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Diablo IV

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here


- game is a 7-7,5/10 and anyone who claims it's either >8 or <5 is being disingenuous
- if you care about money at all, you should wait until the first Season to see how significant they will be, before investing yourself into it

ENDGAME:
- endgame is basically what you were doing the entire time during campaign as well
- Tree of Whispers endgame activity is 1-to-1 copy pasted Bounty system from D3, okay at early endgame but later on you'll be skipping it a lot
- have to do your Renown or your character will be missing a chunk of power (paradise for AssCreed gaymers)
- filling out Renown is okay for the most part, except Altars of Lillith are dogshit (hidden as fuck sometimes and a huge chore overall)
- feels like the system was made just to force you to witness what the world creators made, but falls flat because the world doesn't have enough tileset variety
- Helltide is good, but could have more density considering its' theme and the fact it's on a timer is gay (get fucked people with friends/life/job)
- Worldbosses are fairly shallow and are more of an early game activity
- Dungeons play the same as during early game
- there is no sense of progression from early game to endgame, because you're doing the same shit as before
- Uber Lillith is just a challenge and has a higher level (no new abilities and no new loot)
- most people will get a week's worth of fun out of this system
- nothing really to look forward to in the endgame unlike with PoE where you get big bosses/build variety/larger progression

STORY:
- Story review: just watch the cinematics on youtube (KEKW)
- Story is half pretty good half meh, not worth playing the game for it
- there is no distinction between Acts of story, like there was in previous games
- Lillith's motivations aren't clear, makes her a less effective villain
- Andariel sequence was all over the place
- Duriel just shows up and you kill him
- Act 1 & 2 are strong, then it falls off and picks up in Act 6 again
- the Horadrim guy mid-boss was mid
- ending sucks balls
- no Diablo

COMBAT:
- combat feels pretty good for the most part
- Generators and Spenders: Generators feel like ass in endgame and you're trying to build your character to stop relying on them in the endgame
- melee unfriendly game overall, feels frustrating to play
- ranged mobs actively kite you (so realistic wao!)
- early game can feel a bit shit, because builds in general feel like they were created as a whole first and then part of it were removed so the devs could put some affixes on the legendaries
- Paragon boards are more complex than the worst assumed case, but still not as good as Mathil hoped they would be
- the inclusion of the damage numbers is retarded
- too few classes on launch considering the barebones nature of the game
- all the base classes look good, except for Druid

ASSTHETICC:
- whole game looks great, Art department knocked it out of the park
- Cash Shop shouldn't be in a game that you pay full price for
- so far the MTX in the Shop don't feel mandatory to look good, so it's not too offensive (yet)
- Mathil thinks it's a deliberate strategy to make the inclusion of the Cash Shop feel more palatable at launch and later on they'll start putting in some real crazy shit in there to milk the playerbase

ITEMS:
- itemization is "deep enough"
- have to re-gear every so often
- crafting basically doesn't exist

MOUNT:
- kinda cool
- has a cooldown
- sometimes gets stuck, fells janky

OPEN WORLD:
- feels like D3 made into MMO, it's okay
 

Seethe

Cipher
Joined
Nov 22, 2015
Messages
999
0B64A07CC81DE9776E65D78194EEDFF0D54D440E
 

Saravan

Savant
Joined
Jul 11, 2019
Messages
926


- game is a 7-7,5/10 and anyone who claims it's either >8 or <5 is being disingenuous
- if you care about money at all, you should wait until the first Season to see how significant they will be, before investing yourself into it

ENDGAME:
- endgame is basically what you were doing the entire time during campaign as well
- Tree of Whispers endgame activity is 1-to-1 copy pasted Bounty system from D3, okay at early endgame but later on you'll be skipping it a lot
- have to do your Renown or your character will be missing a chunk of power (paradise for AssCreed gaymers)
- filling out Renown is okay for the most part, except Altars of Lillith are dogshit (hidden as fuck sometimes and a huge chore overall)
- feels like the system was made just to force you to witness what the world creators made, but falls flat because the world doesn't have enough tileset variety
- Helltide is good, but could have more density considering its' theme and the fact it's on a timer is gay (get fucked people with friends/life/job)
- Worldbosses are fairly shallow and are more of an early game activity
- Dungeons play the same as during early game
- there is no sense of progression from early game to endgame, because you're doing the same shit as before
- Uber Lillith is just a challenge and has a higher level (no new abilities and no new loot)
- most people will get a week's worth of fun out of this system
- nothing really to look forward to in the endgame unlike with PoE where you get big bosses/build variety/larger progression

STORY:
- Story review: just watch the cinematics on youtube (KEKW)
- Story is half pretty good half meh, not worth playing the game for it
- there is no distinction between Acts of story, like there was in previous games
- Lillith's motivations aren't clear, makes her a less effective villain
- Andariel sequence was all over the place
- Duriel just shows up and you kill him
- Act 1 & 2 are strong, then it falls off and picks up in Act 6 again
- the Horadrim guy mid-boss was mid
- ending sucks balls
- no Diablo

COMBAT:
- combat feels pretty good for the most part
- Generators and Spenders: Generators feel like ass in endgame and you're trying to build your character to stop relying on them in the endgame
- melee unfriendly game overall, feels frustrating to play
- ranged mobs actively kite you (so realistic wao!)
- early game can feel a bit shit, because builds in general feel like they were created as a whole first and then part of it were removed so the devs could put some affixes on the legendaries
- Paragon boards are more complex than the worst assumed case, but still not as good as Mathil hoped they would be
- the inclusion of the damage numbers is retarded
- too few classes on launch considering the barebones nature of the game
- all the base classes look good, except for Druid

ASSTHETICC:
- whole game looks great, Art department knocked it out of the park
- Cash Shop shouldn't be in a game that you pay full price for
- so far the MTX in the Shop don't feel mandatory to look good, so it's not too offensive (yet)
- Mathil thinks it's a deliberate strategy to make the inclusion of the Cash Shop feel more palatable at launch and later on they'll start putting in some real crazy shit in there to milk the playerbase

ITEMS:
- itemization is "deep enough"
- have to re-gear every so often
- crafting basically doesn't exist

MOUNT:
- kinda cool
- has a cooldown
- sometimes gets stuck, fells janky

OPEN WORLD:
- feels like D3 made into MMO, it's okay

Strongly disagree with itemisation. I just don’t see it. What is decent about it? It’s arguably the weakest part of the game.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
Please write a review of Diablo 4 from the perspective of a die-hard Diablo 2 fan.

ChatGPT
Title: A Die-Hard Diablo 2 Fan's Perspective on Diablo 4: A Glimpse into Nostalgic Bliss

Introduction:
As a devout follower of the Diablo franchise since its inception, I approached Diablo 4 with both excitement and trepidation. Diablo 2 holds a special place in my heart, and its dark, immersive world and addictive gameplay have remained unparalleled for over two decades. Now, as I delve into the depths of Diablo 4, I must confess that this long-awaited sequel successfully pays homage to its predecessor while introducing refreshing elements.

Gameplay:
Diablo 4 manages to capture the essence of Diablo 2's addictive gameplay and enhances it further. The isometric perspective, the satisfying loot drops, and the frenetic combat are all reminiscent of what made Diablo 2 an unforgettable experience. The responsiveness of the controls and the weight behind each swing of a weapon evoke a familiar sense of power and impact. The game's skill system takes inspiration from both Diablo 2 and Diablo 3, offering a blend of depth and accessibility that caters to both casual and hardcore players. It's a testament to Blizzard's understanding of what made the series so beloved in the first place.

Visuals and Atmosphere:
Diablo 4's visuals are nothing short of stunning. The dark and foreboding world, rendered with modern graphics, manages to retain the gothic and macabre aesthetic that defined the series. Exploring dimly lit dungeons, encountering grotesque creatures, and witnessing the visceral carnage in glorious detail brings a sense of awe and immersion. The attention to detail in character design and environment is exceptional, breathing life into this twisted realm. Diablo 4 paints a hauntingly beautiful picture that feels like a natural evolution from the desolate landscapes of Diablo 2.

Storytelling:
One of Diablo 2's triumphs was its captivating narrative, and Diablo 4 continues this tradition with a gripping storyline. The game plunges players into a world on the brink of oblivion, engulfed in darkness and malevolence. Intricate lore, engaging quests, and memorable NPCs flesh out the rich tapestry of Diablo's universe. The game strikes a balance between honoring the past and introducing new lore, making it an enthralling experience for both veteran players and newcomers.

Multiplayer and Endgame Content:
For a Diablo fan, multiplayer has always been a crucial aspect, and Diablo 4 delivers on this front. The cooperative gameplay remains as exhilarating as ever, allowing players to team up with friends or strangers to tackle formidable challenges together. The PvP aspect, while not the primary focus, adds an extra layer of competition for those seeking it. Furthermore, the endgame content promises to be extensive and rewarding, providing a sense of long-term investment for dedicated players.

Conclusion:
As a die-hard Diablo 2 fan, I am relieved to say that Diablo 4 successfully captures the essence of what made its predecessor a timeless classic. The game masterfully blends nostalgia with innovation, retaining the core gameplay while introducing new elements that keep the experience fresh and engaging. Diablo 4's visuals, storytelling, and multiplayer features are all testaments to Blizzard's commitment to the franchise's legacy. While it is not a complete replica of Diablo 2, it manages to evoke a familiar sense of immersion and satisfaction that will undoubtedly please fans. Diablo 4 stands as a worthy successor, and I eagerly anticipate the countless hours I will spend unraveling its dark secrets and slaying demons.
Even chatGPT got paid off, dang!
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here


- game is a 7-7,5/10 and anyone who claims it's either >8 or <5 is being disingenuous
- if you care about money at all, you should wait until the first Season to see how significant they will be, before investing yourself into it

ENDGAME:
- endgame is basically what you were doing the entire time during campaign as well
- Tree of Whispers endgame activity is 1-to-1 copy pasted Bounty system from D3, okay at early endgame but later on you'll be skipping it a lot
- have to do your Renown or your character will be missing a chunk of power (paradise for AssCreed gaymers)
- filling out Renown is okay for the most part, except Altars of Lillith are dogshit (hidden as fuck sometimes and a huge chore overall)
- feels like the system was made just to force you to witness what the world creators made, but falls flat because the world doesn't have enough tileset variety
- Helltide is good, but could have more density considering its' theme and the fact it's on a timer is gay (get fucked people with friends/life/job)
- Worldbosses are fairly shallow and are more of an early game activity
- Dungeons play the same as during early game
- there is no sense of progression from early game to endgame, because you're doing the same shit as before
- Uber Lillith is just a challenge and has a higher level (no new abilities and no new loot)
- most people will get a week's worth of fun out of this system
- nothing really to look forward to in the endgame unlike with PoE where you get big bosses/build variety/larger progression

STORY:
- Story review: just watch the cinematics on youtube (KEKW)
- Story is half pretty good half meh, not worth playing the game for it
- there is no distinction between Acts of story, like there was in previous games
- Lillith's motivations aren't clear, makes her a less effective villain
- Andariel sequence was all over the place
- Duriel just shows up and you kill him
- Act 1 & 2 are strong, then it falls off and picks up in Act 6 again
- the Horadrim guy mid-boss was mid
- ending sucks balls
- no Diablo

COMBAT:
- combat feels pretty good for the most part
- Generators and Spenders: Generators feel like ass in endgame and you're trying to build your character to stop relying on them in the endgame
- melee unfriendly game overall, feels frustrating to play
- ranged mobs actively kite you (so realistic wao!)
- early game can feel a bit shit, because builds in general feel like they were created as a whole first and then part of it were removed so the devs could put some affixes on the legendaries
- Paragon boards are more complex than the worst assumed case, but still not as good as Mathil hoped they would be
- the inclusion of the damage numbers is retarded
- too few classes on launch considering the barebones nature of the game
- all the base classes look good, except for Druid

ASSTHETICC:
- whole game looks great, Art department knocked it out of the park
- Cash Shop shouldn't be in a game that you pay full price for
- so far the MTX in the Shop don't feel mandatory to look good, so it's not too offensive (yet)
- Mathil thinks it's a deliberate strategy to make the inclusion of the Cash Shop feel more palatable at launch and later on they'll start putting in some real crazy shit in there to milk the playerbase

ITEMS:
- itemization is "deep enough"
- have to re-gear every so often
- crafting basically doesn't exist

MOUNT:
- kinda cool
- has a cooldown
- sometimes gets stuck, fells janky

OPEN WORLD:
- feels like D3 made into MMO, it's okay

Strongly disagree with itemisation. I just don’t see it. What is decent about it? It’s arguably the weakest part of the game.

He has chapters in the video, if you want to hear a more in-depth explanation for one of the topics.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,586


- game is a 7-7,5/10 and anyone who claims it's either >8 or <5 is being disingenuous
- if you care about money at all, you should wait until the first Season to see how significant they will be, before investing yourself into it

ENDGAME:
- endgame is basically what you were doing the entire time during campaign as well
- Tree of Whispers endgame activity is 1-to-1 copy pasted Bounty system from D3, okay at early endgame but later on you'll be skipping it a lot
- have to do your Renown or your character will be missing a chunk of power (paradise for AssCreed gaymers)
- filling out Renown is okay for the most part, except Altars of Lillith are dogshit (hidden as fuck sometimes and a huge chore overall)
- feels like the system was made just to force you to witness what the world creators made, but falls flat because the world doesn't have enough tileset variety
- Helltide is good, but could have more density considering its' theme and the fact it's on a timer is gay (get fucked people with friends/life/job)
- Worldbosses are fairly shallow and are more of an early game activity
- Dungeons play the same as during early game
- there is no sense of progression from early game to endgame, because you're doing the same shit as before
- Uber Lillith is just a challenge and has a higher level (no new abilities and no new loot)
- most people will get a week's worth of fun out of this system
- nothing really to look forward to in the endgame unlike with PoE where you get big bosses/build variety/larger progression

STORY:
- Story review: just watch the cinematics on youtube (KEKW)
- Story is half pretty good half meh, not worth playing the game for it
- there is no distinction between Acts of story, like there was in previous games
- Lillith's motivations aren't clear, makes her a less effective villain
- Andariel sequence was all over the place
- Duriel just shows up and you kill him
- Act 1 & 2 are strong, then it falls off and picks up in Act 6 again
- the Horadrim guy mid-boss was mid
- ending sucks balls
- no Diablo

COMBAT:
- combat feels pretty good for the most part
- Generators and Spenders: Generators feel like ass in endgame and you're trying to build your character to stop relying on them in the endgame
- melee unfriendly game overall, feels frustrating to play
- ranged mobs actively kite you (so realistic wao!)
- early game can feel a bit shit, because builds in general feel like they were created as a whole first and then part of it were removed so the devs could put some affixes on the legendaries
- Paragon boards are more complex than the worst assumed case, but still not as good as Mathil hoped they would be
- the inclusion of the damage numbers is retarded
- too few classes on launch considering the barebones nature of the game
- all the base classes look good, except for Druid

ASSTHETICC:
- whole game looks great, Art department knocked it out of the park
- Cash Shop shouldn't be in a game that you pay full price for
- so far the MTX in the Shop don't feel mandatory to look good, so it's not too offensive (yet)
- Mathil thinks it's a deliberate strategy to make the inclusion of the Cash Shop feel more palatable at launch and later on they'll start putting in some real crazy shit in there to milk the playerbase

ITEMS:
- itemization is "deep enough"
- have to re-gear every so often
- crafting basically doesn't exist

MOUNT:
- kinda cool
- has a cooldown
- sometimes gets stuck, fells janky

OPEN WORLD:
- feels like D3 made into MMO, it's okay

Shits on the game for most the review but then gives it 7.5... does sound like Mathil "I never say bad things about PoE"
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,586
Does the level scale to infinity or do you ever get to feel like a badass for all your work and buildporn/itemization?
Enemies scale until lvl 95. At best to get that powerful feeling you want to get to Tier 3, get some Sacred items and then go back to playing on Tier 1 with items meant for Tier3.
Or you can get some Ancestral items on Tier4 and then go back to Tier 1.

But if you plan to continue playing as designed you will never feel powerful.

It is so "well" designed that people rushing to lvl 100 in a group cannot solo now because they focused on levels and not gear and now they cannot kill lvl 95 monsters safe enough to get better gear from them
 
Joined
May 6, 2009
Messages
1,876,882
Location
Glass Fields, Ruins of Old Iran

"Already, it is Blizzard Entertainment’s fastest-selling game of all time, with Blizzard’s highest pre-launch unit sales ever on both console and PC*

*Fastest selling based on more units sold on all platforms before launch"

So how many games did Activision-Blizzard had early launch? None? So this is fastest selling game that is compared to nothing, just to pre-orders. The way they are talking it looks like it sold worse than D3 day one (3.5m), but had more than D3's pre-orders (2m).

Just noticed they wrote Blizzard, not Activision lol, this shit is probably underperforming.

It's still fastest selling something. But it's not surprising, it would take a massive blunder during beta to affect sales to the point of it not selling faster than like, Overwatch. Diablo Immortal caused a bad impression, but doesn't look like people care anymore.
 
Joined
Feb 19, 2021
Messages
560
Just stating the obvious here, but Diablo 4 is fucking garbage. The people gushing over it are either blinded by the high production values, or content creators who depend on the game for their livelihood. The systems are absolute trash and this game will struggle with player retention.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,586
Just stating the obvious here, but Diablo 4 is fucking garbage. The people gushing over it are either blinded by the high production values, or content creators who depend on the game for their livelihood. The systems are absolute trash and this game will struggle with player retention.
I would not call it garbage. It is just not aRPG that will keep you occupied for 300+ hours. Once fairly fun basic gameplay loop becomes boring (and all classes play very much the same) people will move on. (They even fucked up something as basic as summoner class that was done 3x better in D2)
It would be excellent 30 to 40E game
 

Goldschmidt

Savant
Joined
Oct 27, 2019
Messages
506
Location
Swen Vincke's bedroom (Ghent)
Comparing Path of Exile to Diablo 4 is like comparing and expert read such as Newton's Principia to a kids book 'I love my grandma'.

Complexity vs mass appeal.

PoE is all about quantity over quality, in all aspects

its fake complexity
I won't diverge this topic BUT

The POE item system is the most interesting and complex item system of any ARPG and I even dare to say is better than most classical rpgs as well.

SYNERGY between item system, skill gem system, skill tree, crafting system and economic system is unparalleled.

But sure it has 'fake complexity'. Whatever makes you cope.
 
Last edited:

Lagole Gon

Arcane
Patron
Joined
Nov 4, 2011
Messages
7,672
Location
Australia
Insert Title Here RPG Wokedex Codex Year of the Donut Pathfinder: Wrath
Well, I'm just glad the art direction is not a crime against humanity, like in D3.

Still not going to play it with that popamole scaling.
 
Joined
Feb 19, 2021
Messages
560
It is just not aRPG that will keep you occupied for 300+ hours.
It's certainly trying to be an ARPG but I'm not sure I'd classify it as one. It's like calling Assassin's Creed Valhalla an RPG because it has gear, skill trees, character levels, and quests. It's all surface level nonsense. Both series are homogenized AAA garbage made to appeal to the lowest common denominator.

Blizzard ripped the resource generator/spender system from Diablo 3 and called it day. LMAO This is literally Diablo 3 2.0 and people are saying "it's a return to form" for the series and that it "has more in common with Diablo 2" because it's dark and gritty. What a bunch of fucking mongoloids.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,579
Well, I'm just glad the art direction is not a crime against humanity, like in D3.

Still not going to play it with that popamole scaling.
Art direction is a lot better than D3 or even grim dawn. Only real fault is the absurd pricing , else its the exact same shit as usual, no reasons to be disapointed. Leveling doesn't matter as much as item collection, progression is strictly build dependant. As for players retention rate, probably low. Once you are over with leveling and figure your build sucks , respec cost a fortune and you dont have the right legendaries either, people will simply quit.
 

abija

Prophet
Joined
May 21, 2011
Messages
3,361
Respecs are cheap. There's a lot of 100% wrong stuff repeated around here from people that clearly didn't even check the game on twitch/yt.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,579
Respecs are cheap. There's a lot of 100% wrong stuff repeated around here from people that clearly didn't even check the game on twitch/yt.
At the begining yes, but i am not over yet and see the price drastically rising already.
 

Arbiter

Scholar
Joined
Apr 22, 2020
Messages
2,763
Location
Poland
Once you are over with leveling and figure your build sucks , respec cost a fortune and you dont have the right legendaries either, people will simply quit.

How things have changed. Diablo 2 (before Ressurected) did not have respecs and people played it for 2 decades.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,586
Once you are over with leveling and figure your build sucks , respec cost a fortune and you dont have the right legendaries either, people will simply quit.

How things have changed. Diablo 2 (before Ressurected) did not have respecs and people played it for 2 decades.
Respecs existed way before Resurrected. 3 respecs for most of those 20 years.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,387
Strongly disagree with itemisation. I just don’t see it. What is decent about it? It’s arguably the weakest part of the game.

Early on itemization is very weak. Later on affixes get wide enough to start to matter and change how builds work. Then there are legendary powers which is cool mechanic that effectively work as support gem from POE.

It is not superb system but good enough and the higher your level the more options you get to modify your build.
 

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