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Mar 17 23 tweets 5 min read
Finished #DiabloIV beta (act1 content) on a sorceress here are some of my impressions.

I'll try to stay as objective and unbiased as possible.

1/n
Technical things/bugs:

There were some network difficulties regarding disconnects with long queue times, but I believe those are beta-state of the game.

I hope these will not occur on the actual release.

Other than that I did not enounter any bugs.
No complains here!

2/n
Graphics:

Graphically Diablo is very engaging. I found the visuals great, the overall atmosphere was dark and reminded me more of D1/D2 and POE rather than D3.

The ingame cutscenes are a bit meh, but the actual gameplay looks crisp with great looking characters and armours

3/n
Audio:

I found the music and sound and spell effects very atmospheric.

The quest and NPC dialogue was a bit hit and miss though. Many of them felt forced and unnatural and the voice acting on quest NPCs was subpar at best.

4/n
OK let's get into the big one:

Gameplay. The gameplay of Diablo 4 is very different from D3/D2. At least during the beta.

The best comparison I can bring is likely a mix out of Diablo 3 and Lost Ark, with some Guild Wars being sprinkled in.

5/n
The game swaps between a spacious overworld, with fairly low monster density, where at times world events occur and you can participate (together with random players, similar to how GW2 does it) and dungeons that remind me a lot of the D3 instance design.

6/n
Some of the 'dungeons' feel nearly 1:1 from their map generation compared to Diablo 3.

Dungeons are pretty monster packed and there's some rares and a boss at the end.

I didn't find them particularly good or bad. If you've done a dungeon in D3 you know what to expect.

7/n
The overworld activities though felt pretty lackluster to me. There was a lot of running around, not enough waypoints, no mount unlocked yet and the lack of monster density damage the whole experience.

I did not find the world events engaging. Rewarding yes. But boring.

8/n
It should be noted that this is a beta of the early campaign and that mounts and more and high level events will likely shift experience.

Still, I'd describe the open world experience to be 'Lost Ark' like. You may like it or not, personally it wasn't my favorite part

9/n
The campaign was OK so far. Characters were decent. The act 1 boss fight was fine. I was engaged-ish with the plot.

I found early dialogues/scenes a bit too dragged out. The first 30-40 hour of the game was definitely the weakest point. Too much talking. Little fighting.

10/n
A special note should be given to the boss-fights. I found most 'unique/act' bosses to be a bit too spongy. The fights were not challenging at all and just lasted very long.

I think they should pose higher threats, but have ~30-40% less life.

11/n
The character customization felt good though. There were sufficient spell combos to test out and while the 'modifications' on those spells were fairly limited, the 'unique' items all provided some interesting balanced (not D3 style) mods that affected my skill choices.

12/n
For instance I found a unique focus that made my ice shards pierce enemies (while throwing more shards through passives per pierce) or found doubling the number of hydras.

For campaign standards, those were quite nice! Though, it depends how endgame will play out.

13/n
I did like the 'upgrading' option on items! This way you could keep using a low level unique!

Rare items felt fairly boring though: like the D3 'damage up/defense' up items and the stats were mostly not too interesting.

Then again. Might change in the endgame.

14/n
Gold seems to have a lot more use cases and there are some light crafting mechanics as well. Nothing too exceptional though.

All of these mechanics tie together into the combat of Diablo 4 - which is good (spongy bosses aside).

15/n
Skill options felt fun and the combat in general was quite decent. Overall the combat feel and flow felt quite good and bursty.

I tried out a bunch of different skills and enjoyed frozen orb, chain lightnings, ice shards, fireballs and hydras.

These all had their uses!

16/n
The combat flow itself focused a bit about mobility, cooldown skill usage and resource management.

It felt good overall, but I felt a bit too much resource starved on the sorceress.

The combat itself feels very very similar to D3 combat, but with a darker atmosphere

17/n
Difficulty:

Overall too easy. I played on the 'veteran' difficulty. Never ran out of options and never died.

Combined with the spongy bosses, this did damage the experience a bit boring at certain times.

18/n
So how does it compare to PoE you might ask?

Well - I don't think it does at all.

Right now Diablo IV feels a lot more like Lost Ark than PoE. The open world and the progression, reputation systems, open world and a more 'classic' crafting approach..

19/n
I can absolutely imagine playing Diablo IV, but I can also imagine that D4 and PoE(2) will mostly appeal to different player groups.

I can well imagine that D4 is a better clan and world experience and likely will be more interesting to MMO players.

20/n
Personally I did enjoy the experience, but I'd likely enjoy it even more if the whole open world thing, side quests, reputations etc. and world events would be cut in favour of better dungeons and a stronger itemization.

21/n
I think Diablo IV's might end up having the problem that it's not what D2/D3/ARPG fanbase is not expecting.

It might be a good game, but it's very very different in terms of pacing.

In the end the game will likely live/fail by the quality of it's endgame.

22/n
I plan to try out the other classes tomorrow and I'll add more thoughts tomorrow!

I'd also like to point out that I WANT diablo 4 to succeed. I think it's healthy for the market/competition/innovation to have to have multiple good ARPGs with solid endgames.

Fin. For now.

23/n

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More from @NeverSinkDev

Mar 18
I wanted to expand on my initial impressions with the #DiabloIV beta.

After playing the sorceress until level 25 and also playing the barbarian until level 18, here are some of the highlights and problems for me.

I'll try to stay as objective as possible:

1/n Image
Visuals and audio:

I'd really like to highlight again how good the game looks. The effects on the snow, the armours and NPCs and the animations are all top notch.

The music is sad, dark, dramatic, adventurous and cold. It fits the atmopshere of the icy regions

2/n Image
Physics:

After playing the barbarian I also really started to appreciate the physics engine in the game.

The impact of an 'upheaval' attack on a group of enemies is amazing. The weight, sound, knockback, corpse rackdolling is very very well done.

3/n Image
Read 24 tweets
Dec 13, 2022
I wanted to share thoughts on the Forbidden Sanctum league mechanic.

topics:
- My impressions so far
- Personal tips and strategies how to successfully beat it and get the most out of it
- Thoughts on balance and mechanics
- Personal wishlist of improvements

1/n
First of all some context:

I've been playing since the release friday and am now at 115/115 atlas, level 94, playing as a hexblast-trap/seismic saboteur.

I've finished 5 or 6 sanctums completely, including multiple ones consisting out of T16 maps only.

2/n
Out of the completed Sanctums pretty much all lvl80+ sanctums on average rewarded 1-2 divine orbs + around 40-50 chaos orbs and a bag of mixed currencies.

Considering that running the sanctum itself is rather fast, I'd say it's reasonably rewarding.

On the other hand..

3/n
Read 29 tweets
Nov 22, 2022
The NDA on the POE Ruthless alpha just lifted and I wanted to share my thoughts and experiences from participating the alpha!

- Experiences
- Filter stuff
- What to expect
- Alpha testing

1/n
I did some testing on Ruthless on 2 characters. I haven't played until maps, because league mechanics were not enabled on Alpha and it's a bit barren, but I got a decent feeling of what the mode is like.

So how is ruthless? Is it fun? Is it hard?

Yes to both!

2/n
So when do you first notice that you're playing Ruthless?

First zone. No second support gem.
Hillock will likely drop a normals. Maybe a blue or two if you're lucky.

You have to identify magics to get transmute shards. No you're not getting alt shards from magics.

3/n
Read 20 tweets
Sep 13, 2022
I wanted to make a short post about how to make rewarding lakes in PoE.

People often complained that they were not dropping anything, so I hope some of you might find these useful as I found these to be very very rewarding.

1/x Image
Rule #1:

- The most rewarding tiles are counterintuitively NOT league tiles
- The best tiles are EXILE or BOSS ("forged in...") tiles

These always drop currency, uniques, divination cards or gems. Rarely maps/scarabs. After the next patch gems will be replaced by currency.

2/x ImageImage
Rule #2:

Longer is better.

Maximizing the difficulty (assuming you can run it) is key.

At 10+ rewards are very high:
- currency (every ~10 tiles) drop ex/div orbs
- divi drops a dozen stacked decks (+ cards)
- 6-7 uniques at once
- guardian/conq maps from maps

3/x
Read 12 tweets
Sep 13, 2022
Imo the most relevant changes:
- Kalandra lakes will yield 50%+ more currency/mirror
- Fewer dots, fewer on death ground effects

This is not exactly groundbreaking, world-changing stuff, but it's certainly good and will be more than welcome next league.

(1/x?)
The patch certainly doesn't address every single problematic area such as:
- harvest
- other AN issues (lootgoblin style, necromancer...)
- loot balance

I think and hope that these topics will be addressed during the next league. These likely require major reworks.

(2/x)
Also the fractured flasks is a bit of an odd change. I'll add something to the filter for that.

Something that stood out as well is the 25 seconds shocked ground. Glad it's being addressed, but it's weird that these numbers existed in the first place.

(3/x)
Read 7 tweets
Sep 10, 2022
Finished 38/40 challenges in the kalandra league.

Wanted to share some gathered thoughts that I collected looking back at the progression and wishes regarding the next league.

1/x
First of all, I'd like to address the good parts.

Some QOL things were definitely the highlight. Much more comfortable trading, remembering the map craft option are all great things

I love memories and the unique twists they present (even if the kirac ones are 'meh)

2/x
Lightning conduit turned out to be a fun skill and I enjoyed playing. I've only made this one character and I took it to the very endgame and defeated all uber bosses.

The 100 reworked uniques were good and I absolutely love what they've done with the grand spectrum jewels

3/x
Read 26 tweets

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