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Mar 26 23 tweets 4 min read
I want to talk about the #Diablo4 druid and also sum up my experiences with all classes and potentially rank them.

I've played the beta extensively and I did enjoy it quite a bit, even if the game has some glaring issues that I hope will be resolved until release!

1/n
First of all: all classes have been played on veteran 2 and I've reached level 20-25 on all classes except druid, where I've stuck to level 17.

Also do note that this experience is purely the beta one, I can't tell how things play out in the edgame or the release

2/n
First of all I'd like to start with the positives.

The druid is really cool. The skills are conceptually really fun, the were-bear/wolf forms feel nice and I particularly enjoyed the werewolf gameplay.

That being said, numberwise the druid seems to be the weakest class.

3/n
So lets list some of his issues:

1) The class is very reliant on resource (spirit) generation, but doesn't have strong utilities to generate it.

All other classes either have regeneration or strong passives/abilities to generate their resource.

2/n
The druid wolf howl does generate a decent amount of spirit and there seem to be some solid ultimate passive options, but overall it seems way weaker in that regard.

Additionally the generators have less utility attached to them compared to other classes.

3/n
AOE - the druid struggles with AOE on many builds.

If you focus on a werewolf path - your clear is very very limited. You get some choices to improve clear, but these come at the cost of other important choices.

Additionally rabies - the WW AOE CD skill is remarkably weak.

4/n
For instance shred is a really fun skill, but it's your core ability and you need to choose between the 'dash on all 3 stages', which feels mandatory to feel good or the AOE improvement.

Other classes skills feel way more solid and fleshed out by default.

5/n
Summons - the druidic summons are very weak compared to the companions of the necromancers.

The necromancer companions provide powerful passives and deal significantly more damage.

This would be somewhat OK, since the druid has active abilities on his summons, buuuut...

6/n
The active summon abilities are not instant. That means you spend a ~1secondish cast time to activate some damage or CC ability and it just feels REALLY off. These should be instant imo.

7/n
Also most abilities just feel really weak numerically.

It feels that the AOE, CD, damage, resource costs are all in need of improvements compared to other classes.

8/n
My final issue with the druid are the aspects.

These seem significantly weaker compared to the aspects of the other classes (my go to comparison is sorc/rogue).

9/n
Important: the druid does not get his passive specialization in the beta - this might change the equation.

That said: most issues I've had with the druid mostly felt like a numeric issue - unlike the necromancer (that was way stronger):

the druid was FUN!

10/n
I hope the druid will get a bunch of numeric tweaks, instant minion skills and improved aspects.

It feels like a really cool concept and it really inherits the feel of the D2 class!

11/n
Now lets talk about the class ranking overall:
From worst to best I'd put them like that:

Druid
Barb
Necro/Rogue*
Sorc

There's a lot to note on the rogue/necro ranking, so please keep reading.

12/n
Sorc right now is the best class - strong utility, passive resource generation, powerful hydras, lots of defense and lots of viable choices.

Also definitely the best clear.

I think rogue or necro might have a bit more damage, but overall I'll likely start sorc on release

13/n
Necro and Rogue are kind of in a tier.

Necro lacks movement abilities and imho has weaker defenses and utilities compared to rogue.

However, necro has some insane AOE clearing, the minions boast good passives and the single target damage is very solid, potentially best!

14/n
I also think necro is conceptually very boring and slow to play, but that's just me.

(Note I'm not taking the Necro's blood mist aspect into consideration a near perma-invul aspect will likely get nerfed/reworked)

15/n
Rogue is an amazing class.

Right now it feels a bit like a 1-trick pony:
Flurry is the best skill for the rogue.

That being said, overall the class performs really well, is super mobile and comes with a ton of utility.

Also the general feel of the class was great!

16/n
Barb with upheaval or rend is really fun to play.

However, energy generation is a bit of an issue and ironically the class felt much squishier than anything else (including druid).

They might be the strongest class in the engame, due to the additional item slots, but..

17/n
During the beta, they certainly felt more limited than the previous 3 options.

However, they feature solid AOE clear and there's a lot of strong utility. Also some fun aspects!

18/n
Finally, as already mentioned before - the druid was a bit of a numeric disappointed and fell quite short.

I really hope this will be taken to consideration by blizz and they'll rebalance the poor guy.

19/n
Thanks for reading!

Please share your thoughts on the classes, I'd love to see how much these match my experiences!

20/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
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
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
Read 24 tweets
Mar 17
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
Read 23 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

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