• posted a message on Official Blog: System Design In Diablo IV (Part II)

    Can’t we have items that can be levelled your through use? So you could potentially start with all common items and over time these items would become magical, rare, legendary. The just add a durability mechanic that renders them unsuable if you don’t keep the weapon repaired and it “breaks”


    I guess it would be a little bit cool if your beginners set items at the start of the game went from “Ravey’s beaten battle gear” to “Legendary Wrath of Ravey’s battle suit” ... you get the idea.


    make the items more personable to the player using them.

    Posted in: News
  • posted a message on Official Blog Update: System Design in Diablo IV (Part I)

    It would be nice if they could utilise the Bestiary in a more meaningful way for D4.


    Maybe by having the bestiary pop up in some meaningful way when the dungeon key is select or to run through the monster encounters as you travel through the dungeon to add more ambience to the instance.

    Posted in: News
  • posted a message on Diablo IV: End Game

    One thing I don’t want to see is re-rolling to get the best possible stats on a weapon. One thing I disliked about D3 was that you could potentially spend hours farming materials to continually re-roll your items until you got that perfect stat. I just want to get into the game and play!

    so, one item, on set of stats! NO RE-ROLLS!!!

    Posted in: News
  • posted a message on Diablo IV: Neinball's Thoughts on the Demo

    From what I have seen of gameplay so far. The Demo isn’t all the different from the Demo of Diablo 3.


    The game play is slow and smooth so that all the skills look well ordered and choreographed. Bosses and mobs that are fun to interactive but a little too easy...


    The changes look nice but then they did in D3 too... but all those nice changes were lost once the difficulties increased and hordes of monsters were too much for the fancy moves to handle, the game just became and AOE spam fest where only a select few damage builds were feasible.


    Id like to know what changes have been made to the enemy AI in order to make each encounter different enough to be a challenge. AI that runs and hides if damage is too much only to have you chase and ambushed. (This is just a simple example).

    in D2 and D3 the difficulty was based on the number of enemies and a simple increase in damage and health. In D4 it has to be something different. Like more intelligent enemies or new enemies that you only encounter after your second or 3rd or 100th etc. play through when your character is much stronger.

    Posted in: News
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