Why Diablo IV Is an MMORPG

Good Morning Friends! First I wanted to start off with a quick notice that if you have the Battle.net client, you can begin preloading the Diablo IV Open Beta now. Technically you could begin preloading yesterday afternoon, but suffice it to say by the time you read this post it will still be available for loading. The Open Beta itself begins tomorrow at 9 am PDT, and I fully expect that the servers are going to be wildly overloaded again. I would not take off work to play in this beta, because more than likely the first 24 hours are going to be unplayable. However, I do suggest that if you have been interested in Diablo and ARPGs in general, you give this game a spin to determine if it works for you personally. I definitely do not hate this game, but when I shared my thoughts earlier this week I largely shared that it just was not the game I was expecting it to be. Since it is a rather expensive purchase and since the refund policy on Battle.net is not as clear and hands-off as it is on Steam, you might as well try it while it is free.
Sometimes content lands in your lap. This happened to me last night when my good friend Wininoid asked me why exactly I thought Diablo IV was more of an MMORPG than an ARPG. This caused me to really clarify that stance, and I thought this morning I would share some of those thoughts with you. You can of course just read the short-form response, but you can only cram so much nuance in a 500-word reply.

The Character Creator

A fairly robust character creator
I guess first let’s start with the character creator. This is not exactly something that I associate with an ARPG, though I would dearly love them to offer more options. Please note that none of the things that I am going to highlight in this post are necessarily bad things, just what I would consider trappings of an MMORPG. In MMORPGs, I absolutely expect to have a pretty robust character creator, and the Diablo IV options would align to the bare minimum that I would expect for that sort of game. I created a “beefcake murder hobo” as I called it but one that aligned well enough with my sensibilities. Black hair and a beard, and has some sort of nonsense going on over the left eye… which is effectively the minimum requirement for being a “Belghast”. ARPGs would be so much better if they offered character creation options, but given that most do not… and even more, have gender-locked character classes… I am going to throw this in the bucket for MMORPG traits.

Open World and Passive Player Interaction

Other players in the world with me, with no ability to play solo
Next up we are going to flow into a “twofer” in that this game features an Open World with at least theoretical seamless shifts between towns and the surrounding areas. More than this however when you are out in the open world, you are surrounded by other players who are also taking part in content alongside you. The game features permissive tagging, in that you can help fight creatures and you will both get credit for the kill and your own copies of any rewards that come from those fights. Of note what I mean is that without formal grouping, you can actively participate in content with other players and there is no way to turn this off that I am aware of. You cannot venture forth into the world completely alone and you will always be at least indirectly impacted by the actions of other players and be competing at least passively for kills. This is not something that I associate with MMORPGs. Occasionally there are shared hub environments like the cities in Path of Exile, but once you start venturing forth you are doing so only with your party. Passive interaction with other players is a tenant of the MMORPG genre, so I am throwing this trait in that column both for the big open world with seamless zoning and the forced existence of other players in your world. Of note I consider Lost Ark to be an MMORPG, not an ARPG because it also has all of these traits and there have been folks calling Diablo IV a Lost Ark clone.

Respawning Mobs and Events

An event that respawns on a regular interval
Here come another two traits that are connected. In an ARPG you generally clear maps from one side to the other and the only time you ever see something respawn is when it is directly connected to some sort of a ring event. In Diablo IV while you are venturing into the open world, everything respawns. If you stand still in an area long enough, the same static spawns will keep popping back up. This has led players to just hang out in the location that a named mob spawns, and farm it over and over. This is absolutely a trait that I associate with an MMORPG because traditionally an ARPG is more map-based with its own population of spawns and you can clear from one side to the other without seeing any of it repopulate. Sure there are ways to FORCE a respawn in an ARPG, but these generally are centered around discarding your current map and forcing an entirely new map with all of its spawns to appear, not just single packs. The other piece of this is that Diablo IV has zone events that happen in fixed locations and on a reoccurring schedule. In the above screenshot, there is an event centered around filling the pillar with blood by killing monsters on top of specific pads. If I roam around that same area long enough, I will keep encountering the same event. Again if there are players in that area you all can participate in that same event or even stand around and farm it over and over. This again is a behavior that I associate with an MMORPG and not an ARPG.

Hub and Spoke Side Quests

A side quest asking me to go to a location and kill something
This one gets a little hazy to be honest because it isn’t like I’ve not encountered this behavior in ARPGs before but it is more the totality of the features rather than a single trait in particular. Diablo IV progresses in a hub and spoke model when it comes to questing. The central quest will lead you to various areas of the map, and once appearing in a town a bunch of blue exclamation marks will show up offering you side quests that continue to force exploration of the surrounding area. These quests align with the central tropes of an MMORPG such as:
  • Kill X Monsters
  • Collect X Drops
  • Go to Location and Kill Specific Monster
  • Go to Location and Collect Specific Thing
  • Take Item from Point A to Point B
In truth, MOST quests in any game align with that model, but again it is the totality of traits and not any single trait. The same could be said for The Witcher 3, because its questing also feels very MMORPG at times.

Predictable Equivalent Loot

Loot drops from a named monster, that effectively aligns with the same types of drops every time.
This one is probably a little esoteric but hopefully, you can follow me. When you kill named monsters and open chests in Diablo IV, you seem to get roughly the same loot quantity every single time. For example, every time I killed this monster I got an amount of coin, two yellows, two blues, two whites, and the potential for a single legendary item. Chests similarly drop roughly the same items every time and the only real difference is based on what type of chest you are looting. Fixed loot tables and the regularity of loot drops absolutely tick the MMORPG checkbox for me.
A sequence of lucky drops in Path of Exile
In a traditional ARPG, it is a complete crapshoot that you are going to get on any given map. The potential for drops is more tied to a specific zone and less to specific encounters… apart from intended zone bosses. Drops are very feast or famine and you live for those big loot explosions. I’m sharing an example of a very lucky explosion of loot from Path of Exile for reference, but I saw something like this maybe once in every ten maps… rather than something that was predictable on every single outing. Sure it is mostly just a difference in methodology because it isn’t like I am getting MORE loot… I am just getting it all at once rather than rationed out in equidistant drops. I definitely associate predictable loot as an MMORPG trait.

No Map Overlay

Map Overlay Shown in Last Epoch
Now this one is more of something that it is lacking and less something that it features. I have come to associate ARPGs with playing with my map up at all times so that I know where I am going. This is more a case that the individual combat interactions are less important than the totality of clearing a map or finding a specific exit. When I am playing Path of Exile, Last Epoch, or Diablo II… I am essentially playing with the map overlay at all times. My eyes are sort of fuzzed out a bit watching what is happening with the actual encounters but also the lay of the land at the same time.
A More Hand Drawn an Immersive RPG style map in Diablo IV
This is not something that you can do with Diablo IV. When you bring up the map you get the traditional MMORPG opaque “hand-drawn” feeling map with fog of war for areas that you have not discovered yet similar to World of Warcraft. This sort of map is absolutely something that I associate with MMORPGs because while helpful, it is nowhere near as mechanically functional as the overlay. ARPGs tend to be more about mechanics and combat interactions than immersion and roleplaying… and Diablo IV absolutely seems to be trying to focus on immersion and story over raw mechanics. Again these are things that I chiefly associate with the MMORPG more than I do with the ARPG.

Factions Grind and Alternative Currency

The Purveyor of Curiosities Vendor allows you to spend “Obols” gained through events and quests.
Every region of the game has a faction associated with it. Completing quests and events in the area rewards you with a currency called Obols and standing with that faction. Over time you gain benefits by raising your ranks with that faction at specific predetermined break points. The currency is used to buy items from a gambling merchant located in each area called the “Purveyor of Curiosities”. While this maps pretty closely to Kadala and Blood Shards from Diablo III, the gaining of factions with groups of NPCs and the collection of alternate currencies are absolutely things that I primarily associate with MMORPGs. Faction grinds in general… are not something that I generally see in ARPGs. Instead, I am more used to trying to keep doing harder and harder content for better rewards, rather than accumulating an amount of renown to unlock something.

None of this is Necessarily Bad

Completing a Stronghold with Other Players
Again I am not necessarily saying any of this is a bad thing. However, these are the reasons why I have said this is more akin to an MMORPG like World of Warcraft than an ARPG like Path of Exile. We also have no clue at this point what the end game for Diablo IV is going to look like. I am not thinking it will really scratch the itch for the folks who live by the schedule of the Diablo II Ladders, Diablo III Seasons, Path of Exile leagues, and eventually Last Epoch Cycles. I might be completely wrong however and there may be systems within systems that we have yet to see. What I see is an MMORPG masquerading as an ARPG, just like Lost Ark is doing the same thing. I’ve often wondered what it would be like to have World of Warcraft redone in the Diablo universe… and in truth, I guess we now have that answer. To be fair Diablo Immortal did most of these things so I legitimately should have set my expectations accordingly.
Completing some of the story content in Diablo IV
I don’t even think that Diablo IV is a bad game. There were absolutely some parts of it that I really enjoyed. However as I said at the start of this post, sometimes content falls in your lap. After getting the question from my friend I decided to further expand upon why I think Diablo IV is an MMORPG, and I think at this point I have done so. I would have liked to have seen something that more directly continued the lineage of Diablo and created a product that could compete with the current king of ARPGs… Path of Exile. Ultimately I am getting that in the form of Last Epoch, but I wanted to see what Blizzard had to offer in that genre as well.
I highly suggest that you don’t take my word with any sense of finality. This weekend you have your chance to get into the game free and try it out. Maybe the clicks in ways that I did not expound upon, and I would love to hear your thoughts after having played it yourself. I am likely going to be playing some more of it myself. I suggest you save the rush and preload it today. I think I am probably in the minority with the amount of side-eye I am throwing at the game, because for the most part everyone seems to be enjoying it. The post Why Diablo IV Is an MMORPG appeared first on Tales of the Aggronaut.

Enter Dread Phalanx

Good Morning Friends! Last night other than my habitual Tequatl was pretty much a night devoted to Last Epoch. While I have run up a Paladin to 68, there is some stuff about the build that I am not really feeling. So much of it depends on Shield Charge and right now with the movement abilities and rubberbanding… it just sort of feels janky. I think once Shield Charge is as smooth in this game as it is in Path of Exile, I will probably return to the build and enjoy it quite a bit. For now, I have shifted focus back to the class that I played during the test builds, the Acolyte turned Necromancer. Last night I finished the story that exists currently and began working on the Monolith in earnest.
I’ve been mostly following this Fire Necromancer build which I believe originally came from Aaron of the Action RPG channel on YouTube. Ultimately it shifts your Skeletal Mages, Bone Golem, and Exploding Zombies into fire damage and then buffs everything with Dread Shade and gives you permanent Wraiths. Aaron has a unique in the game now that is designed to go with this sort of build, and when you find it you can shift up a little bit and go into a build that can give you up to 4 full-size Bone Golems. I think that is my ultimate hope to find Aaron’s Will and shift into that sort of a setup.
At the moment I am just not really feeling Dread Shade. Like I get that this is probably the superior choice for the build because its aura buffs everything… including me. The problem is… I just can’t afford to stand anywhere near my pack of horrible children. This means that the Dread Shade isn’t of much actual benefit to my survival. I also keep forgetting to resummon it, because it disappears periodically when whatever it was attached to dies or when I shift zones. Since I don’t get an actual minion icon for it in the same row as the rest of my minions… I keep forgetting about it meaning that I am getting zero benefits from it most of the time.
Instead, I have decided to shift things up a bit and drop Dread Shade and pick back up Skeletons. I ran a Monolith this morning and managed to get enough points to make them useful. Essentially I am bouncing around to pick up all of the bonus skeletons, and then Dread Phalanx which makes them stronger but cuts the number I can summon in half, and Shambling Steel which makes them all melee. Combined this gives me four beefy melee characters that are pretty freaking fast… not as fast as my exploding zombies but still able to soak up any threats that are headed directly at me. This is ultimately what I did on the test realm and after switching it up, the build already feels comfier.
So at any given time, I have nineteen horrible children following me around. The full list includes:
  • 1 – Bone Golem
  • 3 – Skeletal Mage Pyromancers
  • 4 – Skeletal Dread Phalanx
  • 2 – Perm Wraiths
  • 6 – Exploding Zombies (this is my spam ability)
  • 3 – Skeleton Vanguard
This will in theory go up significantly when I pick up Aaron’s Will and can start fielding multiple bone golems on the field at once. In testing, I took the trait line that split my golem in half and gave me two less effective ones, and I did not go down that direction because when I did get multiple golems… I want them all to be the big tanky boys that I have currently.
What I need to work on more desperately now is my survivability. I am exceptionally squishy and failed a monolith echo last night for the first time in a while. Essentially if you look at my resists… they are pretty pathetic and the total lack of any physical resist and poison resist means that when one of those hits me… it effectively one-shots me. Having more bodies on the field to soak up more hate definitely helps, but I still keep to chain potions during dicey situations to keep standing which is not a position I want to be in long term. Part of the problem is I am still wearing some items from around level 6… so I hope as I dive further into the monolith I will start finally finding some reasonable upgrades.
I’ve realized that I am apparently in the minority in my feelings regarding Diablo IV. This is honestly probably a good thing because I want that game to be something that most people are going to enjoy. Personally, I think Last Epoch is more my speed. I do plan on giving it another shot over the weekend when the open beta happens and maybe trying a slightly different Barbarian build. I do want to try playing with some friends to see how the D4 group game feels. However, for me, the mix of Last Epoch and Guild Wars 2 seems to work extremely well. I still need to try some of the dungeons in Last Epoch. I’ve been stockpiling keys for a theoretical future date when I grab a friend and do them. Since they are a limited resource, it feels like I almost need to save them like I would a puzzle ring from Diablo III. Additionally the later I wait to run them, the better the rewards will likely be. The post Enter Dread Phalanx appeared first on Tales of the Aggronaut.

Goodbye Merigold

I have this weird superstition when it comes to computers. I will never name the same build the same thing twice. It is almost as though each machine that gets a fresh install is its own “being”, because yes I suffer from the personification of machinery. Generally speaking, the machine gets named after something that I am engaged with at the time. My current gaming desktop is named NormandySR2 and my laptop is named NightCity. My gaming desktop before that was named Serenity, and when I rebuilt the gaming desktop before that into a Plex Server I named it Merigold as I was playing through Witcher 2 and 3 at the time and Triss is legitimately the correct choice. Over the weekend that machine gave up the ghost, and while I could potentially resurrect it with a new system build… I’ve decided to move on. Another proud tradition of mine is to turn my previous gaming desktop into my new “fuck around and find out” system. Merigold was my old AMD FX-6300-based system and when I upgraded to my current i7-10700K-based system a few years ago, I left my previous x99-based i7-5820k system largely sitting there dormant.
The plan is to build this into a Linux Mint based system. Why that distro? Largely it is a case of comfort and familiarity. I’ve built up a few past laptops using it and felt good about it. In theory, I could just run a more server-ly distribution on it, but I often like to use this machine as a secondary desktop. I’ve always built my second machine as a Windows machine, so this is going to be a bit of a first for me. This is going to mean that I will be using Linux a heck of a lot more than I normally do. For decades I’ve had a Linux box as a “toy” machine, that I fiddle with for a few days and then forget about it… and by the time I need it again, I often burn it down and start from scratch. The fediverse however has immersed me more into open source culture… and I am thinking it might be time to test drive actually running one of my primary machines as Linux. I mean I will still likely run Plex on it, but I am also really interested in trying to figure out the best use of it as a remote machine given that I never actually use my second machine with a proper monitor/keyboard/mouse. Previously I had used Parsec as my remote tool of choice, but there is no Linux hosting option for that sadly. In the short term, I will probably use VNC, which I have never loved… but it is functional and easy enough to set up.
I popped in for a little bit yesterday before Diablo IV Beta came to a close and finished leveling to 25, the level cap for that test. I am still a bit “up in my feels” about what I really think about that game. I was honestly not expecting “Blizzard Does Lost Ark” and since I bounced so phenomenally hard from that game I guess I understand the dissonance that I am going through regarding that. Diablo Immortal is also somewhat of a version of that experience, and I liked it just fine because I entered into that with very low expectations. Diablo IV however had been a game I had whether or not I wanted to… been pinning my hopes on as the last chance for Blizzard to really grab me. I’ve always cared far more about the Diablo franchise than anything else that the company has put out, and slowly over the years, I have peeled away from the other franchises. I did not really want to also feel like I had moved on past Diablo as well. I mean I have a copy of it now, so I might sit and watch and see what it evolves into over time.
The experience of the Diablo IV Beta has had the effect of causing me to pour my heart and soul back into Last Epoch. This is honestly the sort of experience I was hoping Diablo IV was going to be. For all of the talk of a return to Diablo 2 from the devs… I sort of expected something that would straddle the gap between Path of Exile and Diablo 3. That is ultimately what Last Epoch feels like, a happy medium between those two games. I got my Sentinel/Paladin up to fairly high levels and while I enjoy it… I also was not really feeling it. So instead this weekend I started pushing up my Necromancer and have now almost gotten up to the same levels that I was sitting at on my Paladin. I’ve not started the Monoliths yet but am working my way through the final chapter of content that is currently in the game. I think I have effectively a fully fleshed-out “kit” at this point and it is just a matter of getting levels and getting better gear.
I’ve also been spending a fair amount of time in Guild Wars 2. Here is one of those Legendary bosses that I compared Diablo IV bosses to. I legitimately hate the Legendary rogues that spawn after you have defeated a Champion rogue. I largely stick around to help fight them because they are such pains in the butt… and I know they can wipe an entire field’s worth of unsuspecting open-world players. It always feels like I spend most of my time resurrecting other players. It is more a case that I don’t want to damn anyone to do this horrible encounter alone, as opposed to actually wanting to fight it myself. That is the weird thing about Guild Wars 2… it makes me want to take action to help other players because it seems like it is the right and proper thing to do. I have a post in me about how Guild Wars 2 is the best game that the mainstream isn’t taking seriously… but that is going to have to wait for another day. The annoying thing about Guild Wars 2 is that it is so good… that it turns players into evangelists for it… which only ends up pissing off the unindoctrinated. So the goal for today is to finish the installation of whatever I end up naming the new box. I spent most of yesterday furiously copying files from a machine that I have not touched in two years… and probably didn’t actually need anything from… but felt like I had to back up “just in case”. I’m currently running it off the bootable image and am just about ready to do the proper install. Linux “live” images are really a godsend, especially given that they just sort of “work” now to let you copy files off an otherwise dead system. That whole world has evolved so far since the first time I installed RedHat in the late 90s. The post Goodbye Merigold appeared first on Tales of the Aggronaut.

Diablo IV Beta Thoughts

Diablo IV Login Screen showing my level 24 Barbarian
Good Morning Friends! This weekend I spent quite a bit of time playing the beta for Diablo IV and have some thoughts about my experience. I honestly was not sure if I would be playing the game, but I had a friend gift me a copy unexpectedly so it would have been rude to not play after that. I love ARPGs and over the years Diablo 3 Seasons have been something that I almost set my calendar by. More recently I have gotten extremely engaged in Path of Exile Leagues and spent copious amounts of time playing Grim Dawn, Wolcen, and more recently Last Epoch. Back in the day, I spent a truly excessive amount of time playing Titans Quest, Fate, Torchlight, and the assorted Dungeon Siege games.
Diablo III Rift showing a Loot Explosion
Suffice it to say I am an aficionado of the genre or more specifically the kill-fast-get-big-prizes style of gameplay that comes with the modern ARPG. I like grinding out content for big prizes and tend to play either ranged classes that can do screen-wide explosions or tanky classes that are effectively invulnerable as the multitudes break themselves on my body. I like turning off my brain and just becoming one with the controls and greatly enjoy the mechanical loop of gameplay that I can find in many modern ARPGs. Last night for example I spent the entire evening leveling a Necromancer in Last Epoch while listening to an Audiobook, and I was honestly in heaven. I am trotting out my resume if only to let you understand what sort of engagement with these games I enjoy, and that I am very familiar with the genre.
Diablo IV Barbarian in the tundra with a flaming sword
I have to be honest… at this point, I am not sure if I like Diablo IV. It is at the very least not the game I was expecting it to be. If you stripped off the branding of this game and presented it to me from another publisher with a slightly altered setting and I am not sure if I would have described it as “like Diablo”. The core gameplay loop that I enjoy so much in a Diablo-style game, isn’t really the core gameplay loop of this game. It instead is a game with much more deliberate slow-paced combat and a world that is much more dangerous than I have come to expect from even Path of Exile. Everything about the game feels much more akin to an Isometric MMORPG that you more commonly find on a mobile platform than what I have come to expect from a PC ARPG. So for me at least it is way less of a contemporary of Path of Exile, Diablo II, Diablo III, and Torchlight and more a challenge-focused version of Lost Ark. I am almost certain at some point during its development process someone uttered the phrase “the Dark Souls of ARPGs” even though it lacks the traditional soulslike trappings apart from “don’t get hit”.
The First Boss fight – X’Fal, the Scarred Baron
Diablo IV feels like it has doubled down on the “bossing” style of gameplay from Path of Exile. Every boss has 4 sections of their health bar, and whittling down a quarter will produce some sort of intermission mechanic or phase shift. This has more or less been true with all of the dungeon bosses I have fought as well. They feel a lot like fighting a Legendary mob in Guild Wars 2, so read… super tanky bag of hitpoints that will take you quite a while to whittle through while avoiding a number of other mechanics. Bossing in general in an ARPG is probably my least favorite part of the game, and I gave up on progressing past the Searing Exarch in Path of Exile because I simply did not really enjoy building for that sort of mechanic. So far all of the bosses in Diablo IV seem to be punitive towards a melee playstyle because my brief amount of time spent playing a ranged rogue saw me breezing through them whereas I had to play much more carefully on the Barbarian.
The conquering of Stronghold Malnok
Dungeon delving however is just a small part of the gameplay in Diablo IV, and you are going to spend a much larger amount of time roaming around the open world. Here you will stumble across events that are spawning constantly in an almost Guild Wars 2 style, where you and any players sharing your map can work together to complete them. So far all of the events I have tried can be completed solo, but simply go much faster with a host of randoms. The coolest of these however is the Strongholds which are one-time completed events that will open up new areas to the players. Malnok for example required me to defeat a number of Goatmen shamen that were channeling into a boss in the center of the map. After killing all of these it shifted into a big boss fight, and upon completing it the area turned into a town. This reminds me quite a bit of the area in Witcher 3 where after defeating all of the monsters in a town, the locals come back and set up shop again. It feels cool, but also a bit like any modern Assassin’s Creed or Farcry game with similar zone control mechanics.
A story mission in Diablo IV
One of the places where Diablo IV excels is in its storytelling. Traditionally the bar for storytelling in the ARPG is something you might be at risk of tripping over. While they often have amazing world-building and lore… they often have a pretty hamfisted narrative that is the bare minimum to keep the game from completely falling apart. Diablo IV is a great story game, and some of the side quests honestly are better than the main story. Once again I am going to pull out the Witcher 3 as a reference because a number of the side quests remind me of just how detailed that game got with its off-the-beaten-path narrative. I feel for a lot of people that this is going to be one of those games that they play through all of the stories once and then feel satisfied and walk away never to touch it again. That is going to be a completely reasonable way to approach this game honestly.
Combat on the Barbarian showing a Legendary Drop
I think my core problem with the game in its current state is the moment-to-moment gameplay loop doesn’t feel amazing. The time to kill in combat feels sluggish and not exactly what I have come to expect from the ARPG genre. Sure a Diablo III Demon Hunter feels awful for the first ten levels or so… but those are over in maybe ten minutes. With Diablo IV I was three or four hours into the game and it still felt like I was fighting while mired in quicksand. Admittedly most of my experience comes from playing the Barbarian but if you don’t nail that class… the most straightforward of Diablo archetypes… I have concerns. Playing as a ranged Rogue felt a little bit more snappy, and I’ve heard tales that the Sorceror is extremely overpowered… so then that raises a whole other line of concerns around class balance. What I expected was honestly something that played and felt a bit more like Diablo Immortal, since there is deep parity between the systems of that game and this game… and quite frankly I would probably rather spend my time playing Diablo Immortal were it not for the egregious monetization strategies. I think it is probably a better game across the board.
All of the Legendary Drops I have Seen So Far
The itemization is also lacking at least in what I have come to expect. Magic and Rare items aka Blues and Yellows are effectively what you would expect from any other game. Where things get weird is Legendary Drops. Generally speaking both Legendaries and Uniques from other games are “curated” rolls that are capable of dropping with very specific parameters making them almost always useful for specific builds. Legendaries in this game however are randomly generated items that just have a single legendary trait on the item. So that means it is entirely possible for you to get a Legendary trait on an item that does not make any sense and is generally useless otherwise. Roll curation is a big part of what made legendaries so special in the first place because getting one meant you knew exactly what you were getting ahead of time. A lot of the chase of item drops is a search for specific cornerstone pieces that you need for your build. Screwing with this mechanic is going to at least in part cheapen the search for those build-defining items.
Extracting Imprints from Legendary Items and the Codex of Power
Now one cool aspect of the crafting system is that you can extract any legendary trait from an item, and then imprint it upon another item. So for example, if you have a yellow item that is perfectly rolled but is missing the legendary trait, you can effectively upscale that item into a legendary by adding the trait. The process is destructive and rather cost prohibitive at least with the sorts of money we are able to get in the beta so far. The problem is this is a somewhat flawed process because they also have another system in the game called the Codex of Power. This effectively allows you to collect legendary imprints that are permanent recipes that you can create as many times as you like. What would have been a much better system is that eating a legendary added it to your Codex of Power instead of how it works now and producing a one-time-use item that will ultimately clog your inventory. The codex of power would have been akin to cubing an item in Diablo III and would have added a whole pokemon aspect to trying to find all of the patterns out in the world and add them to your codex. For now, you unlock the Codex through running dungeons and it is a different set of “Legendaries” than the ones you consume and turn into imprints.
Completing an Event by killing monsters to spill blood into a pillar
Throughout the weekend I spent some time threading my comments over on Gamepad.club. In doing so I was reminded by friends of a simple truth. While I might not terribly enjoy the game at the moment, I also did not really love Diablo III at launch either. It was only the significant changes brought on by the Reaper of Souls expansion at the “Loot 2.0” mindset that led me to love that game. Similarly, the Destiny 2 that launched looks very little like the game that exists today. This is sort of the way of the live services game, that it morphs and changes over time to hone in on the types of gameplay that the players want. So while I may not love Diablo IV at this very moment, it does not mean that there is not a Diablo IV in the future that I will not deeply enjoy to the point of setting my calendar around its schedule.
Highly Detailed Dungeon Environment
What I currently see is a game that I think a lot of people are going to play through once and then walk away from. However, it is very clear that Blizzard wants long-tailed transactional income from this game in the form of battle passes and cosmetics. What I do not see is a game that is going to really appeal in large part to the “Core ARPG” demographic that competes in Diablo II: Resurrection Ladders, Diablo III Seasons, and Path of Exile Leagues. The game instead seems to be tailored more to the sensibilities of the MMORPG game player and feels very much akin to the sorts of interactions you might have with a World of Warcraft. If I adjust my expectations to that sort of a game, then Diablo IV honestly holds up pretty well. I would probably rather play this than I would World of Warcraft at that point. However, in that space, I think Guild Wars 2 is doing a far better job of a lot of the things that this game is trying to do with its Strongholds and Zone events.
Lilith from one of the early cinematics
I have to be honest, the game was a little disappointing for me because I was ultimately expecting it to be something that it is not. What I was hoping for was a happy medium between Diablo III and Path of Exile with a glossy coat of paint. What I got instead is something more akin to a darker version of Lost Ark and the mobile isometric MMORPGs. In truth, I already have my happy medium between Diablo III and Path of Exile and it is called Last Epoch… but just because Diablo IV is not what I was expecting does not mean it is a bad game. I highly suggest you judge for yourself and next weekend you will be able to. While this weekend was only for those who had purchased the game, next weekend is as I understand it open to anyone with a Battle.net account. The next period begins on March 24th at 9 am PDT and will conclude on March 27th at 12 pm PDT. If it is anything like this week, you will be able to preload the game roughly a day ahead of time.
Screenshot from Quin69’s stream hitting a 108-minute login queue
I will say if you do plan on participating next weekend… maybe don’t take any time off from work. This is good advice in general, to never take off time specifically for a game launch because it will most likely only end in heartbreak. I was off on Friday already, so I did the dumb thing and tried to play when the servers opened. However, there was a period of time on Twitch where the entire Diablo IV section looked like the above shot of various streamers stuck waiting in extremely long queues. While the servers stabilized by Saturday, I would expect them to be bleeding again when the next phase opens up. This first phase was only for folks who have purchased the game, the next one will open the floodgates and let anyone play. If you are interested in this game, I would highly suggest giving it a test drive before you make the purchase. It likely does not match your expectations. Did you spend time this weekend playing the Diablo IV Beta? What were your thoughts? Am I being weird for not really being all that into it? Drop me a line below. The post Diablo IV Beta Thoughts appeared first on Tales of the Aggronaut.