Diablo IV - The Real Official Thread

Has anybody else experience super high mouse latency after installing and running the beta? Checking with latencymon it was up to almost 3 up to seconds delay on clicks every 30 seconds or so. Uninstalling the USB drivers and hub fixed then restarting the issue but after playing the beta again it came right back. Once the open beta was done I uninstalled it completely....
 
For those who played the beta, how is the new player experience? Should I play 3 first or jump right into 4?
Watch some lore videos or "Story so far". It's not worth playing the games to catch up on story. The games do a terrible job anyway.
I've played thousands of hours of these games since 1998 and I was still clueless.

If you're talking about gameplay, the game is made for mass appeal. A toddler could figure it out.
 
For those who played the beta, how is the new player experience? Should I play 3 first or jump right into 4?
I think you should at least play through Diablo 3 to have some semblance of what is going on. The narrative in the demo constantly referenced events from the third game, and one of the pivotal characters driving the narrative is also a minor character from the third game. It should only take 15-20 hours to get through the D3 campaign for first time players if you stick to Normal difficulty while listening to all the conversations and books.

The games prior to D3 would just give you more insight into the world lore. D1 and D2 are much lighter on narrative than D3 is, and I don't think they're necessary for understanding D4.
 
I think you should at least play through Diablo 3 to have some semblance of what is going on. The narrative in the demo constantly referenced events from the third game, and one of the pivotal characters driving the narrative is also a minor character from the third game. It should only take 15-20 hours to get through the D3 campaign for first time players if you stick to Normal difficulty while listening to all the conversations and books.

The games prior to D3 would just give you more insight into the world lore. D1 and D2 are much lighter on narrative than D3 is, and I don't think they're necessary for understanding D4.
Noted! I wonder if I could get it running on my Steam Deck...
 
So after we hit 100 we stop gaining XP and it's just gear/money/mats after that?
I liked how Paragon was endless in D3, there was a measure of progress after you maxed out your character.
 
Paragon levels took quite a while to be introduced. I like that there is some sort of maximum for now with the game being new.
 
My understanding is that after paragon you're doing glyphs. Glyphs have tiers of rarity and levels, too. So progression becomes farming the right glyphs that interact the best with your paragon board and toon build.

Sounds intriguing and I hope we get something like rune words back. Those were awesome.
 
After spending who knows how many hours in D3, D2R was a nice refreshing breath of air having a solid level cap. I say that having grown up on D2 and forgot what the game was like lol.

I'm down for that being the case in D4. At least for awhile.
 
I imagine they're trying to prevent power creep.
The stated goal was to level the playing field. The issue with infinite paragon levels is that people who could just grind for 40 hours a week playing the game would have an advantage that other players simply would not have the time for. And while playing the game more will always give advantages to players than those that play less the designers wanted 'skill' to play a bigger part in higher level progression than simply having 10000 more base stat then the next competitor. They also feel in general that grinding for more levels is also not a fun end game.

In other words, while it affects everyone, the intent was to make a game where skill cap goes up and time cap goes down.

I generally think we've seen how ending bosses/content will work out just from the beta. Things like dodge and moving out of the way of attacks will be more necessary for tougher bosses. I'm sure they could put in bosses that require perfect inputs or near perfect inputs or death occurs. More diverse boss fights with more difficult skill inputs will be what divides top players instead of simply a higher paragon level. D3 you can just become so over-leveled over content that it doesn't matter.
 
So if you qualified for the wolf pack, can you only get it if you preorder or can I get the game months later and still have the bonus?
 
Looking on the site it doesn't say you need to preorder anywhere... But this is Blizzard we are talking about, everything subject to change.
 
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So if you qualified for the wolf pack, can you only get it if you preorder or can I get the game months later and still have the bonus?
It's tied to your account, so I imagine you can redeem it at any point.
 
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Looks like Paeagon already changed compared to the last trailer.

ku4syjravisa1.png
 
https://www.gamespot.com/articles/d...ew-story-content-every-3-months/1100-6513172/

Diablo IV is set to receive "meaty" quarterly updates every three months: updates that will introduce new storylines, according to Game Informer.

In Game Informer's latest cover story, Diablo IV associate game director Joe Piepiora said that while he hesitates to use the word "expansion," the game's post-launch quarterly updates will consist of additional story content that will be tied into the new mechanics and features of each update.
 
That is the thing missing with the Last Epoch animations are just trash mobs. Even Grimm Dawn had more animated mobs.
 
Beta changes.

https://news.blizzard.com/en-us/dia...trospective-transforming-feedback-into-change

DUNGEONS​

Dungeon Layouts​

One of the most common pieces of feedback we received is that players felt they were doing a lot of backtracking within certain dungeons. We have optimized multiple dungeons across all zones to minimize the need for backtracking. Here is a list of dungeons specifically in the Fractured Peaks zone which received layout updates:

  • Caldera Gate
  • Defiled Catacombs
  • Derelict Lodge
  • Forbidden City
  • Hoarfrost Demise
  • Immortal Emanation
  • Kor Dragan Barracks
  • Maulwood
  • Rimescar Caverns
Developer’s Note: Our primary goal with the Layout changes was to reduce certain kinds of backtracking which detract from a player’s experience. An example of this change is that players previously needed to enter side rooms to interact with Structure Objectives, causing them to retread the same path. Now, many of our Structure Objectives have been repositioned along main dungeon pathways, making them easier for players to reach and allowing them to readily explore the dungeon after defeating the Structure.

Dungeon Events​

  • The chance for an Event to spawn inside of a dungeon has increased from 10% to 60%.

Dungeon Gameplay​

  • To reduce the need to backtrack, small numbers of straggling monsters will seek out the player to help complete the Kill All Monsters objective.
  • When Animus is gathered, the player and nearby allies will:
    • Gain 10 Resource.
    • Reduce all active Cooldowns by 1 second.
  • Depositing Animus channel time was reduced from 3 to 0 seconds.
  • The time to Rescue was reduced from 3 to 1.5 seconds.
  • All Rescue objectives now drop a Health Potion upon completion.
  • While carrying the Ancient's Statue, Bloodstone, Mechanical Box, or Stone Carving, you will receive a Momentum bonus granting a 25% move speed increase to you and nearby allies.
  • Pedestals have had their channel time reduced from 2 to 0 seconds.
  • Returning a Portable Object to its Pedestal now fully restores Health, Resource, Potions, and resets cooldowns for all nearby players.
  • All doors will now generate a minimap ping when they are opened.
  • All Structure Objectives in dungeons now have additional combat mechanics players must overcome.
Developer’s Note: While our dungeons offer a variety of Objectives to complete, player feedback stated that the action of completing each Objective felt tedious. We hope that providing bonuses, such as the increase to mobility while carrying certain Objective items, will streamline and vary the experience of completing Objectives. This adjustment is merely a starting point, and we intend to extend this philosophy to keys in a future update.

CLASSES​

General​

  • Effects like Stun and Freeze can be applied to Elite Monsters twice as long before they become Unstoppable.
  • Reviewed class skills to confirm that all classes have access to sufficient skills that remove control impairing effects.
  • Many Legendary Powers have had updates to their effectiveness.

Barbarian​

  • A flat 10% passive damage reduction has been added for the Barbarian Class. Some Skill Tree passives had their damage reduction effects reduced to compensate.
  • The Whirlwind Skill now deals more damage and consumes more Fury.
  • The Double Swing Skill Enhancement refunds its full Fury cost when used on Stunned or Knocked Down enemies.

Druid​

  • Companion Skills will now deal heavily increased damage.
  • All Ultimate Skills have had their cooldowns reduced.
  • Usability improvements have been made to Maul and Pulverize.
  • Using a non-Shapeshifting Skill will transform a Druid back into their human form.

Necromancer​

  • Summoned Minions will die more often, requiring players to utilize Corpses more often.
  • Many bonuses in the Book of the Dead have had their stats increased.
  • The damage dealt by the Corpse Explosion skill has been reduced.
  • The brightness of the Skeletal Warriors and Mages has been reduced.

Rogue​

  • Upgrades for Subterfuge Skills have had their bonuses increased.
  • Multiple passive Skills have had their bonuses increased.
  • All Imbuement Skills have had their cooldowns increased.

Sorcerer​

  • Charged Bolt’s damage was increased and the Mana cost to cast has decreased.
  • Decreased the damage of Chain Lightning and reduced its effectiveness against Bosses.
  • Decreased the cooldown for the Incinerate Skill’s Enchantment bonus.
  • Firewalls will now spawn underneath enemies more frequently when using its Enchantment bonus.
  • Increased the Lucky Hit chance for the Meteor Skill’s Enchantment bonus.
Developer’s Note: Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful—your feedback has helped us uphold this ideal. Some players have adeptly noticed that certain Skills were too powerful. One of our goals for Skills is to have them be interesting to wield and interactive in terms of itemization and combat feel. We've made some changes to help in this regard, with one example being the Necromancer’s Minions. We've made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer's gameplay.
Launch is just the first step of our Class balance journey, and you can expect further updates that iterate on this pillar of Diablo IV.

UI​

  • Fixed an issue where the built-in Screen Reader was not reading key prompts, game options details, and other UI text.
  • Fixed an issue where actions could not be bound to the mouse wheel.
  • Fixed an issue where Evade couldn’t be bound to the right Analog Stick on controller.
  • Chat will now display on the left side of the screen when using the centered action bar configuration.
  • A character's stats will be displayed by default when players click the Materials & Stats button within their Inventory.
  • The Move and Interact inputs can now be mapped to one button while the Primary Attack input is mapped to a secondary button.
  • The sans serif font used in-game has been replaced with a new serif font.

ENCOUNTERS​

  • Fixed multiple issues that allowed bosses, like the Butcher, to become unresponsive.
  • The Butcher has been re-evaluated for difficulty and will present a greater challenge in World Tiers III and IV.
  • Bosses such as T’chort, Malnok, Vhenard, and others were reevaluated for melee character difficulty, resulting in changes to attacks and fight mechanics.
  • Fixed an issue where Vampire Brutes using the Shadow Enchant affix would chain-cast Impale.

CELLARS​

  • Increased the chance for a dungeon Event to occur in Cellars.
  • Cellars will now consistently reward a chest upon completion.
  • Fixed an issue where Cellars would prematurely be marked as complete.
  • Fixed an issue where the guaranteed elite monster would be absent from a Cellar.

GENERAL QUALITY OF LIFE​

  • Fixed an issue where players could increase attack speed by move-cancelling attacks early.
  • Fixed an issue where characters weren’t immune and untargetable after loading into an area.
  • The Reset Dungeon button has been disabled.
  • Fixed an issue that caused Gale Valley and Serac Rapture to have less monsters than intended until the campaign quests in those territories were completed.
 
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Heh they buffed the Druid as long as the Rubber banding is fixed.

 
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For those interested in getting the game running on linux, this seems to be working for people:

 
End game dev stream today at 2 PM EST. They are also teasing a special announcement.
https://www.gamesradar.com/diablo-4...uncement-for-this-weeks-90-minute-livestream/

Speculation of another beta weekend coming. Or release date is moving up.
https://twitter.com/Diablo/status/1648857062536015874
https://twitter.com/pezradar/status/1648860685106040834
https://twitter.com/qwik/status/1648861844864651265

Unrelated: A piece of Blizz merch shows the 6th class symbol, the Triune symbol. Potentially a placeholder.

 
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My prediction: They announce the Death Knight class this afternoon with a 3rd beta weekend starting tomorrow.
 
End game dev stream today at 2 PM EST. They are also teasing a special announcement.
https://www.gamesradar.com/diablo-4...uncement-for-this-weeks-90-minute-livestream/

Speculation of another beta weekend coming. Or release date is moving up.
https://twitter.com/Diablo/status/1648857062536015874
https://twitter.com/pezradar/status/1648860685106040834
https://twitter.com/qwik/status/1648861844864651265

Unrelated: A piece of Blizz merch shows the 6th class symbol, the Triune symbol. Potentially a placeholder.


Nah, the release date is basically set in stone. It's 6-6-2(x)3 after all and "by three they come" ties in the story to the release date. Beyond that, there's all the rest of the marketing for launch day, Sony and Microsoft to deal with, etc etc and Blizzard is undoubtedly going to take every minute to work on a launch day patch. Don't forget the inevitable promos with brands like Doritos or that radioactive shit Mountain Dew that get contracted well in advance.

I think even a limited end-game test would be extremely risky at this point given that they're riding high on the beta weekends and the recent patch notes. It just seems like too much to do for them this close to launch but we'll find out soon enough. Cautious optimism at best.
 
I'm going to skip it I mean nothing saves and the game launches 3 weeks after plus the download is huge. Why spoil the fun after spending 94.00 on it.
 
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