to be honest, this is the first time they said "not even BLizzard soon", so, dont get your hopes high, i think we are talking at least 2 years for a full release (state of art to play).
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Jun 26, 2020Dukedalpras posted a message on June Development update is live! Team testing playthroughs already.Posted in: Diablo IV: Return to Darkness
Mar 25, 2020Posted in: Diablo IV: Return to Darkness
In the Doom Eternal game, especially when you are in the Hell Planet, the soundtrack fits perfectly with a diablo game, very dark and compatible with a terror/dark fantasy game.
Mar 1, 2020Posted in: Diablo IV: Return to Darkness
completely agreed, D3 is just too shallow, dont necessary need to be as deep as PoE, but at least like a little bit more complex, Diablo 2 was so good because it wasnt just put a full set of a specific armour and go kill everithing in the game like a walk in the park.
Feb 27, 2020Posted in: Diablo IV: Return to Darkness
I think this is an interesting idea for a game mechanic. I'm curious how it would integrate with the rest of the game (i.e. could you just always try and set up a courier quest when travelling to gain extra XP or rewards from it, or would they pop up randomly and you would have to choose whether to accept or not?)
i think both case scenarios would be more fun, adding somekind of rarity to a few courrier quests, and of course to the rewards.
Other thing that got me excited is the angelic/demonic/ancestral system, we dont know much about it so far but they can have some really cool ideas here, for example:
Instead of items giving a fixed value of power (angelic/demonic/ancestral) the itens give a increase % in angelic prowess gains and at the same time give a decrease % of demonic prowess you loss, so, as far gear get better you can gain more angelic power and losing less demonic, since in the end you will want both powers (i guess) to gain all bonus from gear or skills (dont know if they will influence them).
And here comes the other part, since we are humans and can be both evil and good, they could insert a new kind of rift, where it transport you to Pandemonium and when you open this rift you could choose for which side you want to fight, hell or heaven. I need angelic power for my build? lets fight for heaven and slaughter hosts of demons, now i need demonic power, lets bring heaven down, and in the end of seasons they could reset this power values and see who was the worst/best human in the realm. Just here we could have an infinite ramification as monster families for each demon lord and angel in the angiris counsil, skins for itens, mounts, portraits, skills effects,man even wings in this scenario wouldn't be so awkward (kidding plz dont put wings in this game, this is not MU online).
Lol i think this game really got me, i do hope they nail it, Diablo is a so cool franchise and have an amazing potential.
Jan 22, 2020Posted in: Diablo IV: Return to Darkness
Hello guys, first of al sorry for my poor english.
I was thinking about a new mechanic that could be introduced in the game that would give us another kind of competition environment without compromising the core game and providing a lot of fun too.
The whole point is to share this idea to see if you guys would like it too giving your opinions and of course giving your ideas for new mechanics that would you like in the new game, well here we go:
Courrier System (similar to the Death Stranding game)
Based in the lore released so far, the world of sanctuary is breaking apart, humanity is colapsing, so one of the best ways to keep it holding togeter is making it more connected (i mean, commerce, information and etc, not the internet lol).
Basically the mechanic would be based on quests that the objective was to be taking something (item, consumable, letter, information, coin, wood, mineral, so many possibilities) from point A (town, camp, city, random place) to point B.
The rewards could be based on the time you took to make the run, the number of players doing it could have influence too (say too many players are doing a quest to transport wood to vilage X, so the reward would be less gold as payment)
There could be diferent types of quest, some with route freely choosed by the player (remember, geting to the objective faster will give better rewards) and some with a defined route (go throught this villages but be carefull they are suffering someking of invasion from Hell or Heaven who knows, kill this or that demon and get there asap kind of thing).
Since they said the mounts will have some itemization, i believe the mounting system will have somekind of dismount on hit chance similar to wow classic making you avoid hordes of demons to make to your objetive faster but making you take longer routes.
Here enter the mounting itens, like in the witcher 3, giving you resistance to dismount, slow effects, making you faster, with more stamina (diablo 2 style but in the mounts), even increasing your inventory with bigger saddlebags in your horse, could even have the same item lvls (normal, magic, rare and legendary, crafted or only droped [crafted only would be more fun for me]).
The focus of the game would still be slaying all sort of demons in dungeons or rifts, invasions or random events, and this would provide a new machanic that would improve the wandering part in the open world (going faster, without dismount so often, and with more space in inventory) and still giving a new way of playing the game killing some demons on the process. As i said, could even start a new way to compete inside the game, of who do that quest faster, of course being the person with best mount and equips.
I think most of my ideas for the mechanic are here, so what you guys think about it? and again, feel free to give your ideas too.
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Nov 9, 2019Posted in: News
I didn’t like this defense and offense system too, they shouldn’t turn the game the too casual like wow retail for example, the classic wow experience is more envolving exactly because it’s more deph in his RPGs systems.
the rune systems I understanded they plan on keeping just 2 slots but this would be too shallow too, make it similar to POE skill system but substitute the skills for the runes, it would be very D2 like but with the links system, making 4,5 and 6 slots for runes be very very rare, and changing the possibility for one condition rune trigger 2 or even the other 5 effect runes, or making 2 slots for condition runes and 4 for effect ones, the possibility could be enormous and making runeworda possible too this way.
the tone of the gameplay I thought they where great, very diablo like and really hope for paladin and amazon classes.
They said too in the Q&A panel that they want something to make the player go back to town sometimes, the inventory systems for d2 was great in my opinion, made you really think witch items I should bring or not depending on the number of slots it occupied, the d3 system was just stupid you go there in the dungeons fill you inventory and then come back just to sell, there is no management. Could have a bag system to increase your inventory like wow classic where your bags really matter (at least in the beginning) making you craft them or whatever
the only thing that concerns me is the simplification of a few systems, the game in general looks awesome but they still didn’t get that d2 and 1 where cool exactly because of they complexity and that’s what d3 lacks in my opinion, but let’s see what they will give us in the future!
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