Did I miss any Diablo IV Negatives ? Agree ? DIsagree ? Lemme know !!! Twitch: www.twitch.tv/dbrunski125 Twitter: twitter.com/dbrunski125 Discord: discord.gg/xy3EynP
@@krioni86sa what a childish comment haha On a more serious note @Dbrunski125 - great video sir! Diablo 4 has super high potential, it will be a great game.
The font as much as it doesn’t effect the game play can you please just make it match when you enter an area or look at the top line of text on an item it is font A then other bits are font B just making it all A the Diablo looking one Ok font issue explained my biggest problem with the beta was the lvl scaling I despised it to the point I cancelled my pre order and got my money back, I have always love progressing through D2 and with every lvl I feel my power increase that area I was in has just become easier but you get the opposite in D4 with every lvl you become weaker you have to find better gear to get the same feeling, if the drops don’t go your way that’s it struggle along till you manage to find something but if you go up 5lvls that thing might not be enough. It’s a solve to a problem that nobody asked to be fixed. I have got a fix for the not needed fix however put ranges on the areas so the 1st area is lvl 1-10 so if you go in at 14 the monsters are lvl 10 max, I’m talking out in the world the dungeons the same have different lvl caps for them on world tier 1 & 2 then 3&4 scale away as we will be more on the min max trail by that point Sorry for that being such a long one
@@sleety504 while I can relate to level scaling. I don't think you can have an open world game that doesn't have it. If each zone feature a static range of monsters. You would just end up repeated the highest level content at the end of the game. I.e avoiding the other areas of the open world. So ultimately closing of the full exploration of the world. I feel like level scaling is a must with the approach theu are taking. If it wasn't open world I would agree with you.
On the "issue" of font: the real difference is that the D2 font is a serif typeface whereas the current D4 is a sans-serif typeface. Serif typefaces have the little extended lines on the edges of the letters. This has it's roots in old Roman lettering and has been the traditional style for printing and was the only kind of typeface used with the original printing presses. Serif typefaces are widely regarded as easier to read in long-form content because of the lines that guide the eye through the words and prevent your eye from wandering into the wrong line. In this context, the serif typeface gives a sense of old-timey wisdom, authority, and a sense of being official. This is because serif typefaces are used even to this day in most official correspondence and content and most of the old books you've read were printed with that kind of lettering. The sans-serif typeface gives feelings of casual speak, modernity, and familiarity. This is because sans-serif lettering has become more popular in recent times and is usually the default for lettering in most things. This is why you may not notice the specific differences upon close inspection, but you get a distinct feeling from the lettering. This is what people are talking about, I believe. My solution is to select any serif typeface, preferably something with a more medieval feel. If they don't, it wont really bother me, though. Edit: added paragraph spacing
I don’t get how we can minimize the impact of serif vs sans-serif. It is a major design decision. My guess is they pick sans-serif for accessibility, not for aesthetic. Some don’t care about accessibility, some don’t care about aesthetics. It would be cool to have the option
Great point here. I would also add the fact that changing a font in a game is not that hard to do. I find the D2 font exceptional and I wish they'd give that to us for D4. It'll helps tremendously for the actual feel of the game.
FYI “Low hanging fruit” usually means that something is easy to do, as in within reach. It really has nothing to do with low priority. Love your content ❤ keep it up!
@@cn0ck520 he did, he said the FOV and font are easy to change, although he personally doesnt mind but changing them will please some people, so it is low hanging fruit.
@@antonychan11 Calling it low-hanging fruit he is implying they are obvious and easy changes that should be made. This contradicts his point that they aren't important enough to change. You wouldn't go fruit picking an NOT pick the lowest easiest fruit.
The Font is literally soooooo iconic for Diablo, and the game communicates through this piece of design more so than any single other element. I 100% get why people would react to it.
This font made it so you couldn't even tell the difference between a 5 and a 6 in the original Diablo 2. Pardon me for not being up in arms about some this pedantic.
In diablo 2 I never felt like it communicated thru the font. I love its font dont get me wrong but after a while I dont even really pay attention or notice it. The game always communicated thru its graphics and atmosphere which I do think d4 communicates its self. While I do agree D2 still has that iconic look D4 will never achieve I dont think I'm gonna care after a few hours of playing. The font itself is just such a small thing to me
@@Beardmanman it’s true that it is iconic down to the very SFX of pressing a UI button. The font totally contributes to the gothic framing, it is in the same category as the health globes in sake of presentation. PoE even copied the font which says a lot. D2 was made by artists D4 by game devs. They will never touch D2’s greatness, sadly.
The reason I think exocet works so well for Diablo is it fits the gothic theme. Whenever you take that theme away, it can really change the experience. If the font is all it takes for a nostalgic, but new D2 experience, then I'm all for it. The current font just feels too close to D3 or like a mobile game as they said. D4 needs to be a spiritual successor to D2.
Exocet is still heavily used in D4. Just not in places where the font size is small. I do think this is a good solution because Exocet is a nightnmare to read when it's longer than a few words. The problem is that they went with Arial instead, which is very far removed from the gothic theme. IMO they should've gone with a serif style font instead.
@@ervineonline I find that bewildering too. How can a group of people professionally tasked with developing a Diablo sequel not implement Tetris inventory. Truly boggles the mind!
Man, when you said, “As I get older I don’t have much time” kinda made me feel a bit down. My brother and I would always watch you when we were in college playing D2 and LoD. We still do. I dread the day you tell us, “hey guys, I’m hanging up my cap. Thanks for the support all these years”
Such is the cruelty of life. It is fleeting and we move on and choose different paths. Saddest one was reminiscing about all the friends on original D2 or even like a 360 or ps3 that I don't know, see anymore, or even play with 😔
@@krazyfoo10reminds me of that pic floating around social media that was like an Xbox live message from 10 years ago saying "let's hop online tomorrow" or something like that and had the last online 10 years ago next to it
Just note: If they have increased loot drop rates in beta, they should announce it. We would avoid spending too much time talking about this if we would have official announcement. If we dont have announcement, then drop rates are real (i assume).
i think this is the case and we would have the same drop rate in official launch. They didn't just forget about a simple 'heads up' like "drop rate is increased during beta"
It's funny that he thinks this isn't how full release will be when there's literal seasons with a battle pass. It's crazy hard to imagine they would change the rates since they don't want you to care about your characters that long.
@@danawhiteboy who? Me? Im not worried. But there are arguments going all over internet that blizz increased drop chances for beta. So i remind ppl that company would had told players "drop chances increased". So its most likely real droo rates other ppl see in beta.
One thing that I want to mention.. that it seems no one is and I miss from diablo 2/1 era but it's not on 3/4 is.. level design related. Remember when you were just walking.. and there's a room with a door closed.. and you strategically thinked before opening it.. clear a room.. open and close quickly.. monsters didn't noticed you sometimes.. field of vision.. the strategy/time to breath and think before another wave of clickfest action? With diablo 3 and 4 it seems that opening a door is just a cosmetic thing.. player doesn't seems to need to think if he should open it now or not. Wave after wave of action without those things.. exploring empty rooms while opening some chests before the entire screen is plastered with monsters and blood. I guess this will never be like it was again. But it could be.
For itemization they need to show us some unique vs legendary examples, i really do worry we will just be getting more of the same, more stats inflation.
the only difference between unique and legendary is unique items can't be modified what you see is what you get. There no transfering of affix or anything. The biggest draw back is that for unique. Ill give an example, the shako that drops in d4 gives +2 to all skills even to those that aren't talented into, it also comes with stats the problem with these stats is it comes with an ilvl that scaled to your character. So you could get a shako level 88 which requires you to be a level 88 to wear and it would be worst than a 77 for stats.
@@Aznataku02 they’ve also said that legendaries have random affix rolls while uniques have set affixes - wondering they’re intending these to be really core build items.
@@Logomachus I believe devs have stated that there are “many” (whatever that means) affixes that we have not seen in the beta. Some of the language also leads to think it may be possible uniques have totally separate affixes that are unique (lol) to just that weapon class
@@FlyingPancake0390 Good to know. I'm definitely still very hopeful that will be the case. Between that and the paragon board I'm hoping my fears about lack of build variety will prove to be overblown.
One of my biggest issues is the scaling items. I personally think it comes off as lazy. Just re-using the same items and forcing players to look for the same item at different levels. Obviously that isn't a big deal at max level but I like how in D2 specific items are useful despite their level requirement. In d4, I can find the best item in the game at level 10, and at level 20 its crap and I have to hope it drops again later in the game.
Actually you find the best item in the game you extract its affix and then stick it on an item u want later. Don't get me wrong it's definitely lazy I agree but that's not entirely accurate
@Nate orias I could totally be wrong but I thought once you extracted the power you could only apply it once? Or once you extract it is it just saved in like a book that you can continuously use to apply to new items?
With the font thing, people just wanted a more consistent font. Throoughout different UI the font was different for various menus. To fix this would just be make everything the diablo font
Fonts do make a different. It sets the tone for the environment. Is it a deal breaker? Ofc no. But if done properly, it will give you more of a diablo feel.
I remember my first boss fight in D2 Andariel 😂 Died many times Create tp multiple times Drink pots many times Drink antidotes many times And scared running around
The hardest bosses are the ones in normal when your gear sucks and you spend your time running in circles for your life while doing fractional damage 🤣 And then you get to Hell and get one-shotted by a amp damage-cursed, multi-shot, spectral hit elemental immune quill rat mob 🤣
@@libor2010 I wanna see you 3 shot a boss on a difficulty that isn't for casuals,, when a boss have X (hidden value) to X element and you are locked into 1 sorc build, oh yes, but you haven't thought about that, it's better to just spit the salt xD
8:25 Don't you remember how fun it was to do the very first quest in Diablo 2 that requires killing all enemies inside the Den of Evil, just to find out that you missed one little Fallen who got scared and hide in a small corner that you didn't look, therefore prompting a 10 minutes walking simulator searching for him? How about doing that multiple times in Diablo 4?
@@haotian987 Modern ARPG resumes to teleport to a location filled with monsters, kill all monsters, and then teleport to the next location, hence and repeat forever to farm items... Look at how PoE late content is played, or Diablo Immortals, or Lost Ark, or Black Desert Online, or pretty much any modern ARPG, you basically farm things by teleporting a group of monsters, using one "kill all" skill, and then repeating that. Back in the day, Diablo 2 wasn't an ARPG like that, enemies were important, not a simple sack of life that drops things when you kill them.
Brunski saying some creators went for the easy low hanging fruit problems to talk about instead of diving deep and getting into the hard stuff lol that’s funny
I think there's an awesome way to fight backtracking in dungeons. Instead of looking for those last 5/10 enemies, one could activate an option to "Defy" them and a sinister sound would appear and instead you'd get 10/20 enemies rush to you and be harder to kill.
Idk if anyone put this forward yet, but instead of just tweaking damage and life, perhaps they could treat certain dungeon boss fights- maybe not all- as timed events where depending on how far you've gotten before it escapes, that depends on what loot tier you get. Then the boss can "relocate" to a different dungeon where you can act revenge when you've gotten stronger. This could bring more urgency and greater value weight to the fights.
I summon main in pretty much any RPG I play. So that'll be a big factor for me during the next beta weekend. If The necromancer feels more like D3 than D2 I'm going to be very sad.
I think you missed the negative feedback on skill trees barely being a skill "tree" at all and more like a small "twig", there is very little to no build expression, the amount of skill customization is very limited. Even Diablo 3 had more skill customization and redefining skill augments with skill runes than Diablo 4 from what we've seen so far in the beta. I know this is early to call it since we do not have the full game with paragon boards and such. but from what they have said about the paragon board so far and the info that is laying around on that(who knows if that is true though) the paragon board largely looks like, increase stats, increase % damage, defensive %, gain fury/ressource on crit type stuff and not really skill augments that make your skill FEEEL different and special. 2 Passive choices on each skill does not feel or look exciting. Even 70% of the legendaries we have seen so far has been, "Forfill this criteria and receive xx% more damage on this skill" type items. Would love to see more options like "Your hydra is now a cold hydra and throws frost novas", "Your wolf has more attack speed and now does fire/burning damage", "Your Blizzard is now a fire skill and looks like Armageddon raining fire from the skies", "Turn your Skeleton mages into AOE Machines", "Make your Skeleton Mages Singletarget focused" anything that augments your skills into something cool.. and not just, YAY if you pick this passive then you get 5 more mana each time you crit. and if you don't like that you can pick this other passive that gives you 10% more attack speed. Anything that also changes the way your skill works, how it looks, feels, plays. element changes. There should be a good amount of both, for you to feel like you're crafting an unique personal build. With this being said, i did enjoy the beta and love the feel of the game, the story and the gritty look. The game has a very high potential, but i feel like it looks very limiting when it comes to build creativity.
The skill tree is just a tree trunk and it's the item affixes that add the branches. I like the amount of diff builds I could craft with mixing item affixes n skills.
that criticism is also pretty flaky considering how many skill-altering effects in D4 exist outside of the skill tree. in most ARPGs, basically every skill-altering effect or upgrade comes from skill trees. it's not that way in D4. i'd rather not have every skill-altering effect or upgrade locked behind some arbitrary amount of XP. if i want to invest into a skill, it's nice that i can go do a dungeon to unlock an aspect to do that rather than wait 3 levels to get skill points. i legitimately don't think this criticism is nearly as significant as people think it is, and it's more of a sign of lack of understanding of the game. it's clear that D4's skill tree is a foundation for aspects/paragon to build on. it's not a worse system, just simply different. it's the same reason why +skills is a great affix. if i want to use a skill, i don't necessarily have to grind XP to do so, and in D4 i don't have to invest into skill points, because we have aspects & paragon boards to supplements skills. D3 definitely didn't have more skill customization, people just don't realize how much depth there is due to it, you know, being a beta.
One of the first things I thought when I saw the Necro's Blood Nova is to capitalize on nostalgia and make a skill for it that turns it into drawing blood and then shooting off a poison nova. They could spin it as replacing their blood with poison and it would look amazing and be a great nod to D2 Psn Nova
@@nathanmorgan5543 I definitely hope we get that through items, and since we haven't seen the full game yet, it is hard to say how it will turn out. But i will say that i feel like 70-80% of the legendaries i got in the beta, didn't forfill that at all, it was mainly offensive % increases or defensive % or barrier procs, it was hardly skill redefining. I just don't see why we can't have them both on items and in the skill tree.
My current wish list for the game is a customizable loot filter (must have), map overlay with transparency (can live without it, but it would be nice), and a proper left click move only function (also a must have). Another nice to have would be to have the option to toggle moving for all skills without having to hold shift.
@@unsilstoppable I should have specified that we should be able to bind left click to move only and interact at the same time like every other arpg out there.
I totally agree with everything you’ve said man. During my closed beta test phase, I got to play a more detailed version. I really didn’t like how all the dungeons I encountered was just back to back tiresome. Find the routes, collect the items, unlock the door and then kill the boss. And the boss wasn’t even that strategic. You didn’t have to really “try” to defeat it. The most redundant thing I notice is the moment you’d have to farm your specific gear dungeon. That was extremely obnoxious to do. It would be for just one particular piece of your gear with a legendary ability. And it takes FOREVER. Not to mention most of my happiest moments was grinding and farming materials while I excitedly wait for the world boss. Since it’s the only monster that has a decent chance at dropping legendaries. I’m going to guess that’s going to be the only thing most people will do after awhile in this game. Playing early content and then focusing on farming the 3-4 world bosses 🤷♂️
I liked the video, and really love your content!!! but you forgot to menionate the Dynamic Scalling, which makes it feel the combat in lvl 5 is the same in lvl 15, and same in lvl 25, all feel the same because dynamic scalling, dificulty is the same with just extra skills
This is a big problem for me as well. Part of the allure of D2 for me was feeling my character grow stronger. Having a hard time with content then a few levels go by and I get a new item or maybe some charms I found can be used and now I'm clearing the content I struggled on. That growth is going to be missing when everything just scales with you. Just doesn't seem like the game for me and that's ok haha. Not every game is going to be for everyone. Just sucks that it's one of my favorite franchises and they've gone a direction I don't like or agree with. That's probably what many people are hang up on tbh.
The differences in item font labels makes an ASTONISHING difference! It is super noticeable and jarring. D IV's item ground labels are way too non-Diablo looking. D2R's item ground labels are still too spacey, as well.
I am happy that more people is concerned about Zoom and that you at least mention it in your channel. I really really hope they offer some zoom out option because to me it feels way too zomed in.
Highly agree on this, several times i backed further and further away from my computer to manually zoom out. Was practically across the room playing by the end of the beta.
What I hate is that mostly negative comments are focused on comparing D4 to other arpg games like PoE or Lost Ark for example. These games are completely different in terms of what kind of audience they are trying to market these games and reach for. PoE is for hardcore system meddlers and Lost Ark well it's an full MMO. I'm not sure is D4 trying to be somewhere between these two but in a more simplified and casual way. D4 is not perfect no not at all, it has many flaws at the current state and they have lots of things to fix or maybe even rework before release. We only got to see a tiny glimpse of the game and test a little bit, so making radical assumptions is pretty stupid. I think it has great potential, but price tag should be around 50€ or 50-60$, the quality just doesn't meet with the current pricing. Played on both beta weekends and there were some things I didn't like at all and some things were awesome, all in all is this what I was expecting from D4? No. Is this a game that I look forward to play in the future? Yes. It didn't feel like a completely dogpoop game, with some additions to the skill tree system, balancing a little bit, itemization, fixing and tuning the UI at least for PC players and some other things, I could see it becoming a game to spend dozens of hours playing. Have to be hopeful that the devs are watching these sorts of feedback videos and taking notes. D4 has great potential and beta was quite enjoyable experience at least for me.
The only criticism I have with this video is the way "low hanging fruit" is being used. I always thought the meaning is "easy to do" and it is a positive or a focus...bang for buck type of thing... aka you want to do as much low hanging fruit as you can because it has impact and easy to do... Anyway, thx for the content!
I agree with basically all you've said, except for the font thing: Diablo is not Diablo, unless there is at least an option in the menus to use the Exocet font (aka. "the Diablo font"). Giving us an option to use it would, most certainly, be very very VERY welcome, and, as it's an OPTION, it would please both sides of the fence. The development time on something like this should also be pretty miniscule in the grand scheme of things...
I like how you got people going with that fruit thing 😄 My main sort of complaints are (not that i have many): Not in any particular order just random 1. Too much legendaries and generally alot of items droping and perhaps a more open trading system, if the bots get dealt with* 2. Shrines that make you go Kratos mode, like Conduit 3. Lack of dungeon objective variety so far 4. Customizable on-screen minimap +/- Got to agree with your point on boss fights, some of that might have something to do with you being decked out with legendaries at level cap of 25. Otherwise my rating of the game is 8 - 8.5/10 so far.
I don't know if anyone has mentioned this but we need more base item types. Now there's only 1 type of wand with lucky hit implicit, 1 type of focus with cdr implicit, 1 type of dagger with damage to closed enemies implicit. Not sure if I'm too spoiled by the massive amount of base types in last epoch. And I assume that in the full game, sacred and ancestral tiers of gears are the same as exceptional amd elite in d2.
I definitely want them to add the original font. This one makes it look like you're playing a video game on a windows computer. I don't want to be reminded that its all just a simulation on a modern machine. Let it create the full experience of a dark grim demonic journey through sanctuary. Not same helvetica swiss design standard, easy reading, accessibility proof, BS font.
Great comments, as always. Couldn’t play last weekends beta as much as I wanted. Looking forward to the coming weekend to see what, if any, changes may be implemented.
I just want to be able to bind "Force Move" to Mouse Wheel Up and Mouse Wheel Down like we were able to in Diablo III as well as during the closed beta for that matter.
Not sure the expression low hanging fruit means what you want to say. A low hanging fruit would a change that would be very easy to implement with great benefits.
One issue not addressed here is the fact that with Widescreen monitors you can use skills like teleport and totem type skills at basically double the distance. Sorcs were able to teleport over huge terrain gaps on these monitors that were impossible on regular monitors. This isn't a huge deal since most people will never realize it with smaller screens, but it definitely could lead to some very salty people in things like PvP, where people without these wide monitors could potentially be at a huge disadvantage and be killed by ranged before they even see the enemy player.
Above average casual player here feedback. 1. I hope the amount of loot that is dropping especially legendaries. is just for beta purposes we should not be able to get 50 legendary‘s by level 25. 2. I think world bosses should not have unlimited respawns and only Allie’s can revive you until everyone is dead. 3. Advance boss room dungeon mechanics should be toned back a lot or not exist. We should just be able to teleport or run straight to the bus if that’s what we want to do sometimes. 4. Limiting us to only six usable skills at a time very lackluster we should be able to bind more or at min 8. Additionally, here a lot of the skills are copy and paste they should have had added more skills per class and new ones that we have not seen. The very small amount of skills per class is going to limit build diversity.
I really appreciate that your response to critique or praise you don’t understand is “I don’t get this/this is out of my scope” or “I don’t think xyz is a good idea” with actual thoughts rather than just inflammatory comments with no insight. Makes me feel like I’m watching an adult and not a teenager. Appreciate you!
End game consists of filling up your grim task bar where you do random dungeons / kill random bosses / events / objectives in the world, once bar is full you turn in for a cache. Cache gives you EXP / chance at legendary items / nightmare dungeon keys. There are helltides (think Diablo 2 Terror zones), they have high loot drops, rare chests that can spawn, increased exp and difficulty, and roaming bosses / events that specifically spawn there. There's a PvP zone where you can farm mass waves of monsters + roaming bosses + treasure goblins, can get a specific currency there and turn it in for rewards or cosmetics - best to do in a group to avoid getting ganked a lot and losing resources. Then the hardest end game content - nightmare dungeons. Think maps from PoE or a more intense version of rifts from d3. Keys go up to like lvl 100 or some shit, and have insane affixes. You will do these to level up your glyphs and power them up (glyphs go in your Paragon board to empower certain areas of the board, think jewel clusters in PoE as an example, not exactly the same). There's a good amount to do at end game compared to d2/d3, but if the dungeon objective thing is a make or break for you, it stays the same even at end game. Overall - the experience is fun if you enjoy ARPG's, as they're all the same repetitive / grindy shit.
@@royalecrafts6252 Ty. The end game loop in closed beta test was exactly this, lots to do it's just going to depend on whether people like doing said things or not. Would also like to point out that while the talent trees look minimalistic right now, paragon boards are PoE like. There's a couple of them with a ton of choices to finalize / customize builds even more, and you can rotate them like puzzle pieces to swap the order you put them in etc. Builds & itemization are SO much deeper than people think. Kripparian is right when he says people are underestimating how deep the system gets.
@@kakkycoasties8670 I personally want to see more hand crafted dungeon design and of course take away the backtracking, it adds nothing of value in this case, I am liking what I see so far, the scarcity of the tree is what scared me the most tho, it goes deeper like kripp said, not as deep as an crpg but bit deeper
@@royalecrafts6252 Only a tad bit, i watched someone play it and kept up with it. Everything I stated above is currently what we'll be doing at end game. Builds really come to life with the paragon boards / uniques (not legendaries). It's going to catch some people off guard how much customization there is, but yeah, the dungeons even if they just add like 3-4 more objectives that they can roll once inside, that'd make a huge difference. I will say, the layouts later on get way better in the dungeons.
game is much worse from d2/d2r after 25 years, its d3 with grimmer graphics, i say it as a guy who preorder d4 and played barb to lvl 25 on last weekend, its not bad game, but predicting maybe 8-.8,5/10 instead of legendary 10/10 like d1 and d2 were =/
@@toilagamer thats cool, tons of games nowadays are made for kids/teens, would be cool tho if d4 was made for same/similar kind of ppl d1/d2 and d2r was made for, not new retarderded minecraft/fortnite/rodblocks bunch, they get plenty other games so feels like big slap in the face when such a legendary series like diablo turns into such shit =/
I am one of those font guys :P but everyone is different. They should make and option to switch some fonts tbh. One thing i want to is the ability to turn off all on screen combattext and "pickup" loot text e.g looting crafting materials and gold. And yeah zoom the game out a tad bit. dont need much. But as it is now it feels cramped.
Legendaries seems more like a system of acquiring skills/buffs rather than actual loot. That said having them be common would allow people to make their builds faster. On top of this there are uniques in the game which seem like will be actual end game gear. Unique's might be scaled the same as D3 so they might be 10x more rare than legendaries. This would mean that making legendaries more rare will exponentially make uniques more rare. So I think it is much too early to conclude whether or not the drop rates good for legendaries are at this point in time. We simply dont know what end game gearing is like. Maybe we will find that legendaries are not dropping enough when we actually play end game where we dont care about them other than to extract their powers.
I've heard putting a power on a rare gives it the lowest possible roll for that power, so finding a legendary with the power and stat rolls you want is still better than upgrading rares, and it's a lot harder to do.
I hate when I pick up an item and don't know which one I just got, especially when I have a semi-full inventory of a similar item. Maybe I just need to get more familiar with which items are which, but maybe seeing something like a marker or checkmark for a freshly picked up item might help.
Sure I saw it there, like a mild highlight showing what is new in the inventory since last viewing. That being said; that horrible UI and Inventory screens needs to be redone.
@@dracolusus I must have missed it. Thanks. I'll definitely keep an eye out for it. I just remember picking up some pants and had no idea which one was new, but of course it's not a big deal since most of them get thrown out for the best one.
I just wanna be able to select the skills with my keyboard and cast it with my mouse like in D2... And being able to teleport without cooldown... That's two very important systems for me to really feel that I'm into a Diablo lisence game.
Finding a griffons every 2hrs sounds horrible to me. I want there to be super rare items that I can look forward to find for weeks and weeks, even months..
The beta was only to level 25, I'm sure at max level boss fights etc. will be shorter. Also in groups, you will probably be able to wrap them up much more quickly. Running things solo should be harder and take longer. Makes logical sense.
Drop rate is based on progression. If you are a blank character you find good items regularly, if you've been farming end game for 1 month you will go days between good drops. You can't really adjust this and make it meaningful, because as you acquire an upgrade, then everything worse than that item is now marked "not good". So if drop rates are high, you just progress to BIS faster, if they are low, it takes more time to get to BIS. Thinking about it as X items per hour doesn't really make any sense because you are always on a progression curve and that rate changes every day you play, regardless of if you are playing PoE, D2, D3 or D4. Games with trading are a little more complicated because you could find something valuable to trade, but the same progression is happening. For example, in early ladder your Vamp Gaze you find on your Sorc is tradable for something you might wear, but after a month or two playing that vamp gaze isn't tradeable for anything you'd use, because your gear is better. So what was once a "good drop" is now a "bad drop" even though you can trade
I enjoy the d2 drop rates. Regardless of time to play i think thats part of what keeps everyone coming back to the game. Ive played the game for over 20 years and there is still items ive never found
Your videos are getting better and better man, great effort. On this one, I’d say the background music is a bit too loud though, slightly distracting 😅
For endgame content I'd like to see some actual quest lines. They don't have to be complex, but multiple steps that send you to multiple places across the world so you're not just farming the same dungeon over and over again 5min per run or whatever. Its naturally inefficient to do a lot of travelling, but with quests that have relevant rewards you can incentivize actually travelling around quite a bit.
Your too nice. I think your inherently a very good person, but in this case the beta serves as a build check before release. It is ok to dish out (hars) constructive criticism if it leads to a better product. Don’t be affraid of blowing up bridges, you won’t. Your criticism would contribute a lot.
I completely disagree with the font issue, A.) it seems like an easy fix the font of item names when in your inventory screen is fine, just use that font. B.) It may be different for different people but having a modern font for items laying on the ground stands out LIKE SOMEONE USING ALL CAPS and really takes you out of the game rather than keeping you in it. Just personal preference probably but the fact that the complaint is so ubiquitous says a lot for how many people this is affecting.
Thanks for being one of the few D2 content creators that don't just hate on the game, but actually enjoy the new mechanics/gameplay and provide constructive criticism!
Are there ANY Diablo-related content creators on YTube who are at all critical of this game beyond slight quibbles? Dbrunski is the closest I've seen to actually discussing anything negative. Most content creators I've seen are saying this game is the best ever. Which is fine, but if I have to see titles like "brutal" or "honest" take in a title, only to have it be a praise video, one more time ... GRR. 😉
The font problem is it's just very plain and without any character to it, but at least it is readable. Exocet used in Diablo 2 is basically "Diablo" font, but it has some problems with readability tho, but in the end it's the color coding that makes you pick up the item mostly, not a name. For me the biggest "problem" was the game got too quickly too epic - one of the first dungeons I went into looked like I am about to fight a final boss or something xD
i'll take clarity over character when it comes to UI every day of the week. i've never once looked at a font in a game and thought "my gosh i just can' get immersed in the game because of this!"
Yes… lvl 12 we fight succubus(this one maybe ok since Lilith is the queen, but make a low lvl version of them for first acts) oppressors already, and other big demons (so you are in act 1 feeling like, it’s already act 4)… I know they want to give us the “look some diablo 1,2 enemies)… but give them in the proper way and as a surprise…. Those 2 enemies are found only in hell in d1 and 2…3 had a oppressor version but was very power ranger looking (6 eyes with carapace, did not looked like the old one).
Great review, I really enjoyed the beta as well. Reached 25 on my sorc. My only complaint is even at max zoom I felt like the camera was too close to my char. Where can I send the devs some feedback?
How does D2 from 20 years ago have a transparent map and D4 doesnt? lol its gone backwards. Yes, its a valid criticism because a separate map screen pauses/takes you of the game vs a transparent overlay lets you keep playing like in D2 You know I think D1 had this even.
The thing about loot in D4 is that Legendaries aren't meant to be super rare. You're supposed to get multiple and break them down and put them into Rares to turn them into legendaries. Also, they said on twitter that the drop rates were boosted. Also surprised no comment on level scaling or forced multi.
Yes! to the boss battles dragging on. Now it may be a build issue when this happens, but I feel like this should be less likely than it is. I had fun with them all, even the one I had to kite with only chain lightning at low level, but some took so long to finish.
In regards to the UI, how the inventory looks, fonts etc, it's obviously subjective what looks good or not, but doesn't the fact that so many complain about it suggest it's in a pretty bad state? I think it's important that stuff like that look good as it's framing the game I'm playing and I don't want that to feel bad or look like crap. For me the UI and the background colors of the items, and also the "live" character in the inventory screen makes the whole illusion of me being in this universe fall apart. The UI looks like something taken out of a SciFi game, and the font and the colors make it feel modern - it doesn't belong in the Diablo universe imo.
Fully agree, much better summarized than my attempt. It's a deal breaker for me that the UI does not blend in the one thing they got right the world design.
To me, the number ONE issue is the monsters scaling to your level, that's the kind of garbage that can flat out kill any interest in leveling progression, which is the WHOLE point of any aRPG. Clause second is definitely the stupid mechanics to prevent you from going to point A to point B on subsequent playthroughs. I mean it's fine, for a first time run to discover the game and enjoying the RP and storyline while unlocking gating mechanics to dungeons etc, but once that done for the first time they should not force you to make all your characters to have to go through all that tedious stuff.
I don’t think binding force move to left mouseclick is needed at all, however a solution should be allowing us to hold alt (or any other keybind like mouse button 3) while clicking to force move.
Small gripe here, but I feel the items should possess size and depth. Grim dawn has 8×12 for inventory space, plus you get a backpack, and that ends up being plenty of room. We're also getting a mount in this game, that can also be used for extra inventory space. I prefer item complexity in this respect. I also missed identifying items.
WASD support would be great as well. Tons of isometric games utilize it and it's amazing, even Diablo Immortal has it. It reduces RSI symptoms/occurrence and allows players accustomed to WASD to use their preferred control scheme. Plus classic click to move would still be the default control scheme. A game only benefits from having more accessibility options.
@@TheReapersSon Controller did feel really good in D4 too. But WASD is really different, like something between controller and M&K. You get added comfort, via less repetitive clicking, coupled with good accuracy. It sounds like many people want WASD support, so I'm hoping we get it.
Too many font types on screen at once is my issue. Some look out of place as well in the same window next to each other. I am sure it will be fixed before launch because it actually hurts presentation a lot. Map options for transparency, size, location are needed. Respec cost is cheap now, but they should scrap it and be free. You should be able to armory builds like D3 and switch as needed. With only six skills at a time to bind I want to easily go from a Dagger Rogue to Archery or Hydra Sorc to Frost Bolt via saved builds. It was very fun and I cannot wait until round two on Friday.
Thank you for a very considerate and reasonable overview of the D4 beta experience. You have a new sub. Looking forward for more content as we explore this new world. I'm excited! :))
One thing i hate, is the timed setting of the world bosses, they should make it so that its something you can summon. That way it doesn't become a daily/weekly chore that you have to do to be optimal in your grinding. Maybe it could be more of an aspirational side of the game, like some of the encounters we see in poe. Take for example one of the old endgaame bosses like the shaper where you had to get the different fragments from other bosses in order to craft the key to get into the shapers realm.
Usually "low hanging fruit" is a good thing and implies priority because it's the same value for less effort than "high hanging fruit." I'd say "low value" or "low priority"
I can definitely see how some of these are minor, but I would still say they are significant and should be addressed when possible. The font looks way better in D2 vs D4, even though that's a minor gripe I still feel that way. Just looks better. The repetitive dungeons and cellars is a very important point to me. One entire act of 5 having repetitive dungeon layouts and cellars and side quests is a big thing to me. That is something significant to me and speaks to their design philosophy and points more towards a skyrim like implementation with a ton of similar caves with Dragur and a big world that gets old; vs something like Elden Ring or the Witcher 3(idk, insert better open world designed game here). If act 1 is designed like that why would the following acts be any different, just another color scheme due to location change. Even with endgame being possibly better the leveling process would suffer due to getting monotonous to quickly. The inventory to me will always be inferior to D2/1 just because I loved how cool the weapons and items looked. The every item takes up one slot and you can barely see the item art method to me is just meh. Functional but not nearly as cool looking. I'm fine with a bit of inventory tetris and games like Grim Dawn and Titan Quest have an auto organize button for the inventory and they've been around for forever now.
1. Progress is made from D3, but insane character power creep and flashy skill graphics have killed the survival horror themes that made D1 and D2 iconic. Characters can have a few powerful skills for endgame, but the rogue essentially having a machine gun for example ruins the theming of the game. 2. Simplicity in story/quests is a mistake: hopefully it’s not as bad as D3 (Magda is not returning in this game I bet), but the beta still seems hollow. We live in an era where elden ring wins GotY and has an incredibly cryptic story, quests, and rewards. Stop spoon feeding the world to the player. 3. Simplicity in character management: God this is annoying blizzard. arpgs are fun because we the player get invested in our ideas for characters and strategies. When there is no depth, and every decision can be undone at little to no cost, it instantly cheapens the game. Quit holding the players hand, allow us to fail until we get it right. Sadly, I think this game will be better than D3 but still a game designed to hit all the corporate checkboxes of accessibility (no consequences) and simplicity to appeal to as many people as possible. Fromsoftware was not thinking this while making Elden Ring, and that game is phenomenal. 2.
Nice vid, field of view kinda gives off D3 vibes, it's fine but personally I would love to see something a bit more similar to D2R tbh. For the lego drops, they might have increased it for beta testing, but it definitely needs to be toned down. Somewhere between D2 and D3 looks like the sweet spot.
I’m looking forward to D4. The early beta was fun and I wasn’t expecting a D2.5 like some people seem to have been wanting. The gameplay was fun, the atmosphere with art and sound was good, builds seemed to have a good base with skill points and gear. I need one good season is all, and then I’ll see if end game and expansions are worth sticking around for.
I wholeheartedly agree with the boss duration changes. In my opinion a first time encounter at a lower than lvl than the boss should last longer, but a geared encounter matching the or exceeding the boss lvl should be relatively fast. The sense of achievement from nuking a previously difficult boss is amazing, but always having to grind a large HP bar down is tedious and gets old very fast... This is where a lvl'ed world often loses against the classic static zone levels. My reasoning: Why should I spend hundreds of hours getting great gear, if the boss just matches my lvl and takes ages to kill anyway? There's no sense of progression in this scenario. I also dislike the font compared to others on the market, such as the one in D2R - but that's because the cleaner font looks more arcade, in a world that otherwise looks fairly grim (which is good for the tone for the setting). I haven't played myself, but my impression of the skills leave a lot to be desired... But the jury's still out on this, as we haven't seen endgame setups yet, the skills may be more interesting with endgame gear and stats.
I agree with the general premise of this video. There are many things I would change about the game, but there are way bigger fish to fry than font, UI, and other things that don't necessarily have a big impact on building your character. I'm much more concerned about dungeons with chores, the itemization treadmill, and the open world/MMO features. On the topic of itemization, no one knows for certain but there is precedent with Diablo 3, and via all of the developer interviews about Diablo 4, and from those who played the closed end game beta, to indicate that to a large extent we will be farming for the same items over and over, better versions with better stats as end game progression. People are concerned, and with good reason, that end game is just a scaled up version of the early game experience. That is why you're having people make sure strong assumptions about the game based on just level 25. On the topic of repetitive content, it's really difficult to see how a game like this that has so many completion checkboxes with rewards attached to translate well to a seasonal system. Path of Exile up until a couple years ago had a major slog for completion with way too many maps and other systems every time a season would reset and it was a huge burden. They cut that down majorly and reduced everything to about a half. Diablo 4 has even more chore feeling checkbox activities and it's a major concern moving forward.
Warhammer 40k Inquisitor has a dungeon goal of clearing all of the monsters in the dungeon and they have a mechanic of highlighting all of the monsters left in the dungeon if you have a certain number left to kill the highlights get put on the mini-map.
Dbrunski is the most unbiased and reasonable of all the major d2 content creators when it comes to proper feedback. Unlike guys like llama that put heavy emphasis and nitpicks on the smallest of detail like not being able to click the portal fast enough because he's forced to listen to the puppy speak first -_-
I would like more than a small handful of keybinds for skills. My Necro has corpse explosion, a generator, summon skeleton, tendrils and the blight. Now I had to pick one to remove to put an ultimate on the keybinds. Should be able to map an ultimate like your healing and action to a hotkey.
The level scaling makes this game a no buy for me. There was times when i was leveling up and i was actually getting WEAKER until i put a better weapon on.
For me, the deleting of characters I've invested my time into is a dealbreaker. Once I've spent time on one, I flatly refuse to delete it. Yes, I know I could just play non-season, but in D3 any time any new cosmetics, banners, pets, or wings were introduced they all got labeled season only and I was permanently blocked from getting them. I loved D1, loved D2 until the seasonal ladder came with it's increased drop rates. That's what caused me to quit D2. When D3 was near release, I checked, double and triple checked that no such thing was in it. It wasn't and I found no mention of it coming so I bought it. Not long afterward seasons got introduced with it's character deletion requirement. If I had known about this beforehand I would not have purchased the game. To be clear, I have no problem with seasonal players seeing the new stuff first. What I do have a problem with is season only items never rolling over after the season ends to non season players like me. That's BS. I paid the same as everyone else. If there is so much as a single season only item in D4, I don't care if it's just a cosmetic to change the color of a health potion, I will not buy it.
I agree with all your comments. I was listening to this or a similar video of yours while in the shower today and my wife noted you were much more tolerable and level headed sounding than some of the other D2 content creators I’d gotten opinions from. I think they should try and not join lvl 5 sorcs to a lvl 20 barbarian overworld that often because the scaling extremely breaks the immersion. Like if they form a party that’s one thing. But watching a fresh character nuke your mobs from orbit with a basic skill is not enjoyable. You are reminded you are not getting stronger. I don’t love the scaling aspects while leveling up. The way the skills slow-creep in power gains, the mobs gain more power relative to that which the player does on many levels. I also think it’s dumb that player agency is limited to 6 skill slots. Not only is it an annoying that this was done due to console, other games have found ways to use many abilities beyond the count of singular buttons on a controller. So it’s kind of dumb and lazy. Barbarians. I feel like they are 3 times slower to level. Not only do you lose uptime much more often, during your downtime you’re losing much more dps than a ranged character whose resources are automatically replenishing when dodging mechanics they are less likely to need to spend time avoiding in the first place. My point is, I think barb damage needs an upswing during the leveling process. Leave the class balance alone at endgame v and leave other classes alone. But it’s not fun having a 6 minute boss fight chasing harpies running away, off the map into additional mechanics which essentially only punish melee characters to begin with while administering other mechanics that punish melee characters more on top….stuff like that.
Ultimately the amount of player feedback needed to make the right adjustments shows without reasonable doubt that the developers are absolutely disconnected from the player
Great video. Something I've wanted to ask for a while...do you practice jiu jitsu? lol. I personally loved the beta. I went in with low expectations and it blew me away. People are very critical nowadays and if you read the recent interview they did with Rod and Joe Shely they said the same thing about the dungeon designs.
how do you get that UI? I play on PC and have a console-like UI without any of the options mentioned in the video, especially the Minimap overlay; How do you activate that ?
Stat sheet in the UI popping up instead of mats. And when it does it should take up the entire screen so you don't have to scroll for days. Adding elemental res to the main UI.
what do you think about this: when you finish world boss a small popup window would appear showing how much damage each player dealt and participated...small leader board with each defeated world boss.
@@mchonkler7225 maybe it would give you another reason to play and get better, you would see how each particular build works best and help you decide...and stroke the ego as well yes :)
I hope the Leveling speed and item drops for this Beta are increased so we can level up faster and test out various builds and what we can expect upon launch. I do agree 10000% that the drop rate is just way too much. I've had over 100 Legendaries which made it possible to create basically the best pick and choose aspects for the level 25 that is possible for builds. I would say 1 legendary per 1-2 hours is a great threshold on average.
it wont be feeling like diablo if it has mobile game font, also would be a low hanging fruit to fix. Branding and feel is important, it feels like diablo immortal +D3 as well as inventory UI, one thing separates diablo 1 and 2 hell even Diablo 3 from other arpgs are the iconic font and UI
The font complaint is entirely valid, you're not supposed to see a massive difference - but that difference is what makes it so much easier vs difficult to read. It's serif vs. sans-serif and Diablo 4 looks like constant eye strain to read.
I don't know if it was just me but I hated how random monster packs basically didn't drop any items what so ever, only gold. Seems like I only got any items at all from boss and those chests.
The FONT issue is only an issue where you stop to read signs.. like seriously.. word document font, did they forgot to code it in or what.. seems like a bug
first and foremost, people will argue for arguments sake. case and point arguing about FONTS.......... allowing manual adjustment of zoom seems valid to me. i prefer to play zoomed out, just my personal preference. the map thing does not bother me, but i do notice some people like the map overlay so i dont see why they cant give the option there.
Did I miss any Diablo IV Negatives ? Agree ? DIsagree ? Lemme know !!!
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DIABLO 4 sucks
@@krioni86sa You can continue to play d2 man. All good.
@@krioni86sa what a childish comment haha
On a more serious note @Dbrunski125 - great video sir!
Diablo 4 has super high potential, it will be a great game.
The font as much as it doesn’t effect the game play can you please just make it match when you enter an area or look at the top line of text on an item it is font A then other bits are font B just making it all A the Diablo looking one
Ok font issue explained my biggest problem with the beta was the lvl scaling I despised it to the point I cancelled my pre order and got my money back, I have always love progressing through D2 and with every lvl I feel my power increase that area I was in has just become easier but you get the opposite in D4 with every lvl you become weaker you have to find better gear to get the same feeling, if the drops don’t go your way that’s it struggle along till you manage to find something but if you go up 5lvls that thing might not be enough. It’s a solve to a problem that nobody asked to be fixed. I have got a fix for the not needed fix however put ranges on the areas so the 1st area is lvl 1-10 so if you go in at 14 the monsters are lvl 10 max, I’m talking out in the world the dungeons the same have different lvl caps for them on world tier 1 & 2 then 3&4 scale away as we will be more on the min max trail by that point
Sorry for that being such a long one
@@sleety504 while I can relate to level scaling. I don't think you can have an open world game that doesn't have it. If each zone feature a static range of monsters. You would just end up repeated the highest level content at the end of the game. I.e avoiding the other areas of the open world. So ultimately closing of the full exploration of the world. I feel like level scaling is a must with the approach theu are taking. If it wasn't open world I would agree with you.
On the "issue" of font: the real difference is that the D2 font is a serif typeface whereas the current D4 is a sans-serif typeface. Serif typefaces have the little extended lines on the edges of the letters. This has it's roots in old Roman lettering and has been the traditional style for printing and was the only kind of typeface used with the original printing presses.
Serif typefaces are widely regarded as easier to read in long-form content because of the lines that guide the eye through the words and prevent your eye from wandering into the wrong line.
In this context, the serif typeface gives a sense of old-timey wisdom, authority, and a sense of being official. This is because serif typefaces are used even to this day in most official correspondence and content and most of the old books you've read were printed with that kind of lettering.
The sans-serif typeface gives feelings of casual speak, modernity, and familiarity. This is because sans-serif lettering has become more popular in recent times and is usually the default for lettering in most things.
This is why you may not notice the specific differences upon close inspection, but you get a distinct feeling from the lettering. This is what people are talking about, I believe.
My solution is to select any serif typeface, preferably something with a more medieval feel. If they don't, it wont really bother me, though.
Edit: added paragraph spacing
The official font for diablo is Exocet. D4 does not use it, hence the problem
I don’t get how we can minimize the impact of serif vs sans-serif. It is a major design decision. My guess is they pick sans-serif for accessibility, not for aesthetic. Some don’t care about accessibility, some don’t care about aesthetics. It would be cool to have the option
Great point here. I would also add the fact that changing a font in a game is not that hard to do. I find the D2 font exceptional and I wish they'd give that to us for D4. It'll helps tremendously for the actual feel of the game.
Awesome explanation!
Sounds like they just need a toggle between readability and immersion
FYI “Low hanging fruit” usually means that something is easy to do, as in within reach. It really has nothing to do with low priority.
Love your content ❤ keep it up!
Was looking for this comment :)
man I was so confused lol. If its low hanging fruit then that means you're saying it should be changed.
He used it correctly
@@cn0ck520 he did, he said the FOV and font are easy to change, although he personally doesnt mind but changing them will please some people, so it is low hanging fruit.
@@antonychan11 Calling it low-hanging fruit he is implying they are obvious and easy changes that should be made. This contradicts his point that they aren't important enough to change. You wouldn't go fruit picking an NOT pick the lowest easiest fruit.
The Font is literally soooooo iconic for Diablo, and the game communicates through this piece of design more so than any single other element.
I 100% get why people would react to it.
This font made it so you couldn't even tell the difference between a 5 and a 6 in the original Diablo 2. Pardon me for not being up in arms about some this pedantic.
In diablo 2 I never felt like it communicated thru the font. I love its font dont get me wrong but after a while I dont even really pay attention or notice it. The game always communicated thru its graphics and atmosphere which I do think d4 communicates its self. While I do agree D2 still has that iconic look D4 will never achieve I dont think I'm gonna care after a few hours of playing. The font itself is just such a small thing to me
@@Beardmanman it’s true that it is iconic down to the very SFX of pressing a UI button. The font totally contributes to the gothic framing, it is in the same category as the health globes in sake of presentation. PoE even copied the font which says a lot.
D2 was made by artists D4 by game devs. They will never touch D2’s greatness, sadly.
@@jjstraka1982 it’s not a practical choice, it’s a result of their total commitment to turning game development into the “10th art”
@@hm09235nd i just find it superficial. I wouldnt even have thought about the font until people pointed it out
The reason I think exocet works so well for Diablo is it fits the gothic theme. Whenever you take that theme away, it can really change the experience. If the font is all it takes for a nostalgic, but new D2 experience, then I'm all for it. The current font just feels too close to D3 or like a mobile game as they said. D4 needs to be a spiritual successor to D2.
It never will be. It’s like asking Bruno Mars to make a successor to a Prince album
@@hm09235nd Ah, I get what you're saying. It just boggles the mind that they have the perfect template to work off of, and they still mess it up.
It would be like if apple products used the diablo fonts. Its out of place and looks horrible
Exocet is still heavily used in D4. Just not in places where the font size is small. I do think this is a good solution because Exocet is a nightnmare to read when it's longer than a few words.
The problem is that they went with Arial instead, which is very far removed from the gothic theme. IMO they should've gone with a serif style font instead.
@@ervineonline I find that bewildering too. How can a group of people professionally tasked with developing a Diablo sequel not implement Tetris inventory. Truly boggles the mind!
Man, when you said, “As I get older I don’t have much time” kinda made me feel a bit down. My brother and I would always watch you when we were in college playing D2 and LoD. We still do. I dread the day you tell us, “hey guys, I’m hanging up my cap. Thanks for the support all these years”
Such is the cruelty of life. It is fleeting and we move on and choose different paths. Saddest one was reminiscing about all the friends on original D2 or even like a 360 or ps3 that I don't know, see anymore, or even play with 😔
@@krazyfoo10reminds me of that pic floating around social media that was like an Xbox live message from 10 years ago saying "let's hop online tomorrow" or something like that and had the last online 10 years ago next to it
Just note: If they have increased loot drop rates in beta, they should announce it. We would avoid spending too much time talking about this if we would have official announcement. If we dont have announcement, then drop rates are real (i assume).
i think this is the case and we would have the same drop rate in official launch. They didn't just forget about a simple 'heads up' like "drop rate is increased during beta"
It's funny that he thinks this isn't how full release will be when there's literal seasons with a battle pass. It's crazy hard to imagine they would change the rates since they don't want you to care about your characters that long.
game not even out and your worried about drop rates lol
@@danawhiteboy who? Me? Im not worried. But there are arguments going all over internet that blizz increased drop chances for beta. So i remind ppl that company would had told players "drop chances increased". So its most likely real droo rates other ppl see in beta.
Blizz officially announced drop rates have increased to give a more full experience and for testing.
One thing that I want to mention.. that it seems no one is and I miss from diablo 2/1 era but it's not on 3/4 is.. level design related.
Remember when you were just walking.. and there's a room with a door closed.. and you strategically thinked before opening it.. clear a room.. open and close quickly.. monsters didn't noticed you sometimes.. field of vision.. the strategy/time to breath and think before another wave of clickfest action?
With diablo 3 and 4 it seems that opening a door is just a cosmetic thing.. player doesn't seems to need to think if he should open it now or not. Wave after wave of action without those things.. exploring empty rooms while opening some chests before the entire screen is plastered with monsters and blood.
I guess this will never be like it was again. But it could be.
For itemization they need to show us some unique vs legendary examples, i really do worry we will just be getting more of the same, more stats inflation.
Unless there are just a boatload of affixes or uniques with effects that we haven't seen yet, its really hard to see how this won't be an issue.
the only difference between unique and legendary is unique items can't be modified what you see is what you get. There no transfering of affix or anything. The biggest draw back is that for unique. Ill give an example, the shako that drops in d4 gives +2 to all skills even to those that aren't talented into, it also comes with stats the problem with these stats is it comes with an ilvl that scaled to your character. So you could get a shako level 88 which requires you to be a level 88 to wear and it would be worst than a 77 for stats.
@@Aznataku02 they’ve also said that legendaries have random affix rolls while uniques have set affixes - wondering they’re intending these to be really core build items.
@@Logomachus I believe devs have stated that there are “many” (whatever that means) affixes that we have not seen in the beta. Some of the language also leads to think it may be possible uniques have totally separate affixes that are unique (lol) to just that weapon class
@@FlyingPancake0390 Good to know. I'm definitely still very hopeful that will be the case. Between that and the paragon board I'm hoping my fears about lack of build variety will prove to be overblown.
One of my biggest issues is the scaling items. I personally think it comes off as lazy. Just re-using the same items and forcing players to look for the same item at different levels. Obviously that isn't a big deal at max level but I like how in D2 specific items are useful despite their level requirement. In d4, I can find the best item in the game at level 10, and at level 20 its crap and I have to hope it drops again later in the game.
Actually you find the best item in the game you extract its affix and then stick it on an item u want later. Don't get me wrong it's definitely lazy I agree but that's not entirely accurate
@Nate orias I could totally be wrong but I thought once you extracted the power you could only apply it once? Or once you extract it is it just saved in like a book that you can continuously use to apply to new items?
@amb221989 once applied to a rare item, you can't extract again, 1 time use, only the codex is unlimited, but they have the min roll
@@amb221989 you can apply it just once, correct
They need better inventory sounds and easier access to important stats like crit chance, thorns, etc.
With the font thing, people just wanted a more consistent font. Throoughout different UI the font was different for various menus. To fix this would just be make everything the diablo font
Enemies that make sense in context to their location. Seeing spider mobs in the daylight, clear open snowfield is a double take moment
Low hanging fruit imo
Fonts do make a different. It sets the tone for the environment. Is it a deal breaker? Ofc no. But if done properly, it will give you more of a diablo feel.
this
I remember my first boss fight in D2
Andariel 😂
Died many times
Create tp multiple times
Drink pots many times
Drink antidotes many times
And scared running around
yup and here u can 3 shot most bosses with sorc lmao.
Sounds a lot like my Duriel fights even today x'D But yeah, my first Andariel was pretty rough back in the day, too.
The hardest bosses are the ones in normal when your gear sucks and you spend your time running in circles for your life while doing fractional damage 🤣
And then you get to Hell and get one-shotted by a amp damage-cursed, multi-shot, spectral hit elemental immune quill rat mob 🤣
@@libor2010 I wanna see you 3 shot a boss on a difficulty that isn't for casuals,, when a boss have X (hidden value) to X element and you are locked into 1 sorc build, oh yes, but you haven't thought about that, it's better to just spit the salt xD
@@Sknerus89 maybe u miss the part which says HERE which means for very smart people in this beta.
For the price of the game, being a Beta, complaints should be seriously considered. Not a low hanging fruit in terms of money.
8:25
Don't you remember how fun it was to do the very first quest in Diablo 2 that requires killing all enemies inside the Den of Evil, just to find out that you missed one little Fallen who got scared and hide in a small corner that you didn't look, therefore prompting a 10 minutes walking simulator searching for him? How about doing that multiple times in Diablo 4?
Yeah man loved D2... D4 is a mess
Idk why the monsters in d2 are so characteristic, in d3 or d4 I just mindlessly kill everything
@@haotian987 Modern ARPG resumes to teleport to a location filled with monsters, kill all monsters, and then teleport to the next location, hence and repeat forever to farm items...
Look at how PoE late content is played, or Diablo Immortals, or Lost Ark, or Black Desert Online, or pretty much any modern ARPG, you basically farm things by teleporting a group of monsters, using one "kill all" skill, and then repeating that.
Back in the day, Diablo 2 wasn't an ARPG like that, enemies were important, not a simple sack of life that drops things when you kill them.
Brunski saying some creators went for the easy low hanging fruit problems to talk about instead of diving deep and getting into the hard stuff lol that’s funny
I think there's an awesome way to fight backtracking in dungeons. Instead of looking for those last 5/10 enemies, one could activate an option to "Defy" them and a sinister sound would appear and instead you'd get 10/20 enemies rush to you and be harder to kill.
Never become a game dev. Ever.
Idk if anyone put this forward yet, but instead of just tweaking damage and life, perhaps they could treat certain dungeon boss fights- maybe not all- as timed events where depending on how far you've gotten before it escapes, that depends on what loot tier you get. Then the boss can "relocate" to a different dungeon where you can act revenge when you've gotten stronger. This could bring more urgency and greater value weight to the fights.
No thanks to time based dungeons. I've had enough of speed running.
I summon main in pretty much any RPG I play. So that'll be a big factor for me during the next beta weekend. If The necromancer feels more like D3 than D2 I'm going to be very sad.
I think you missed the negative feedback on skill trees barely being a skill "tree" at all and more like a small "twig", there is very little to no build expression, the amount of skill customization is very limited.
Even Diablo 3 had more skill customization and redefining skill augments with skill runes than Diablo 4 from what we've seen so far in the beta.
I know this is early to call it since we do not have the full game with paragon boards and such. but from what they have said about the paragon board so far and the info that is laying around on that(who knows if that is true though) the paragon board largely looks like, increase stats, increase % damage, defensive %, gain fury/ressource on crit type stuff and not really skill augments that make your skill FEEEL different and special.
2 Passive choices on each skill does not feel or look exciting.
Even 70% of the legendaries we have seen so far has been, "Forfill this criteria and receive xx% more damage on this skill" type items.
Would love to see more options like "Your hydra is now a cold hydra and throws frost novas", "Your wolf has more attack speed and now does fire/burning damage", "Your Blizzard is now a fire skill and looks like Armageddon raining fire from the skies", "Turn your Skeleton mages into AOE Machines", "Make your Skeleton Mages Singletarget focused" anything that augments your skills into something cool.. and not just, YAY if you pick this passive then you get 5 more mana each time you crit. and if you don't like that you can pick this other passive that gives you 10% more attack speed.
Anything that also changes the way your skill works, how it looks, feels, plays. element changes.
There should be a good amount of both, for you to feel like you're crafting an unique personal build.
With this being said, i did enjoy the beta and love the feel of the game, the story and the gritty look.
The game has a very high potential, but i feel like it looks very limiting when it comes to build creativity.
The skill tree is just a tree trunk and it's the item affixes that add the branches. I like the amount of diff builds I could craft with mixing item affixes n skills.
that criticism is also pretty flaky considering how many skill-altering effects in D4 exist outside of the skill tree. in most ARPGs, basically every skill-altering effect or upgrade comes from skill trees. it's not that way in D4.
i'd rather not have every skill-altering effect or upgrade locked behind some arbitrary amount of XP. if i want to invest into a skill, it's nice that i can go do a dungeon to unlock an aspect to do that rather than wait 3 levels to get skill points.
i legitimately don't think this criticism is nearly as significant as people think it is, and it's more of a sign of lack of understanding of the game. it's clear that D4's skill tree is a foundation for aspects/paragon to build on. it's not a worse system, just simply different.
it's the same reason why +skills is a great affix. if i want to use a skill, i don't necessarily have to grind XP to do so, and in D4 i don't have to invest into skill points, because we have aspects & paragon boards to supplements skills.
D3 definitely didn't have more skill customization, people just don't realize how much depth there is due to it, you know, being a beta.
One of the first things I thought when I saw the Necro's Blood Nova is to capitalize on nostalgia and make a skill for it that turns it into drawing blood and then shooting off a poison nova. They could spin it as replacing their blood with poison and it would look amazing and be a great nod to D2 Psn Nova
@@nathanmorgan5543 I definitely hope we get that through items, and since we haven't seen the full game yet, it is hard to say how it will turn out.
But i will say that i feel like 70-80% of the legendaries i got in the beta, didn't forfill that at all, it was mainly offensive % increases or defensive % or barrier procs, it was hardly skill redefining.
I just don't see why we can't have them both on items and in the skill tree.
@@DietWarlord Yeah that would be amazing!
My current wish list for the game is a customizable loot filter (must have), map overlay with transparency (can live without it, but it would be nice), and a proper left click move only function (also a must have). Another nice to have would be to have the option to toggle moving for all skills without having to hold shift.
There's an option to force move.
@@unsilstoppable I should have specified that we should be able to bind left click to move only and interact at the same time like every other arpg out there.
@@cyanogen7582 Oh Sorry! Personally I try to bind mouse Wheel to force move. Helps a bit not casting spells when you less want to ;)
Actual good and FAIR takes on the situation and D4 beta. Thumbs up.
I totally agree with everything you’ve said man. During my closed beta test phase, I got to play a more detailed version. I really didn’t like how all the dungeons I encountered was just back to back tiresome. Find the routes, collect the items, unlock the door and then kill the boss. And the boss wasn’t even that strategic. You didn’t have to really “try” to defeat it. The most redundant thing I notice is the moment you’d have to farm your specific gear dungeon. That was extremely obnoxious to do. It would be for just one particular piece of your gear with a legendary ability. And it takes FOREVER. Not to mention most of my happiest moments was grinding and farming materials while I excitedly wait for the world boss. Since it’s the only monster that has a decent chance at dropping legendaries. I’m going to guess that’s going to be the only thing most people will do after awhile in this game. Playing early content and then focusing on farming the 3-4 world bosses 🤷♂️
I liked the video, and really love your content!!! but you forgot to menionate the Dynamic Scalling, which makes it feel the combat in lvl 5 is the same in lvl 15, and same in lvl 25, all feel the same because dynamic scalling, dificulty is the same with just extra skills
This is a big problem for me as well. Part of the allure of D2 for me was feeling my character grow stronger. Having a hard time with content then a few levels go by and I get a new item or maybe some charms I found can be used and now I'm clearing the content I struggled on. That growth is going to be missing when everything just scales with you.
Just doesn't seem like the game for me and that's ok haha. Not every game is going to be for everyone. Just sucks that it's one of my favorite franchises and they've gone a direction I don't like or agree with. That's probably what many people are hang up on tbh.
The differences in item font labels makes an ASTONISHING difference! It is super noticeable and jarring. D IV's item ground labels are way too non-Diablo looking. D2R's item ground labels are still too spacey, as well.
I am happy that more people is concerned about Zoom and that you at least mention it in your channel.
I really really hope they offer some zoom out option because to me it feels way too zomed in.
Highly agree on this, several times i backed further and further away from my computer to manually zoom out. Was practically across the room playing by the end of the beta.
What I hate is that mostly negative comments are focused on comparing D4 to other arpg games like PoE or Lost Ark for example. These games are completely different in terms of what kind of audience they are trying to market these games and reach for. PoE is for hardcore system meddlers and Lost Ark well it's an full MMO. I'm not sure is D4 trying to be somewhere between these two but in a more simplified and casual way. D4 is not perfect no not at all, it has many flaws at the current state and they have lots of things to fix or maybe even rework before release. We only got to see a tiny glimpse of the game and test a little bit, so making radical assumptions is pretty stupid. I think it has great potential, but price tag should be around 50€ or 50-60$, the quality just doesn't meet with the current pricing. Played on both beta weekends and there were some things I didn't like at all and some things were awesome, all in all is this what I was expecting from D4? No. Is this a game that I look forward to play in the future? Yes. It didn't feel like a completely dogpoop game, with some additions to the skill tree system, balancing a little bit, itemization, fixing and tuning the UI at least for PC players and some other things, I could see it becoming a game to spend dozens of hours playing. Have to be hopeful that the devs are watching these sorts of feedback videos and taking notes. D4 has great potential and beta was quite enjoyable experience at least for me.
The only criticism I have with this video is the way "low hanging fruit" is being used.
I always thought the meaning is "easy to do" and it is a positive or a focus...bang for buck type of thing... aka you want to do as much low hanging fruit as you can because it has impact and easy to do...
Anyway, thx for the content!
I agree with basically all you've said, except for the font thing:
Diablo is not Diablo, unless there is at least an option in the menus to use the Exocet font (aka. "the Diablo font"). Giving us an option to use it would, most certainly, be very very VERY welcome, and, as it's an OPTION, it would please both sides of the fence. The development time on something like this should also be pretty miniscule in the grand scheme of things...
Agree on Font, disagree on agreeing with all Dbrunski said.
I like how you got people going with that fruit thing 😄
My main sort of complaints are (not that i have many):
Not in any particular order just random
1. Too much legendaries and generally alot of items droping and perhaps a more open trading system, if the bots get dealt with*
2. Shrines that make you go Kratos mode, like Conduit
3. Lack of dungeon objective variety so far
4. Customizable on-screen minimap
+/- Got to agree with your point on boss fights, some of that might have something to do with you being decked out with legendaries at level cap of 25.
Otherwise my rating of the game is 8 - 8.5/10 so far.
I don't know if anyone has mentioned this but we need more base item types. Now there's only 1 type of wand with lucky hit implicit, 1 type of focus with cdr implicit, 1 type of dagger with damage to closed enemies implicit. Not sure if I'm too spoiled by the massive amount of base types in last epoch.
And I assume that in the full game, sacred and ancestral tiers of gears are the same as exceptional amd elite in d2.
I definitely want them to add the original font. This one makes it look like you're playing a video game on a windows computer. I don't want to be reminded that its all just a simulation on a modern machine. Let it create the full experience of a dark grim demonic journey through sanctuary. Not same helvetica swiss design standard, easy reading, accessibility proof, BS font.
Great comments, as always. Couldn’t play last weekends beta as much as I wanted. Looking forward to the coming weekend to see what, if any, changes may be implemented.
I think the main issue with the loot font is that it's inconsistent with the rest of the font in the UI
I just want to be able to bind "Force Move" to Mouse Wheel Up and Mouse Wheel Down like we were able to in Diablo III as well as during the closed beta for that matter.
Not sure the expression low hanging fruit means what you want to say.
A low hanging fruit would a change that would be very easy to implement with great benefits.
One issue not addressed here is the fact that with Widescreen monitors you can use skills like teleport and totem type skills at basically double the distance. Sorcs were able to teleport over huge terrain gaps on these monitors that were impossible on regular monitors. This isn't a huge deal since most people will never realize it with smaller screens, but it definitely could lead to some very salty people in things like PvP, where people without these wide monitors could potentially be at a huge disadvantage and be killed by ranged before they even see the enemy player.
Above average casual player here feedback.
1. I hope the amount of loot that is dropping especially legendaries. is just for beta purposes we should not be able to get 50 legendary‘s by level 25.
2. I think world bosses should not have unlimited respawns and only Allie’s can revive you until everyone is dead.
3. Advance boss room dungeon mechanics should be toned back a lot or not exist. We should just be able to teleport or run straight to the bus if that’s what we want to do sometimes.
4. Limiting us to only six usable skills at a time very lackluster we should be able to bind more or at min 8. Additionally, here a lot of the skills are copy and paste they should have had added more skills per class and new ones that we have not seen. The very small amount of skills per class is going to limit build diversity.
I really appreciate that your response to critique or praise you don’t understand is “I don’t get this/this is out of my scope” or “I don’t think xyz is a good idea” with actual thoughts rather than just inflammatory comments with no insight. Makes me feel like I’m watching an adult and not a teenager. Appreciate you!
End game consists of filling up your grim task bar where you do random dungeons / kill random bosses / events / objectives in the world, once bar is full you turn in for a cache. Cache gives you EXP / chance at legendary items / nightmare dungeon keys. There are helltides (think Diablo 2 Terror zones), they have high loot drops, rare chests that can spawn, increased exp and difficulty, and roaming bosses / events that specifically spawn there. There's a PvP zone where you can farm mass waves of monsters + roaming bosses + treasure goblins, can get a specific currency there and turn it in for rewards or cosmetics - best to do in a group to avoid getting ganked a lot and losing resources. Then the hardest end game content - nightmare dungeons. Think maps from PoE or a more intense version of rifts from d3. Keys go up to like lvl 100 or some shit, and have insane affixes. You will do these to level up your glyphs and power them up (glyphs go in your Paragon board to empower certain areas of the board, think jewel clusters in PoE as an example, not exactly the same). There's a good amount to do at end game compared to d2/d3, but if the dungeon objective thing is a make or break for you, it stays the same even at end game. Overall - the experience is fun if you enjoy ARPG's, as they're all the same repetitive / grindy shit.
Well said man
@@royalecrafts6252 Ty. The end game loop in closed beta test was exactly this, lots to do it's just going to depend on whether people like doing said things or not. Would also like to point out that while the talent trees look minimalistic right now, paragon boards are PoE like. There's a couple of them with a ton of choices to finalize / customize builds even more, and you can rotate them like puzzle pieces to swap the order you put them in etc. Builds & itemization are SO much deeper than people think. Kripparian is right when he says people are underestimating how deep the system gets.
@@kakkycoasties8670 I personally want to see more hand crafted dungeon design and of course take away the backtracking, it adds nothing of value in this case, I am liking what I see so far, the scarcity of the tree is what scared me the most tho, it goes deeper like kripp said, not as deep as an crpg but bit deeper
@@kakkycoasties8670 did you try the endgame beta btw?
@@royalecrafts6252 Only a tad bit, i watched someone play it and kept up with it. Everything I stated above is currently what we'll be doing at end game. Builds really come to life with the paragon boards / uniques (not legendaries). It's going to catch some people off guard how much customization there is, but yeah, the dungeons even if they just add like 3-4 more objectives that they can roll once inside, that'd make a huge difference. I will say, the layouts later on get way better in the dungeons.
Some of the complaints are just wild. I personally really enjoyed the beta and can’t wait for full release. Of course it’s not perfect but no game is.
game is much worse from d2/d2r after 25 years, its d3 with grimmer graphics, i say it as a guy who preorder d4 and played barb to lvl 25 on last weekend, its not bad game, but predicting maybe 8-.8,5/10 instead of legendary 10/10 like d1 and d2 were =/
@@6utS to me d2 is a solid 7/10 only, not everyone highly regards d2, especially modern players
@@toilagamer thats cool, tons of games nowadays are made for kids/teens, would be cool tho if d4 was made for same/similar kind of ppl d1/d2 and d2r was made for, not new retarderded minecraft/fortnite/rodblocks bunch, they get plenty other games so feels like big slap in the face when such a legendary series like diablo turns into such shit =/
I am one of those font guys :P but everyone is different. They should make and option to switch some fonts tbh. One thing i want to is the ability to turn off all on screen combattext and "pickup" loot text e.g looting crafting materials and gold.
And yeah zoom the game out a tad bit. dont need much. But as it is now it feels cramped.
Legendaries seems more like a system of acquiring skills/buffs rather than actual loot. That said having them be common would allow people to make their builds faster. On top of this there are uniques in the game which seem like will be actual end game gear. Unique's might be scaled the same as D3 so they might be 10x more rare than legendaries. This would mean that making legendaries more rare will exponentially make uniques more rare. So I think it is much too early to conclude whether or not the drop rates good for legendaries are at this point in time. We simply dont know what end game gearing is like. Maybe we will find that legendaries are not dropping enough when we actually play end game where we dont care about them other than to extract their powers.
I've heard putting a power on a rare gives it the lowest possible roll for that power, so finding a legendary with the power and stat rolls you want is still better than upgrading rares, and it's a lot harder to do.
I hate when I pick up an item and don't know which one I just got, especially when I have a semi-full inventory of a similar item. Maybe I just need to get more familiar with which items are which, but maybe seeing something like a marker or checkmark for a freshly picked up item might help.
Sure I saw it there, like a mild highlight showing what is new in the inventory since last viewing. That being said; that horrible UI and Inventory screens needs to be redone.
@@dracolusus I must have missed it. Thanks. I'll definitely keep an eye out for it. I just remember picking up some pants and had no idea which one was new, but of course it's not a big deal since most of them get thrown out for the best one.
There is literally a highlighter. New items glow and shine in your inventory.
I just wanna be able to select the skills with my keyboard and cast it with my mouse like in D2... And being able to teleport without cooldown... That's two very important systems for me to really feel that I'm into a Diablo lisence game.
Finding a griffons every 2hrs sounds horrible to me. I want there to be super rare items that I can look forward to find for weeks and weeks, even months..
I absolutely love Dbrunski, but the way he kept using ‘low hanging fruit’ in the wrong context had me rolling 🤣😭
The beta was only to level 25, I'm sure at max level boss fights etc. will be shorter. Also in groups, you will probably be able to wrap them up much more quickly. Running things solo should be harder and take longer. Makes logical sense.
Since monsters scale with your level I fear that boss fights will always take this ling
Drop rate is based on progression. If you are a blank character you find good items regularly, if you've been farming end game for 1 month you will go days between good drops. You can't really adjust this and make it meaningful, because as you acquire an upgrade, then everything worse than that item is now marked "not good". So if drop rates are high, you just progress to BIS faster, if they are low, it takes more time to get to BIS. Thinking about it as X items per hour doesn't really make any sense because you are always on a progression curve and that rate changes every day you play, regardless of if you are playing PoE, D2, D3 or D4. Games with trading are a little more complicated because you could find something valuable to trade, but the same progression is happening.
For example, in early ladder your Vamp Gaze you find on your Sorc is tradable for something you might wear, but after a month or two playing that vamp gaze isn't tradeable for anything you'd use, because your gear is better. So what was once a "good drop" is now a "bad drop" even though you can trade
I enjoy the d2 drop rates. Regardless of time to play i think thats part of what keeps everyone coming back to the game. Ive played the game for over 20 years and there is still items ive never found
Your videos are getting better and better man, great effort.
On this one, I’d say the background music is a bit too loud though, slightly distracting 😅
For endgame content I'd like to see some actual quest lines. They don't have to be complex, but multiple steps that send you to multiple places across the world so you're not just farming the same dungeon over and over again 5min per run or whatever. Its naturally inefficient to do a lot of travelling, but with quests that have relevant rewards you can incentivize actually travelling around quite a bit.
Your too nice. I think your inherently a very good person, but in this case the beta serves as a build check before release. It is ok to dish out (hars) constructive criticism if it leads to a better product. Don’t be affraid of blowing up bridges, you won’t. Your criticism would contribute a lot.
I completely disagree with the font issue, A.) it seems like an easy fix the font of item names when in your inventory screen is fine, just use that font. B.) It may be different for different people but having a modern font for items laying on the ground stands out LIKE SOMEONE USING ALL CAPS and really takes you out of the game rather than keeping you in it. Just personal preference probably but the fact that the complaint is so ubiquitous says a lot for how many people this is affecting.
Thanks for being one of the few D2 content creators that don't just hate on the game, but actually enjoy the new mechanics/gameplay and provide constructive criticism!
Are there ANY Diablo-related content creators on YTube who are at all critical of this game beyond slight quibbles? Dbrunski is the closest I've seen to actually discussing anything negative. Most content creators I've seen are saying this game is the best ever. Which is fine, but if I have to see titles like "brutal" or "honest" take in a title, only to have it be a praise video, one more time ... GRR. 😉
The font problem is it's just very plain and without any character to it, but at least it is readable.
Exocet used in Diablo 2 is basically "Diablo" font, but it has some problems with readability tho, but in the end it's the color coding that makes you pick up the item mostly, not a name.
For me the biggest "problem" was the game got too quickly too epic - one of the first dungeons I went into looked like I am about to fight a final boss or something xD
They need to make items hard to find again
i'll take clarity over character when it comes to UI every day of the week. i've never once looked at a font in a game and thought "my gosh i just can' get immersed in the game because of this!"
Yes… lvl 12 we fight succubus(this one maybe ok since Lilith is the queen, but make a low lvl version of them for first acts) oppressors already, and other big demons (so you are in act 1 feeling like, it’s already act 4)… I know they want to give us the “look some diablo 1,2 enemies)… but give them in the proper way and as a surprise…. Those 2 enemies are found only in hell in d1 and 2…3 had a oppressor version but was very power ranger looking (6 eyes with carapace, did not looked like the old one).
@@sonnyankau9239 I have. You can have both.
Great review, I really enjoyed the beta as well. Reached 25 on my sorc. My only complaint is even at max zoom I felt like the camera was too close to my char. Where can I send the devs some feedback?
I heard there was a 3x modifier to legendary drop rates in the beta
How does D2 from 20 years ago have a transparent map and D4 doesnt? lol its gone backwards. Yes, its a valid criticism because a separate map screen pauses/takes you of the game vs a transparent overlay lets you keep playing like in D2
You know I think D1 had this even.
The thing about loot in D4 is that Legendaries aren't meant to be super rare. You're supposed to get multiple and break them down and put them into Rares to turn them into legendaries. Also, they said on twitter that the drop rates were boosted.
Also surprised no comment on level scaling or forced multi.
Yes! to the boss battles dragging on. Now it may be a build issue when this happens, but I feel like this should be less likely than it is. I had fun with them all, even the one I had to kite with only chain lightning at low level, but some took so long to finish.
In regards to the UI, how the inventory looks, fonts etc, it's obviously subjective what looks good or not, but doesn't the fact that so many complain about it suggest it's in a pretty bad state? I think it's important that stuff like that look good as it's framing the game I'm playing and I don't want that to feel bad or look like crap. For me the UI and the background colors of the items, and also the "live" character in the inventory screen makes the whole illusion of me being in this universe fall apart. The UI looks like something taken out of a SciFi game, and the font and the colors make it feel modern - it doesn't belong in the Diablo universe imo.
Fully agree, much better summarized than my attempt. It's a deal breaker for me that the UI does not blend in the one thing they got right the world design.
To me, the number ONE issue is the monsters scaling to your level, that's the kind of garbage that can flat out kill any interest in leveling progression, which is the WHOLE point of any aRPG.
Clause second is definitely the stupid mechanics to prevent you from going to point A to point B on subsequent playthroughs. I mean it's fine, for a first time run to discover the game and enjoying the RP and storyline while unlocking gating mechanics to dungeons etc, but once that done for the first time they should not force you to make all your characters to have to go through all that tedious stuff.
I don’t think binding force move to left mouseclick is needed at all, however a solution should be allowing us to hold alt (or any other keybind like mouse button 3) while clicking to force move.
Low hanging fruit doesn't mean low priority. It means easy to achieve.
And it also means that just a few people want it! ;)
Small gripe here, but I feel the items should possess size and depth. Grim dawn has 8×12 for inventory space, plus you get a backpack, and that ends up being plenty of room. We're also getting a mount in this game, that can also be used for extra inventory space. I prefer item complexity in this respect. I also missed identifying items.
WASD support would be great as well. Tons of isometric games utilize it and it's amazing, even Diablo Immortal has it. It reduces RSI symptoms/occurrence and allows players accustomed to WASD to use their preferred control scheme. Plus classic click to move would still be the default control scheme. A game only benefits from having more accessibility options.
I personally switched to using my DualShock on PC when playing for extended periods in D2R. It works well.
@@TheReapersSon Controller did feel really good in D4 too. But WASD is really different, like something between controller and M&K. You get added comfort, via less repetitive clicking, coupled with good accuracy. It sounds like many people want WASD support, so I'm hoping we get it.
@@zsookah3 Yeah, I agree, it's good to have the option, at least.
Diablo is revolving. I wouldn’t be surprised if Blizzard moves forward with D2R and D4 being continuously updated and you pick your game to play
Too many font types on screen at once is my issue. Some look out of place as well in the same window next to each other. I am sure it will be fixed before launch because it actually hurts presentation a lot.
Map options for transparency, size, location are needed.
Respec cost is cheap now, but they should scrap it and be free. You should be able to armory builds like D3 and switch as needed. With only six skills at a time to bind I want to easily go from a Dagger Rogue to Archery or Hydra Sorc to Frost Bolt via saved builds.
It was very fun and I cannot wait until round two on Friday.
Thank you for a very considerate and reasonable overview of the D4 beta experience. You have a new sub. Looking forward for more content as we explore this new world. I'm excited! :))
One thing i hate, is the timed setting of the world bosses, they should make it so that its something you can summon. That way it doesn't become a daily/weekly chore that you have to do to be optimal in your grinding. Maybe it could be more of an aspirational side of the game, like some of the encounters we see in poe. Take for example one of the old endgaame bosses like the shaper where you had to get the different fragments from other bosses in order to craft the key to get into the shapers realm.
Usually "low hanging fruit" is a good thing and implies priority because it's the same value for less effort than "high hanging fruit." I'd say "low value" or "low priority"
I can definitely see how some of these are minor, but I would still say they are significant and should be addressed when possible. The font looks way better in D2 vs D4, even though that's a minor gripe I still feel that way. Just looks better. The repetitive dungeons and cellars is a very important point to me. One entire act of 5 having repetitive dungeon layouts and cellars and side quests is a big thing to me. That is something significant to me and speaks to their design philosophy and points more towards a skyrim like implementation with a ton of similar caves with Dragur and a big world that gets old; vs something like Elden Ring or the Witcher 3(idk, insert better open world designed game here). If act 1 is designed like that why would the following acts be any different, just another color scheme due to location change. Even with endgame being possibly better the leveling process would suffer due to getting monotonous to quickly.
The inventory to me will always be inferior to D2/1 just because I loved how cool the weapons and items looked. The every item takes up one slot and you can barely see the item art method to me is just meh. Functional but not nearly as cool looking. I'm fine with a bit of inventory tetris and games like Grim Dawn and Titan Quest have an auto organize button for the inventory and they've been around for forever now.
1. Progress is made from D3, but insane character power creep and flashy skill graphics have killed the survival horror themes that made D1 and D2 iconic. Characters can have a few powerful skills for endgame, but the rogue essentially having a machine gun for example ruins the theming of the game.
2. Simplicity in story/quests is a mistake: hopefully it’s not as bad as D3 (Magda is not returning in this game I bet), but the beta still seems hollow. We live in an era where elden ring wins GotY and has an incredibly cryptic story, quests, and rewards. Stop spoon feeding the world to the player.
3. Simplicity in character management: God this is annoying blizzard. arpgs are fun because we the player get invested in our ideas for characters and strategies. When there is no depth, and every decision can be undone at little to no cost, it instantly cheapens the game. Quit holding the players hand, allow us to fail until we get it right.
Sadly, I think this game will be better than D3 but still a game designed to hit all the corporate checkboxes of accessibility (no consequences) and simplicity to appeal to as many people as possible. Fromsoftware was not thinking this while making Elden Ring, and that game is phenomenal.
2.
Very nice and fair summation here!
I definitely agree with basically all sentiments you've touched on.
Thanks!
That’s a sick Cube on your display shelf. Good work
Nice vid, field of view kinda gives off D3 vibes, it's fine but personally I would love to see something a bit more similar to D2R tbh. For the lego drops, they might have increased it for beta testing, but it definitely needs to be toned down. Somewhere between D2 and D3 looks like the sweet spot.
I’m looking forward to D4. The early beta was fun and I wasn’t expecting a D2.5 like some people seem to have been wanting. The gameplay was fun, the atmosphere with art and sound was good, builds seemed to have a good base with skill points and gear. I need one good season is all, and then I’ll see if end game and expansions are worth sticking around for.
I wholeheartedly agree with the boss duration changes. In my opinion a first time encounter at a lower than lvl than the boss should last longer, but a geared encounter matching the or exceeding the boss lvl should be relatively fast.
The sense of achievement from nuking a previously difficult boss is amazing, but always having to grind a large HP bar down is tedious and gets old very fast... This is where a lvl'ed world often loses against the classic static zone levels.
My reasoning: Why should I spend hundreds of hours getting great gear, if the boss just matches my lvl and takes ages to kill anyway? There's no sense of progression in this scenario.
I also dislike the font compared to others on the market, such as the one in D2R - but that's because the cleaner font looks more arcade, in a world that otherwise looks fairly grim (which is good for the tone for the setting).
I haven't played myself, but my impression of the skills leave a lot to be desired... But the jury's still out on this, as we haven't seen endgame setups yet, the skills may be more interesting with endgame gear and stats.
I agree with the general premise of this video. There are many things I would change about the game, but there are way bigger fish to fry than font, UI, and other things that don't necessarily have a big impact on building your character. I'm much more concerned about dungeons with chores, the itemization treadmill, and the open world/MMO features.
On the topic of itemization, no one knows for certain but there is precedent with Diablo 3, and via all of the developer interviews about Diablo 4, and from those who played the closed end game beta, to indicate that to a large extent we will be farming for the same items over and over, better versions with better stats as end game progression. People are concerned, and with good reason, that end game is just a scaled up version of the early game experience. That is why you're having people make sure strong assumptions about the game based on just level 25.
On the topic of repetitive content, it's really difficult to see how a game like this that has so many completion checkboxes with rewards attached to translate well to a seasonal system. Path of Exile up until a couple years ago had a major slog for completion with way too many maps and other systems every time a season would reset and it was a huge burden. They cut that down majorly and reduced everything to about a half. Diablo 4 has even more chore feeling checkbox activities and it's a major concern moving forward.
Warhammer 40k Inquisitor has a dungeon goal of clearing all of the monsters in the dungeon and they have a mechanic of highlighting all of the monsters left in the dungeon if you have a certain number left to kill the highlights get put on the mini-map.
And still have to backtrack quite many times for half the map, I know, coz I play that game too
@@toilagamer Very true but at least you know where you have to back track to, although that is a small consolation to be honest.
Dbrunski is the most unbiased and reasonable of all the major d2 content creators when it comes to proper feedback. Unlike guys like llama that put heavy emphasis and nitpicks on the smallest of detail like not being able to click the portal fast enough because he's forced to listen to the puppy speak first -_-
I would like more than a small handful of keybinds for skills. My Necro has corpse explosion, a generator, summon skeleton, tendrils and the blight. Now I had to pick one to remove to put an ultimate on the keybinds. Should be able to map an ultimate like your healing and action to a hotkey.
The level scaling makes this game a no buy for me. There was times when i was leveling up and i was actually getting WEAKER until i put a better weapon on.
For me, the deleting of characters I've invested my time into is a dealbreaker. Once I've spent time on one, I flatly refuse to delete it. Yes, I know I could just play non-season, but in D3 any time any new cosmetics, banners, pets, or wings were introduced they all got labeled season only and I was permanently blocked from getting them. I loved D1, loved D2 until the seasonal ladder came with it's increased drop rates. That's what caused me to quit D2. When D3 was near release, I checked, double and triple checked that no such thing was in it. It wasn't and I found no mention of it coming so I bought it. Not long afterward seasons got introduced with it's character deletion requirement. If I had known about this beforehand I would not have purchased the game. To be clear, I have no problem with seasonal players seeing the new stuff first. What I do have a problem with is season only items never rolling over after the season ends to non season players like me. That's BS. I paid the same as everyone else. If there is so much as a single season only item in D4, I don't care if it's just a cosmetic to change the color of a health potion, I will not buy it.
I agree with all your comments.
I was listening to this or a similar video of yours while in the shower today and my wife noted you were much more tolerable and level headed sounding than some of the other D2 content creators I’d gotten opinions from.
I think they should try and not join lvl 5 sorcs to a lvl 20 barbarian overworld that often because the scaling extremely breaks the immersion. Like if they form a party that’s one thing. But watching a fresh character nuke your mobs from orbit with a basic skill is not enjoyable. You are reminded you are not getting stronger.
I don’t love the scaling aspects while leveling up. The way the skills slow-creep in power gains, the mobs gain more power relative to that which the player does on many levels.
I also think it’s dumb that player agency is limited to 6 skill slots. Not only is it an annoying that this was done due to console, other games have found ways to use many abilities beyond the count of singular buttons on a controller. So it’s kind of dumb and lazy.
Barbarians. I feel like they are 3 times slower to level. Not only do you lose uptime much more often, during your downtime you’re losing much more dps than a ranged character whose resources are automatically replenishing when dodging mechanics they are less likely to need to spend time avoiding in the first place. My point is, I think barb damage needs an upswing during the leveling process. Leave the class balance alone at endgame v and leave other classes alone. But it’s not fun having a 6 minute boss fight chasing harpies running away, off the map into additional mechanics which essentially only punish melee characters to begin with while administering other mechanics that punish melee characters more on top….stuff like that.
Ultimately the amount of player feedback needed to make the right adjustments shows without reasonable doubt that the developers are absolutely disconnected from the player
Great video. Something I've wanted to ask for a while...do you practice jiu jitsu? lol.
I personally loved the beta. I went in with low expectations and it blew me away. People are very critical nowadays and if you read the recent interview they did with Rod and Joe Shely they said the same thing about the dungeon designs.
how do you get that UI? I play on PC and have a console-like UI without any of the options mentioned in the video, especially the Minimap overlay; How do you activate that ?
Lack of procedural dungeon is a giant problem where you waste time picking up objects to open doors
Stat sheet in the UI popping up instead of mats. And when it does it should take up the entire screen so you don't have to scroll for days. Adding elemental res to the main UI.
what do you think about this: when you finish world boss a small popup window would appear showing how much damage each player dealt and participated...small leader board with each defeated world boss.
I think you should play MMO's if you want MMO mechanics. What would be the point of such a feature other than stroking your own ego?
@@mchonkler7225but this is a MMO
@@mchonkler7225 maybe it would give you another reason to play and get better, you would see how each particular build works best and help you decide...and stroke the ego as well yes :)
I hope the Leveling speed and item drops for this Beta are increased so we can level up faster and test out various builds and what we can expect upon launch. I do agree 10000% that the drop rate is just way too much. I've had over 100 Legendaries which made it possible to create basically the best pick and choose aspects for the level 25 that is possible for builds. I would say 1 legendary per 1-2 hours is a great threshold on average.
it wont be feeling like diablo if it has mobile game font, also would be a low hanging fruit to fix. Branding and feel is important, it feels like diablo immortal +D3 as well as inventory UI, one thing separates diablo 1 and 2 hell even Diablo 3 from other arpgs are the iconic font and UI
The font complaint is entirely valid, you're not supposed to see a massive difference - but that difference is what makes it so much easier vs difficult to read. It's serif vs. sans-serif and Diablo 4 looks like constant eye strain to read.
I don't know if it was just me but I hated how random monster packs basically didn't drop any items what so ever, only gold. Seems like I only got any items at all from boss and those chests.
The FONT issue is only an issue where you stop to read signs.. like seriously.. word document font, did they forgot to code it in or what.. seems like a bug
first and foremost, people will argue for arguments sake. case and point arguing about FONTS.......... allowing manual adjustment of zoom seems valid to me. i prefer to play zoomed out, just my personal preference. the map thing does not bother me, but i do notice some people like the map overlay so i dont see why they cant give the option there.