith statue

    Posted: 08 Nov 2019 08:54 PM PST

    For the very low price of 500$ it can be yours it looks amazing and as someone who collects statues I have to say I love it! A little pricey for me however and unfortunately :(

    shop link : https://www.blizzardgearstore.com/games/diablo/diablo-lilith-245-premium-statue/o-65168042+t-76494613+p-81342613+z-8-1201012178?_ref=p-SRP%3Am-GRID%3Ai-r0c2%3Apo-2&fbclid=IwAR3MIWkeGWV1i1bTNi2S9Wg4YB20WiZ22FRYxece7xEhnCSWKPYX_5qTsm0

    submitted by /u/Cla22ic
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    How to play d2? - dont upvote

    Posted: 08 Nov 2019 03:39 PM PST

    Just bought d2 from the bnet store, doesnt seem to appear on my sidebar... is there something im missing?

    submitted by /u/God-Sinz
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    [FEEDBACK] Diablo 4 and Paragon-like system

    Posted: 08 Nov 2019 12:24 PM PST

    There is a similar post about level cap but I want to concretize. At the last Blizzcon, I've heard that Blizzard plans to implement an endgame system similar to D3's Paragon Leveling. A system that rewards the player for playing post maximum level. And this is a dangerous sign for me. Because it may have a critical influence on the fate of Diablo 4. I love the series and want Diablo 4 to be a great game that takes and improves the best parts of past games and that's why I am concerned about this.

    Originally this system was released during Vanilla D3 to improve replayability and provide players an additional goal due to the poor itemization system, lack of endgame content and other early D3 issues. It worked really well, by filling the game with a purpose other than grinding for better items. Initially, there was a level cap for Paragon, 100, and there were 10 character slots per account, so some people even had a race to reach Paragon "1000", as in 10 characters at Paragon 100. That was challenging, people developed tactics to find the best way to farm experience and kept it in secret to win the race. Basically, in this case the system improves the game in almost every aspect for most players.

    And then one of the most controversial decisions was made: Paragon cap has been raised to infinity, effectively removing the sense of completion for a lot of players as infinity is not reachable. The hunt for the best gear is not important with a system like that, why would you spend tons of time getting perfect items if just grinding experience is potentially more valuable. Even the characters from the top of the non-season leaderboards don't have the best gear because it is almost meaningless especially when the Paragon experience requirement per level does not increase after level 2000. This also a bot friendly system, and let's be honest bots will always be there in this genre. Personally i love D3 but play it only for season rewards ~30 hours per season just because It not interesting for me to play ARPG without possibility to make a perfect character.

    However, during the WoW panel game director said that the team abandoned the idea of similar infinite grind systems, i.e. artifact power for the future. It's encouraging. But games are different as are the teams that develop them. And I want to do my best to make next Diablo game better.

    My proposition is:

    - Every system, including itemization, that provides character power MUST have a reasonable and reachable cap. It shouldn't be easy but nevertheless achievable for long term. The cap might be raised or changed from expansion to expansion or with major patches.

    One of the most dedicated Diablo fans.

    submitted by /u/LordKonus
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    An old interview with the developers of D2 and what it could mean for D4

    Posted: 08 Nov 2019 03:10 AM PST

    Since Blizzard said they want to return to 'darkness' and how they're looking back to D2 for a lot of inspiration, I've been reading stuff about D2 development and there's a few interesting quotes in this interview.

    One of the great things about Diablo 1, but one of the problems with Diablo 1, is that, from my hardcore nerdy perspective, you could make so many different builds, because everybody could do everything. But from kind of a general audience view, they were overwhelmed with all the possibilities. So we wanted to narrow that down into classes, yet still give a lot of flexibility within that class to kind of customize yourself and make you different from everybody else. And that's really the concept behind it. It was, "I'm going to make my character very different, even though I'm a Paladin and you're a Paladin, my Paladin plays very different from your Paladin, because of the choices I've made." That was really where the idea came from, and this was just a way to organize that idea. -David Brevik

    Do you think Diablo 4 is going to return to classes having a strong identity again?

    One of the things that we wanted to do that never got done in Diablo II was that we were trying to design this thing called Battle.net Town. You know, my idea was to get into a world, and you don't leave the world. I wanted to try to break that reality, break that illusion that we're not in a contiguous world. I wanted you to start in that world, not start in the Battle.net chat lobby, but start in that world. And Battle.net Town was going to be a glorified chat room where you could move around, but you could still go to the pub and chat with people, or go to a vendor, and then you would go to a specific person and you would travel to Act 1.

    We had been playing Ultima Online, and that had definitely some influence on this design, where you could walk from one part of the continent to the other. I was thinking, "Wow could we do this and mix it with Diablo?" And that was the way that we wanted to go, but we never really fully realized that dream. We got pretty close, in that we were able to stream a lot of the levels and things like that, but we never got to the point where you could go walk from the Sisters of the Sightless Eye Cathedral to the desert or whatever. That wasn't really fully realized for Blizzard until World of Warcraft. - David Brevik

    Is this the inspiration for the open world approach? I think the original Diablo 3 actually had something similar(when it was being developed by Blizzard North)

    He was also an incredibly good tester. He could figure out how to exploit or break your game better than anybody. - Erich Schaefer, on Matt Uelmen(the famous composer of Tristram soundtrack)

    We didn't really have almost any story in mind at all, other than you are following the guy from the first game, who stuck the gem in his head. You just got to track him down and kill him at the end. That was the entirety of the story. Really, it was Blizzard South who was tasked, their film department, it was called Blizzard Film Department back then, I think, they were tasked with making cinematics for the game, and they really in making the cinematics invented the story. We really had very little to do with it. At times, we thought their story was very strange. If it were just me, it wouldn't have had a rich story at all. - Erich Schaefer

    The cinematics they did were undeniably cool looking, so we were like, we'll just roll with it. - Max Schaefer

    I find some of these things kind of funny, it seems to me that Blizzard South and Blizzard North complemented each other very well because they opposed each other a lot as well, that means the best ideas would usually survive(at the time).

    The full interview:

    https://www.usgamer.net/articles/in-their-own-words-an-oral-history-of-diablo-ii-with-david-brevik-max-schaefer-and-erich-schaefer

    submitted by /u/DonutsAreTheEnemy
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    Blizzcon 2019 Wrap Up - Stats, Going Forward, and More

    Posted: 08 Nov 2019 05:47 AM PST

    Hello everyone!

    Blizzcon 2019 is now behind us, so we wanted to take the opportunity to give some fun statistics regarding traffic as well as provide notice for an upcoming series of threads we are going to be posting.

    Subreddit Statistics
    This Blizzcon we saw an incredible amount of traffic come to the subreddit, even more so than last year. At one point we peaked at almost 30,000 users active on the sub and had a couple thousand people with eyes on our live thread. The following screenshots are from our traffic statistic page on Reddit. https://imgur.com/a/O5rLYVg

    Focused Feedback Thread Series
    It's been great reading everyone's feedback regarding Diablo 4 as the game currently sits today. We posted a thread on Saturday as a way for people to post initial reactions and feedback, along with a multitude of other threads with people voicing their opinion. What we are going to do over the next couple weeks is post a focused feedback thread for a variety of topics so that we as a community can hone in on specific topics and provide detailed feedback for each thing. Some of these topics include, in no particular order:

    • Classes (Current ones and those that haven't been decided)
      • We will be doing a thread for each of the three classes, and then a fourth for what classes the community would like to see.
        • Barbarian
        • Sorceress
        • Druid
    • Crafting systems
    • Skills and Resource Management/Combat Pacing
      • A common talking point we've seen is that D4 should move away from being cooldown based and toward resource based so we want to give an opportunity for that to be expanded upon.
    • Potions and what role they play.
    • End-Game Progression and Systems
    • Itemization
    • Keyed dungeons
    • Runes/Runewords
    • Trading
    • PvP
    • World bosses
    • Lore and Story

    If you have a suggestion for one of these focused feedback threads please let us know in the comments. If you see someone that has already posted a suggestion you agree with, please upvote it as that will make it easier for us to gauge opinion.

    A quick note on moderation
    We want to thank everyone that has reported posts and comments that need our attention, it is greatly appreciated as we can't be everywhere on the subreddit at the same time. Please continue to do so!

    With thanks,
    /r/Diablo Mod Team

    tl;dr: Lots of people on the sub, will promote discussion threads.

    submitted by /u/menagese
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    Wouldnt be cool to have an Endgame endless dungeon that faces you with a choice between Greed and Progression when you clear a level

    Posted: 08 Nov 2019 08:43 AM PST

    a somewhat infinite dungeon that when you kill the boss of that level it drops a key and you are faced with a Door and a Treasure chest

    • "Use the 1 use key to open a Treasure chest and be forced to leave"

    OR

    • "Use the key to open the door to Continue to a harder and more rewarding level".

    Every X level you get a special key that allows you to directly enter at X level previous than the current one and lower

    I feel that would not only be a test on your character but also on you and your thirst for items * laughs in evilness *

    Make it a descent to hell like Diablo 1. Every biome changes requires you to beat a "Raid" Boss. Boss of the dungeons, Boss of the catacombs, Boss of the caverns, Boss of core, Boss of Hell

    A vendor and your stash await you at the end of every level

    submitted by /u/Legion_Of_Truth
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    Something I haven't seen discussed - Map Size VS Map Usability

    Posted: 08 Nov 2019 11:54 AM PST

    I was really disappointed when I first heard about the open world. I have ALWAYS wanted this feature in a Diablo game. That's not my point though. My point is rather the whole world vs usable world.

    When you first see the overview map of Sanctuary, it looks big and awesome and your mind can run wild. Then you look at the minimap and 40% of it is dead space... These Scosglen rocky cliffs and grassy uplands are awesome, but so much of it is unusable. I understand giant chasms and some water features are for looks only, but so much of the open world real estate is negated by unusable terrain. This only adds to the linear progress of quests/objectives and takes away the feeling of a truly open world.

    It's not really exploration if the open world has so many road blocks and any "path less traveled" is short and easily recognizable as a dead end. The extents of where a character can stand on any given screen is seemingly always lower than 70% of the screen. It's even worse for dungeons. Dungeons appear to be a giant hallway like D3 has. Maybe a couple of stray paths tangent off, but again, you're only able to actually walk on and use like 50% of your actual screen.

    Obviously some areas are fine, but they are far and few between.

    I miss opening up my Durance of Hate Level 2 map after not finding level 3 for a while to realize the place is enormous with like 90% usability.

    submitted by /u/BoomShackles
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    The reason people keep comparing to Diablo 2

    Posted: 08 Nov 2019 09:14 PM PST

    As a long-time D2 player who then naturally turned to PoE instead of Diablo 3, the reason we're all so butt-hurt is because Diablo 2 was a complicated game. You had to research how to do stuff, you had to grind runs to get cool gear, and you were very excited when cool stuff hit the ground after killing monsters. In 2001, it was a complicated game. And naturally, everyone who's ever played D2 successfully and enjoyed it, wants a successor in the Sanctuary world, not another ARPG, that while incredibly engaging has a shitty story and lore.

    A common play style in Diablo 2 was that you had a MF Sorc with which you would grind runs for days on end, trade items and runes, to be able to gear up a character that could do Uber Runs. And then another character, and so on. And people still loved doing 3000 Mephisto and Pindleskin runs if that meant that there was a chance for a Griffon or Crown of Ages or Tal Amulet or a High Rune to drop. So that they could sell it, and get runes to make gear, and have a Teleport Barbarian or Amazon with Enigma.

    TL; DR: people who love D3 are people who didn't play D2 for years, and they actually don't understand why we are mad. They would love it if D4 was more like D3 and not like PoE. If that's the case, I guess I'll keep playing PoE, but it would've been nice to have 2 cool ARPGs to alternate instead of just the one.

    submitted by /u/Naikonz
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    D4 looks great, but remember what happened with D3

    Posted: 08 Nov 2019 02:08 PM PST

    D4 looks great, but i'm worried.

    D3 had skill trees, skill runes with multi rank progression, pvp arena, the talisman with charms...

    ALL of this was scrapped / overly simplified before release, so yes D4 looks promising, but with many years of development left, how much chance is there that we have a repeat situation where the released game looks nothing like what we have been shown? I don't want to be negative, but we've been here before, I've seen how blizz dev cycles go in the past, what is different this time? Admittedly D4's starting point seems much better than D3 did even at its best.

    submitted by /u/kaesden
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    Stats and affixes are what put the RPG in ARPG change my mind

    Posted: 08 Nov 2019 09:10 AM PST

    Adding attack and defense or creating a power creep with scaling stats is not role playing, its cookie cutter finish the story and done.

    submitted by /u/Xxvaiomasterxx
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    In celebration of the Diablo4 Announcement...

    Posted: 08 Nov 2019 02:29 PM PST

    I got bored, dug through my closet, because I wanted to play Diablo again. Not in an emu though.

    Diablo

    Had a blast going down nostalgia lane... and it runs great :D Though, no battle.net and it supports IPX only for Local.

    submitted by /u/wangel
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    The real question on everyone’s minds.

    Posted: 08 Nov 2019 06:19 AM PST

    Will Sigon's make a comeback?

    submitted by /u/SlapWoreOut
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    Optional minimap/overlay

    Posted: 08 Nov 2019 02:03 PM PST

    Diablo 2 had a genius minimap overlay and I loved being able to look that the action and the map at the same time.

    I understand that many people found it to be annoying and difficult to get used to since every other game on the freakin planet has a minimap.

    It would be really easy to give players an option, we are all different and play in our own unique way, they should give us the tools to be comfortable viewing the map however we want.

    submitted by /u/LGP747
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    Trading and Endgame are inextricably linked -- Diablo 4 feedback

    Posted: 08 Nov 2019 08:10 AM PST

    I think Blizzard may be underestimating the strength of an open trading system, and how critical it was (and is) to Diablo 2's success.

    Their quoted intention for upgrading your character is through killing monsters and finding loot. They want that to be the best method to gear up. I agree! But why exactly, does an open, free and unlimited trading system make their intended avenue of play obsolete?

    The economic barons of diablo 2's bnet never stopped mfing. If inclusivity and mass appeal is the issue...the trading system wouldn't prevent a new player from going out and potentially finding the best item in the game.

    If Blizzard's customization philosophy focuses on items to be the primary way of making a build, through skill mod affixes, then why would they want to limit the avenues for a player to acquire items?

    Limited trading = ceiling for the character. Unlimited trading = No ceiling for the account.

    ANY item found adds value to your character via economic wealth. The economy is created and managed by the players.

    Making items have economic value -- IN ADDITION -- to power value, adds depth. There is no economic ceiling, which means there is no end, to endgame. Isn't that the goal?

    submitted by /u/MicroFail89
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