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.

AggroChat #427 – Potential Rubbish

Featuring: Ammosart, Grace, Belghast, Kodra, Tamrielo, and Thalen
Hey Folks! This week Bel talks about his experiences playing Diablo IV Beta and how it is nothing as he expected and mostly Diablo the MMORPG.  From there Bel and Grace talk about their experiences playing Last Epoch multiplayer doing the endgame activity called Monoliths.  Tam talks about Star Citizen 3.18 recovering from its server woes and how fleshed out the new racing league feature is.  Kodra talks about how much he enjoys games that are themselves effectively a tutorial.  We’ve talked about Battletech by Harebrained Schemes quite a bit but we dive into an update about the current state of mods.  Then we end up going off the deep end into a discussion about the 90s internet and the things that are now lost to the sands of time.

Topics Discussed:

  • Diablo IV Beta
    • Bel Has Concerns
  • Last Epoch Endgame with Friends
    • Bel and Grace Play Monoliths Together
  • Star Citizen 3.18 Recovers
    • Racing League
  • Tutorials in Games and Tutorials as Games
  • Battletech with Mods
  • Remembering the 90s Internet
The post AggroChat #427 – Potential Rubbish appeared first on Tales of the Aggronaut.

Enjoying the Journey

Good Morning Friends! I am not entirely certain what it is about the ritual of doing Tequatl the Sunless at server reset that I enjoy so much but it is most definitely a thing. I am honestly a bit annoyed with the time change because it pushes the “start” of my evening back an hour later than it was. There was just something about sitting down with dinner and killing a giant undead dragon as my first activity of the evening that set the tone for the rest of it. It isn’t that Tequatl or “Taco” as I occasionally call it is really that rewarding. There are much better uses of my time, but there is something about the event that I enjoy and the fact that I have managed to pull several ascended weapons from it at this point. There is also a little community of folks who run this every single night and I enjoy the vibe they bring… that is unless I get the map with the Goon Squad on it.
I’ve been working my way through the story with my Ranger and am on the second section of Living World Season 2. In theory, my excuse is to use this experience as a way of knocking out the “Return To” achievements and eventually earning myself a Legendary Amulet as a result. Essentially ANet as a way of buying time for the End of Dragons release threw in a “Living World Return” series that provides a ton of rewards along the way and a legendary item that you can use on all of your characters. It was due to some of these achievements that I was able to finish my Skyscale so quickly because completing segments gave me exactly the amount of zone currency required for one of the steps of that quest chain. I have completed all of the content in Guild Wars 2, but had done so often times out of sequence and over the course of ten years of me playing off and on.
What has been so interesting is seeing this cast of characters that I am already so engaged with… evolving into what they will eventually become. It is like I read the last chapter of the story and now can better appreciate the chapters that are leading up to it as a result. So many of these characters I did not like at all when I first met them through Living World Season 2, because I did not understand what had happened during the first Living World Season. The game just sort of threw you in the middle of something that didn’t make much sense. While I disliked Braham specifically for most of a decade, I now feel like I understand him a bit better as a character and also think that Kas is less of an airhead because I know that both Kas and Jory to some extent are dealing with a lot of shit that went down along the way while still trying to remain a strong couple.
It makes me think that at some point in the future, I should probably start a brand new character and play all of Final Fantasy XIV through from the very beginning. Now that I know where the story is going, I feel like I will better appreciate the journey. I’m not one who is negatively impacted by spoilers and quite honestly most of the time… knowing the destination makes me stop trying to second-guess every decision along the way. I can finally relax and enjoy the ride for what it is without feeling like I need to be wary of each step. I think this is part of why I have fairly regular replaying of games that meant a lot to me like Dragon Age, Mass Effect, Skyrim, Fallout, or The Witcher 3. It is the same reason why I find comfort in watching Star Wars, Dune, or Blade Runner… it is comfortable to re-experience things that once made me happy and it is something I can use as a bit of solace when I am struggling.
In more current and fresh news… I was in fact able to skip past the game-breaking bug surrounding the Lagon boss fight in Last Epoch. If you get stuck where Lagon will not summon a portal for you to take, you can just teleport to Soreth’ka in the Divine Era. This does in fact cause you to complete the quest you are on and allow you to pick up the next sequence and begin the ninth and final chapter of the game. The last chapter was pretty fun but included maybe the worst possible archetype of creation… a wizard that summons a ring of bad around him so you have to fight him in close quarters… then summons an endless string of bees for you to fight. Bees in ARPGs are just universally awful and end up doing way more damage they you would think they should.
I’ve made minimal progress in the Monolith system, but have finished the first boss and am working on unlocking the second. I am not sure what it is about the game but I’m less driven to keep going not that I have finished the story. Maybe it is that I know I will be poking my head into Diablo IV in a few minutes, or that I am really enjoying Guild Wars 2 at the moment. The monolith just doesn’t seem as “sticky” as I would like it to be. It is really fun with friends, but I sorta find it less interesting when I am running it by myself. The drop rates of gear also feel a bit fickle in that it has been probably 20 levels since I last got an upgrade. I’m just not seeing items that are worth swapping to and would require more crafting than I have forging potential available to fix. I know as I progress upwards in the monolith that I will keep seeing better and better items, but I am in this weird period where nothing useful seems to be dropping. The rewards from each monolith echo feel significantly less important when you know you are just going to be vendoring almost all of it.
I think in the test realm they must have buffed drop rates significantly because it feels like I am only getting a trickle of useful gear. Maybe it is just that I know more specifically what types of items I am after with my paladin build than I did with the necromancer. Whatever the case the game as a whole just feels less rewarding than it did in testing. I am trying not to force myself to play Last Epoch because I don’t want to ruin the experience. I might try playing something else because while I enjoy the tanky nature of the Paladin build I am running, it isn’t terribly exciting gameplay-wise. I sorta miss having my Bone Golem thrashing about. I would also like to try building something with Primalist, and if I do plan on switching classes I should probably do so before I get too deep into the monolith system since that is unlocked on a character-by-character basis and not account-wide.
In the short term however, I am going to be playing a lot of Diablo IV as I try and get used to that game, and get far enough along to unlock the wolf cub backpack. It is sort of adorable. The post Enjoying the Journey appeared first on Tales of the Aggronaut.

Monolith Friends and Glitched Cthulhu

Good Morning Friends! I talked briefly about this yesterday but I’ve not spent some time with my friend Ace hanging out in the endgame systems of Last Epoch. Once you have made it through the story to the End of Time, you can in theory jump off and start doing monoliths almost exclusively. Granted the first monoliths start a level 55, so you have to have gotten to a high enough level to be able to survive in there or have someone carry you. It appears that at least on some level unlocks are shared regardless if you are working off your monolith or those of your group mates.
We started the evening working off my monolith since Ace was a bit under level. However about halfway through the night we swapped over and started working on their monolith instead. We defeated the boss of Fall of the Outcasts, which unlocked the second monolith for me even though I am still technically on the quest to finish the first monolith. Right now I am largely holding onto this quest so we can run it together because when I finished the Monolith on their campaign I still got rewarded with a blessing unlock. I want to see if we run it again if we both get a new set of blessings.
The main thing that we wanted to see with our little excursion was whether or not multiplayer was punitive. In all the echoes that we ran, the only situation we noticed where it felt a little bad was when Ace had died during a fight and came back into the Echo. It treated this like we had wiped and they did not get any rewards. However I still got rewards because I did not die, so while it feels a little awful that we did not technically wipe but one player was punished, it does not appear to brick the encounter for the rest of the party. When you are not running your own monolith you end up getting a choice of two seemingly random rewards at the end of each echo which does not seem to map up at all to what the other player is getting. In many cases as the ride-along player, it felt like I was actually getting better rewards.
One significant glitch that we noticed however is if the other player is not in the monolith when the owner starts up the echo and player two teleports to player one… you end up with this mess. This happened several times where I could not see the map and the encounters was effectively floating over top of the black hole skybox that you have at the End of Time zone. This was really weird because if something was on a lower level from you, it would appear visibly smaller… but also you had no real path to get down to it. I had to essentially hug Ace because only they could see where the walls were and how to actually navigate the level. The weirdest thing was that I could not see breakables like barrels and crates or the various shrines… I would just see an explosion of loot from seemingly nowhere.
My first thought is that you could probably drag someone along in monoliths to unlock progress, but we found out when attempting to take on the boss a second time, that the act of defeating the boss had reset Ace’s stability from 500 required to fight the boss down to 300 the previous break point. So we would have had to have ground out a few more echoes in the first monolith to progress to the fight again. I’ve started running some of the content in The Black Sun, aka the second monolith, and don’t seem to be encountering any weirdness for never having actually defeated the first boss on my account.
The prime weirdness that I am experiencing currently is that I cannot seem to complete the Lagon encounter. It is this giant Cthuloid monstrosity at the end of Act 8… which is unfortunately at the end of two long maps, and a mini-boss… all without a waypoint directly before this mega boss. Essentially the fight bugs out and refuses to give you the dialog required to progress. At the time of writing this, there is no patch fixing this interaction but I am reading that I can manually travel to the next location to effectively force the story forward. I am going to try this out in a bit and see if I can make progress into Act 9 finally.
I’ve said that I had a copy of Diablo IV gifted to me, and with that came early access to the beta this weekend. I noticed yesterday that I had access to install it and a few hours later I got an email indicating that as well. So starting tomorrow I will be poking my head into the beta a bit and playing at least enough to get to level 25 which I believe unlocks the cosmetic wolf cub backpack. I am guessing that I will probably be playing a Barbarian, so I guess I should sort out exactly what I want to do. I’ve heard there is a whirlwind build that is pretty solid, and I do love me some “spin to win”… so that is more than likely the path I will take. Are you playing Last Epoch and if so what do you think of it so far? Are you going to be playing the Diablo IV Beta weekend? Drop me a line below with your thoughts. The post Monolith Friends and Glitched Cthulhu appeared first on Tales of the Aggronaut.