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Diablo IV

RolePlayer

Augur
Joined
Oct 3, 2009
Messages
204
It's been a mystery to me since WoW's incomprehensible success where the hell that obscene amount of money's been going. You'd think it would've empowered them to scale everything up and be cutting-edge, push envelopes, take risks. Instead... designs got safer, graphics stayed mediocre, settings lost their personality, and the one new IP is fuckin' Overwatch.

Overwatch is cancer. The game feels like you are playing lasertag with carebears or something.

What kind of shooting game is this? It's like playing a shooter with nerf guns or a super soaker or something

 
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Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Nah, there is quality found in zero budget, Evil Dead being the prime example. But if your director spends money on that cgi angel in that scene - than he is a moran.
The movie itself commits cardinal sins of narrative, hence its shit.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
It is a shame D2 abandoned that grim dark fantasy medieval feel and we got stuff like Amazons, aztec jungles, greek version of hell, less mutilated bodies, no sacrum profanum. It was what made D1 unique. D2 was bashed for being too colorful but it got a pass thanks to excellent itemization, taking the action above ground, many QoLs and more pronounced story.

I've heard somewhere D2 was rushed hence Act IV is only 3 quests and 5 areas. The story itself doesn't make sense - Mephisto, Baal and Diablo are reunited and unstoppable so they split up? Diablo hides in his Sanctuary? And what is the deal with soulstones? And why introduce World Stone plot to just end it with cliffhanger? D1 had really dumb but hard to screw up story. A mad archbishop kidnapped prince of long dead king, made a sacrifice to a demon and we have to stop that demon before he gets out and starts killing everything. The ending was a little dumb but I reckon it was to have a strong opening for D2 which worked alright. D3 shits over lore as far as I know. The point of Diablo 1 was you, a mortal fighting through demonic forces in abandoned cathedral, feeling like the doors are closing behind and wondering what is behind next corner. In D2 you just fireball everthing for those stacks of loot from the beginning.

D2 is great when it comes to optimizing your build and it is what made looter RPGs. D1 was more about rogue-like experience with increasing dread and difficulty from going lower and lower. The first time you see a Steel Lord and he smacks 1/3 of your hp with one swing because you didn't anticipate that powerspike will put you on your toes for last 4 levels of the game.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Mephisto, Baal and Diablo are reunited and unstoppable so they split up?
The prime evils hate/compete with each other. They aint friends. Ronk! Through they probably dont hold tea parties together. They were captured 1 by 1 as well.
I think they split up in D2 to let Diablo recapture Hell.

A mad archbishop kidnapped prince of long dead king, made a sacrifice to a demon
He isnt mad. The stone with Diablo captured in it, buried under the town, calls him! And not only him.

Not long after Leoric took possession of Khanduras, a power longasleep awakened within the dark recesses beneath the Monastery. Sensingthat freedom was within his grasp, Diablo entered the nightmares of theArch Bishop and lured him into the dark, subterranean labyrinth. In histerror, Lazarus raced throughout the abandoned hallways until he at lastcame to the chamber of the burning Soulstone. No longer in command ofhis body or spirit, he raised the stone above his head and uttered wordslong forgotten in the realm of mortals. His will destroyed, Lazarusshattered the Soulstone upon the ground. Diablo once again came intothe world of Man. Although he was released from his imprisonment withinthe Soulstone, the Lord of Terror was still greatly weakened from his longsleep and required an anchor to the world. Once he had found a mortalform to wear, he could begin to reclaim his vastly depleted power. Thegreat demon weighed the souls residing in the town above, and chose totake the strongest of them - that of King Leoric

THE NATURE OF THESOULSTONESBYBYBYBYBY J J J J JEREDEREDEREDEREDERED C C C C CAINAINAINAINAINOFOFOFOFOFTHETHETHETHETHE H H H H HORADRIMORADRIMORADRIMORADRIMORADRIMt was long ago that the enigmatic Arch-Angel Tyrael bestowed upon us the secrets of themysterious Soulstones. Tyrael bequested upon our Order three of these Stones so wecould contain the vile essences of the Three Prime Evils who had been let loose upon ourworld. Although the artifacts were constructed in realms far removed from our own, wefound that they were simple to understand.The Soulstones effect only beings that are non-corporealand thus have no powerover living, breathing creatures. When invoked, the Soulstones bring into being a strong “spiritual”vacuum. Any non-physical entities caught within this vacuum are drawn into the burning recessesof the Soulstone and are forever trapped within. These spirits are released only when theSoulstone is deactivated or destroyed.The power of the Soulstones proved to be much more difficult to employ when usedagainst the great Prime Evils. Voraciously disposed to possessing hapless mortals, the ThreeBrothers found that they were immune to the effects of the Stones while occupying humansouls. Sadly, we were forced to hunt down and kill the innocent victims of the Prime Evils sothat their demonic essences could be subject to the effects of the Soulstones.Mephisto and Diablo, once found, were easily lured into the Soulstones. The capture oftheir brother Baal, however, became complicated when the Soulstone that was to be his eternalprison was shattered and fragmented. We found that while the shards still held the power tolure the demon to them, they could not properly contain it. Tal Rasha, a fellow Initiate who hasbeen since immortalized in Horadrim lore, theorized that a mortal of strong will might be ableto contain Baal within his own mortal soul. This sacrifice meant that the essence of any mortalso chosen would be forever tortured while locked in eternal conflict with the enthralled demon.To this end, Tal Rasha volunteered to contain the raging Lord of Destruction.Piercing his breast with a shard of the Soulstone, Tal Rasha took within himself theessence of Baal, the Lord of Destruction. The Initiate’s body was shackled, chained and burieddeep within a tomb under the desert. The sacrifice of Tal Rasha has kept Baal imprisoned formany years now, and although the demon was imprisoned without the use a whole Soulstone,we believe that our victory may be a hollow one. Should Tal Rasha ever escape, he would havethe formidable powers of Baal added to his own. By ridding the world of this present Evil, wemay have created a nightmare worse than that which we first sought to contain...
 
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Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
WOW, huge shoulder pads, gigantic hands, the decline has begun even before Diablo began lul
sOG08J0.png

i didnt remember it being this gay (..."""he""" has no balls whatsoever...)
 
Joined
May 31, 2018
Messages
2,541
Location
The Present
typical user If I am remembering correctly, Mephisto, Diablo (wanderer), and Bhaal (Tal'rasha) opens the portal to Hell for Diablo to go back to Hell and reclaim it. The prime evils got banished to the mortal realm after a civil war with other arch-fiends. In their weakened state, they were imprisoned by the Horadrim in the soul stones. Mephisto stays to manage the general situation in Sanctuary, while Bhaal goes off to the world stone to corrupt it.

Where things start to fall apart, is when they get around to the world stone. This wasn't mentioned in D2 prior to the expansion. It feels like it was thought of after the fact. I imagine the writers had to then retcon the fiendish civil war, which doesn't ultimately solve plot holes. The plot in D3 then goes full retard.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,041
The plot was alright in a "what could this mean" Dark Souls kind of way and perfectly suitable for the game. The moment they tried to expand on it and make it more detailed it fell apart, exactly like Warcraft.
 

d1r

Busin 0 Wizardry Alternative Neo fanatic
Patron
Joined
Nov 6, 2011
Messages
3,621
Location
Germany
WOW, huge shoulder pads, gigantic hands, the decline has begun even before Diablo began lul
sOG08J0.png

i didnt remember it being this gay (..."""he""" has no balls whatsoever...)

While ingame the armor art looks absolutely fantastic, with only the leather armor having a huge pauldron, which, when put in full perspective, fits pretty well. What's your point?
0YNhQ4Z.png
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Talking to fanboys is always a hilarious affair. 32x64 pixels of something that can be interpreted as anything "looks absolutely fantastic". How many lobotomies are behind you?
The guy on the right can barely stand. What the fuck is on his arms?

The point was that WoW shoulder pauldrons are in D1 art. Thats the point. It was written down in the previous post. But your faggot self saw D1 attacked, being a cuck - identified self with a fucking product for children and went to defend its honor. Kys.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
15,995
Location
Stealth Orbital Nuke Control Centre
Talking to fanboys is always a hilarious affair. 32x64 pixels of something that can be interpreted as anything "looks absolutely fantastic". How many lobotomies are behind you?
The guy on the right can barely stand. What the fuck is on his arms?

The point was that WoW shoulder pauldrons are in D1 art. Thats the point. It was written down in the previous post. But your faggot self saw D1 attacked, being a cuck - identified self with a fucking product for children and went to defend its honor. Kys.

Watch it with that edge.
 

OctavianRomulus

Learned
Joined
Aug 21, 2019
Messages
480
Fun fact: There is no Gothic architecture in the original Diablo, it's all Romanesque, which predates Gothic. Gothic is also not dark, it is exactly the opposite. Because of flying buttresses, walls could be thinner, which meant they could be higher and have bigger windows. The idea that light is holy (especially colored light) comes from that period. What people seem to want is the Romantic concept of Gothic, which is embellished, melodramatic and indulgent and is not very realistic. I'm not saying this is bad at all, just that it's not exactly real. What is important is that it feels real. In the video game realm, I think Anor Londo is a great example. It's obviously fantasy but it has just enough real elements that it feels like a real place. The idea that Gothic is "dark" comes from the Renaissance, which saw the style as excessive and a relic of a darker era so the term is actually pejorative.

What I am saying is, a good Diablo game is not necessarily realistic, but it needs to feel realistic. And you do that by using more realistic proportions and elements of real architecture but you don't need to be zealous about nitty gritty details. So you can have your fake studded leather "armor" and flails. Most people won't be able to tell they are not real and will probably be fooled as long as the proportions are realistic, maybe even a bit exaggerated for more epic stuff.

My ideal Diablo game would be like The Name of the Rose movie but with demons and conspiracies.

https://www.youtube.com/watch?v=khPpQg8S2-w
 

Goral

Arcane
Patron
The Real Fanboy
Joined
May 4, 2008
Messages
3,552
Location
Poland
David Brevik tells how Diablo came to be, very interesting material from Ars technica (even Betrayal at Krondor makes an appearance):
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
878
D1 and D2 had some sort of palatable story, you go solve fucking hell shenanigans you have this minor stories throw around if you are a retarded sperg like me you might enjoy then reading the tomes too, but you amassed so much power that you character went nuts and decided to shove the fucking stone in their own head like a icecream cone. D2 is you fixing D1 character retardness and some other side character retardness of handing the soulstone to Baal. You break the stones, Tyrael close the door and thats it The End.

D3 didn't have much to work with, they decided to apply the worst aspect of Metzen fetish writing see corruption of a major character (but given you are an old fart you saw that shit coming miles away), sprinkle some woke marketing for that little soy face open mouth reaction ( OHHHHH TYRAEL IS BLAAAACK AND DIABLO IS NOW A TRANNY) and apply the casual market seeking aka we need to streamline everything and not hold player responsible for their choices, so you had WoW itemization of major stats and secondary stats and a character being able to be everything at the same time.
I risk to say that D3 executive meetings started with RMAH idea and how to apply to Diablo gameplay, after the executives sniffed their own farts they decided to think about the game that was just a fucking spreadsheet in excel to meet the what they thought would be the perfect diablo game.

D4 have the redflags that the current team responsible have no fucking idea of what a ARPG is and what kind people would play it, so they are again picking WoW shit to add content to this game see the retarded idea of world bosses and again simplifying the status in the gear with Attack and Defense and even after the backlash of people making fun out of it they added some extra secondary stats that are flavorless nothing that add new to the gameplay.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,550
The point was that WoW shoulder pauldrons are in D1 art. Thats the point.

The point seems to be that you are fucking imbecile.

Yes, Metzen was a faggot from day one. That means we should stop believing our lying eyes that Diablo had a great and fairly realistic art direction and focus on this one random detail that totally proves Diablio is just as bad as WoW lmao.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
The point was that WoW shoulder pauldrons are in D1 art. Thats the point.
The point seems to be that you are fucking imbecile.
Yes, Metzen was a faggot from day one. That means we should stop believing our lying eyes that Diablo had a great and fairly realistic art direction and focus on this one random detail that totally proves Diablio is just as bad as WoW lmao.
Listen here, you sicilian nigger, nowhere did I claim anything you project into your childrens toy/object of adoration. Holy shit, post a screencap and the cucks come crawling out of the woodworks to defend m'lady...

In fact, diablo1_reborn is out of the iggy bin, cause he is just a pleb who doesnt know any better - you are in, cause you are a moron, hurr durr.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
you already are hardcore.
hardcore stupid.

You are the guy thinking that THIS is inspiration for the D4 trailer blood petals! :lol::lol::lol::lol::lol::lol::lol:
ggdIUy8.jpeg


You are so fucking delusional, ramming a soulstone into your frontal cortex wouldnt change a thing!
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,861
Quaterly update. Seems like they are going in right direction with D4. Suprising considering it is nuBliz. Good that they finally see that their Ancestor/Angelic/etc system is fucking retarded. They are yet to scrap it but at least they see problems pointed out by people.

https://news.blizzard.com/en-us/diablo4/23529210/diablo-iv-quarterly-update-september-2020

To the Diablo Community,

Hello, and welcome to a new installment of our quarterly Diablo IV developer updates. We enjoyed hearing your thoughts on our last blog and have followed many of the discussions it kicked off within the community. It’s very encouraging for us to hear that you appreciate the steady update cadence and the behind-the-scenes looks at our early work. We’re also excited by all the positive reactions we’re seeing to the art, cinematics, and the addition of open-world gameplay to the Diablo franchise. The team has pored over a lot of constructive feedback regarding the current direction of itemization, and we’re looking to give you an update on items later in the year. Some of the progress we’ve made will speak directly to the questions we’ve seen raised in the community, so stay tuned!

I couldn’t be more excited to share the details in today’s update! Our Lead Systems Designer, David Kim, will take us on a deep dive into the ins and outs of the new Skills and Talent systems. We are currently playtesting the new systems, and the early feedback is super promising. I hope you enjoy it, and as always, we’ll be following conversations on our forums as well as other community sites.

Thank you for all your continued feedback and support in this journey as we make the game.

-Luis Barriga,

Game Director, Diablo IV

Back to Top
Skills & Talents
Today, we‘re going to look at skills and talents—a topic many of you have asked about. But first, a quick update on the things we’ve Shared in our previous development blogs.


Ancestral/Demonic/Angelic Powers

To begin, some of you let us know that the fantasy of Ancestral/Demonic/Angelic Power just isn’t cool enough in the current version of the pitch. Duly noted! Another problem we identified was the ratio of effort to rewards. For example, in order to gain specific, minor bonuses, players would most likely have to carry around several extra pieces of gear, each with different amounts of Ancestral/Demonic/Angelic Power on them. You would then need to constantly calculate each of the power levels of those items and compare with their overall power. It felt like an excessive amount of bookkeeping for the player.

However, one thing we really liked about the system was the gameplay of managing stats in meaningful ways to hit certain bonus thresholds that then make your items better suited for the playstyle you are going for. We need some more time for iteration/rework here and look forward to sharing more on itemization in our next quarterly blog.


Legendary Items

We are exploring some big changes in this space for two reasons:

1. We agree with the feedback that a character’s power is currently too dependent on items. We plan to put more of the player’s power back into the character to make build choices more impactful, rather than have the majority of player power coming from the items they have equipped. That said, it’s important that we strike the right balance so that itemization choices always feel meaningful.

2. We’ve also had very mixed team feedback regarding core itemization. We’re currently looking at how to best differentiate our various item qualities. For example, should Magic quality items have higher affix stats than Rare items?

You can expect to hear more about legendary items in our next blog.


New Skill System

As Luis mentioned, we have made some major changes to Diablo IV’s Skills and Talent systems. We’ve been reading through a lot of the comments from the community and agree that the Talent system needs more depth. Similarly, Skill system progression felt too simple, which created issues where a player would have no meaningful reason to spend their skill points. With this valuable feedback in mind, we’ve have been iterating on a new Skill System.

As you can see from the screenshot below, we have separate sections for Skills and Passives in our freshly painted Skill Tree. Take a look:


The Sorceress skill tree. The branches contain skills and skill upgrades, while the roots contain powerful passive effects.


The upper Skills section is where you will spend the Skill Points that you earn by leveling up. Here, you unlock brand new skills, unlock additional functionality for these skills, and unlock Passive Points that you can then spend on the lower Passive section of the tree.




You can spend skill points on square nodes to unlock new active skills for your character.





Spend points on circular upgrade nodes to enhance active skills you've unlocked.



As you explore the branches of the tree, you will find passive points.



You can spend passive points in the roots of the tree to unlock powerful effects.


The Skill Tree you see above consists of many specific nodes, a sample of which you can see in the screenshots above. If we imagine every single node on that massive Skill Tree affecting different skills in different ways, the path that you decide to take will determine big power increases and playstyle choices.

The Passive part of this system is where you will find more general upgrades to your character. These effects are not specific to particular skills. Therefore, the Skill Tree will have a good mix of all types of different choices for players to make.

One last thing we want to point out is that players will not be able to acquire every Skill Tree node. We’re currently aiming for 30~40% of the nodes filled in for end game, so that players can have very distinct, and different ways they build out their character.

Back to Top

Sorceress Enchantment System
Many of you might remember the Barbarian’s unique Arsenal system—their ability to carry and smoothly swap between multiple deadly weapons—which greatly increased their power. We’ve also been exploring unique class mechanics for our other classes. The main goal for us here is to have very unique class-specific mechanics in Diablo IV. We have this goal because Diablo is the kind of game where many players try out different builds or classes, especially during seasonal play. We believe that unique class mechanics with very different strengths and playstyles compared to other classes will make exploring the different classes—and playing the game—much more fun.

For the Sorceress, we’ve been trying out the Enchantment System. This is how it works:


The Ball Lightning skill. Unlike other classes, each Sorceress skill has two possible effects.


Sorceress skills can be placed into two locations: an active skill slot (that every other class also has access to), and an Enchantment slot. If you place a skill in the Enchantment slot, you can no longer use it as an active skill, but your character instead gains a secondary bonus power.


Ball Lightning as an enchantment. You can gain the secondary effect of a skill by placing it in an Enchantment slot instead of an active skill slot.


The power you gain from Enchantments is extremely significant, and you can currently make builds based around your Enchantments, your active skills, or a mix of both.




Here is an example of this system using the Meteor skill. Meteor allows you to call a fiery chunk of rock from the sky. If you choose to slot it as an Enchantment, you won’t be able to control your Meteors, but they’ll fall onto enemies periodically. This skill is still under development and may be different in the final game.


We’ve been testing this class mechanic for a while now, and the team feedback has been really positive. This new system now empowers you to make some interesting choices to strategize around which skills you would want to slot in as an Enchantment, as you won’t be able to put one skill in both places.

We are also exploring a Druid-specific class mechanic as well, and we’ll have more information on that to share in the future.

Back to Top

End Game Progression System
Lastly, we have been hard at work on our end game character progression system. This important feature is going to take a little more time (it won’t be in the next blog), but we wanted to mention it here because it will be the other significant source of power that comes from your class. This system is intended to provide more depth and replayability than what Paragon currently offers in Diablo III. We, and many Blizzard gamers, have talked about the concept of “easy to learn, difficult to master.” We believe that the end game progression system is where the difficult to master component will come in, and should meet the expectations of the most hardcore Diablo players out there.

We are excited to read through the feedback from the community regarding our revamped Skill and Talent system as well as our new Sorceress Enchantment system. We are always reading through the comments on our forums, Reddit, social media, and more for your feedback. As always, please remember that none of this is final as the game is still actively in development. Your constructive discussions around these features will help Diablo IV’s development the most, and we greatly appreciate all your continued support and discussion related to the game.

We will see you all in our next quarterly update as we dive deeper into some of the itemization changes that we have coming. Thanks again!

-David Kim,

Lead System Designer, Diablo IV
 
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