spectre
Arcane
- Joined
- Oct 26, 2008
- Messages
- 5,609
That's a fair assessment for its launch day and later on people would even lose progress as the devs were bugfixing.Whole game is just a buggy unfinished mess, that's the main issue with it.
As for now, I managed to finish the main story and there were no game breaking bugs, though I played offline.
It was mostly minor and simply annoying stuff, like dropped items sometimes not showing and movement skills being blocked by scenery.
Well, I for one feel the game is being held to some ridiculously high imagined standard. That's what arpgs have always been in a nutshell:Mostly I posted this to mollify the people saying "Diablo 4 is the worst thing ever made by humans literally unplayable casual garbage -1000/10."
casual garbage for people who don't even like rpgs. Mindless clicking and a guilty pleasure. You click monsters and they explode funny.
If anything, the series is a victim of its own success (to be fair, D2 was where they took it over the roof. I remember teenage me being hyped out of my fucking skull).
Like a video game version of the sequel syndrome that's spiraled out of control a long time ago... and now we're here.
Though I can understand the logic behind Nightmare difficulty - your character build is finished, how about we take it for one more spin, but we won't be pulling any punches this time.Why do we keep going back to the Diablo 2 three-tier difficulty replay system? While I finished the story of D2 three times vanilla (paladin, amazon, barb) and once with the expansion (assassin), I only ever bothered to play one character through Nightmare, and none through Hell. I just got sick of it.
I agree. Beating the same shit three times is tedious. It was doable for D2 without LoD, but with LoD... it's just a slog.
D4 seems to try and go around it by letting you skip the main story and use the open world structure so that it doesn't get tedious.
This sorta works, got 3 chars to level 50 before it started to feel weary. Mostly due to the content recycling which becomes noticeable after a time.
Ultimately, I blame all this on designers trying to marry the single player roguelike roots with the expectations of the MMO streamer crowd - people who expect a game to be a full-time job.
This just doesn't gel and one player group is bound to be left behind.