Diablo IV Needs an Endgame

Well, friends… I think I am starting to wind down Diablo IV Season 2. I’ve hit level 73 and swapped out all of my gear… and while mechanically the game is still enjoyable there isn’t a lot of reason to keep grinding for 100. This morning’s post is going to seem negative, and to some extent, it will be… but before I go down that path let’s just take a moment to acknowledge that I had a heck of a lot of fun. According to the unofficial D4 Armory, at the time of writing this post, I have had around 38 hours worth of enjoyment out of this season. This has been nothing short of a remarkable turnaround in the trajectory of this game and I actually look forward to popping back in for Season 3. The team did a great job of picking up a completely derailed game and getting it back on the tracks.

To say that Diablo IV has no endgame is a bit disingenuous. However, I can fully state that it does not have an endgame that I feel is worth grinding for. Nightmare Dungeons are not good and are the sort of byproduct that you end up with when someone attempts to transplant Mythic Plus from World of Warcraft into an Action RPG. It just does not feel good and compounds the problems with the Dungeon system as a whole, only further serving to suck any remaining joy from them by adding mechanics that make them even less enjoyable. Mechanics like Drifting Shadows, Blood Blisters, and Lightning Storm are not difficult but are the definition of something that sounds good on paper but feels completely “unfun” when you experience them in practice.

The Blood Harvest zones and the recent changes to Legion prove that the team can design content that feels good to complete, so it gives me hope that at some point there might be something enjoyable to do once you have hit World Tier IV and sorted out your gear. Right now getting an arbitrary number to 100 doesn’t feel like good enough motivation to keep going when I am out of meaningful goals. I am not saying I will stop playing the game entirely, I might grind out some more of the battle pass but for the moment… a lot of the joy and focus are gone for me. When I completed the last keystone dungeon and started working on World Tier IV, it felt like I arrived at the top floor. I’ve never been a massive completionist and I am largely unmotivated by trying to get a “platinum” trophy in every game.

I am hoping that they can rework dungeons completely at some point because the spackle that they applied with this patch helped them out… but I am not sure there is enough good there to salvage without a top-down redesign. The joy of an ARPG is reaching a flow state as you tear through packs of monsters while getting the occasional dopamine hit of a loot explosion. Dungeons break this flow up constantly by having to focus on some arbitrary objective rather than steamrolling your way to the boss and breaking open the loot pinata. This is made worse by the Nightmare Dungeon mechanics that serve to slow you down further. The dungeon art is top-notch, which I think is why they have been so hesitant to trash the system completely. I am not sure how it can be saved without simply removing ALL objective-focused gameplay.

Another system that needs completely redone is the Helltide. The Blood Harvest “Bloodtide” zones have proven to be a massively superior gameplay experience. Going forward they should really make Helltides work exactly like the Bloodtide where there are a few objectives that spawn in… no loss of embers on death… and available at all times with them rotating between locations every hour. The team has shown us that they understand what went wrong with the Helltide, and we will always lament the “Bloodtide” zones as a far better experience. I’ve been to the Helltide a few times and there are never any other players out there… but every time I do the green Blood Harvest zones they are fairly packed. This has to be something reflected in the total numbers on the backend and should provide some interesting metrics that hopefully they can track.

The other system that I would love to see burned down and rebuilt is the Paragon system. It is just not interesting. While the Path of Exile passive tree is lamented as being far too obtuse for the average player, I also feel like I am only ever one or two points away from some interesting choices that often reframe what I am doing with my build. Most of the Paragon tree is filled with boring stat nodes that you have to take in order to make the fun nodes on the tree not actively suck. Even the “fun” nodes don’t really modify how my character plays. Truthfully that is a larger problem both with the design of Legendary items and Paragon points, in that nothing I am doing seems to make significant changes to the way I am approaching my build. I’m playing Upheaval and there is a similar ability in Last Epoch but in the talent tree associated with that ability I can configure it to fire off when I leap slam or turn it into a self-firing totem… or apply buffs to my minions. None of that sort of freedom of movement within a single ability exists in Diablo IV, which honestly feels like a step backward from even Diablo III.

So I realize that this morning’s post has been me rattling off a litany of problems than the game has. That is only because I now care about the game. I actually feel for the first time that there is a game here worth trying to save. I don’t want Diablo IV to die in infamy… I want it to have a No Man’s Sky style comeback story and keep proving to players that it is putting in the hard work to bring itself back from the brink of oblivion. There is a good game here and there are some strong fundamentals now. That is a shocking change from the burning dumpster fire of a game that I felt existed at launch. My concern now is that most of what I am interacting with are seasonal mechanics that are very likely to go away in January.

What we need are some long-tailed progression systems that will keep the player coming back even after they have capped a character out. Path of Exile does this through the varied forms of endgame content harvested from their version of seasons called “Leagues” and the Atlas of Worlds which allows you to tailor your endgame experience to focus on exactly the kind of content that you want to spend time experiencing. The Blood Harvest while cool, doesn’t really fit a pattern of being content that can remain evergreen and neither does the Malignant Hearts. Diablo IV is going to start needing to design content expansions that can stick around for longer than a three-month period because it needs to keep fleshing out what it means to reach the endgame.

Diablo IV is in a state where it can provide one really fun week of gameplay, but it needs to give us a reason to keep coming back for more. Granted a more casual player will likely be able to stretch that week into a month… but no matter your pace you are going to reach a point where the path forward just isn’t really worth walking down. I have a glimmer of hope though for what the future might bring a year or two from now. So if anyone on the team happens to read this… you’ve already beat my expectations. I thought the game was dead in the water and was saddled with a generally “unfun” game design. You’ve had a massive turn around and I applaud all of the hard work. There are still a lot of difficult choices ahead of you, which are going to mean cutting some content that just isn’t working or at least drastically modifying it. I hope the company as a whole gives you the time to turn this game around completely because I feel like at some point Diablo IV can be a massive success story.

The Bloodtide Is Great

Hey Folks! I am still more or less mainlining Diablo IV each evening. The game has finally started to slow down a bit as I am now level 56 but it still feels like I am gaining experience much faster than I did previously. While I am not gaining core levels quickly, it does feel like I am chewing through Paragon points pretty fast. The only complaint really that I have with the game is that there is some bug that is impacting my system where the entire game will lock up while playing… I think it has something to do with network play and new players showing up on screen, but I can’t be certain. Whatever the case I’ve taken a few deaths from the screen locking up for 5 to 10 seconds at a time. This did not happen in previous releases so I am hoping this is something that gets fixed over time or can be attributed to server congestion.

I think what I am enjoying the most is that I have a very enjoyable mechanic loop going on where I start by popping over to the Blood Harvest zone completing the three Tree of Whispers quests available there. Generally speaking, there will be a quest to kill two Blood Seekers, and as I am working my way through the other quests I will inevitably anger the Vampires and get Blood Seekers summoned to take me out. Unfortunately, few players seem to be focused on the big zone event, so I can rarely complete that but I have noticed that when someone is attempting it the green horned skull icon indicating the Blood Harvest begins to pulse. I wish there was a less subtle indication that the event is going on, but it is better than nothing.

While I am working on the Blood Harvest area I keep my eyes peeled for any Legion Events that are about to spawn. These take place every thirty minutes and are a great source of both experience and loot, so much so that I will leave the Blood Harvest area to knock these out when they are available. This creates a really good cadence of popping back and forth between the “Bloodtide” area as folks have taken to calling it, and then popping out whenever a Legion Event is going on. The community as a whole seems to realize how valuable these are now because I have yet to do one that did not manage to get the mastery objectives completed… which largely just means you are killing things quickly enough to get the mini-bosses to spawn before the final encounter.

I am also keeping my eyes peeled for the next World Boss spawn, though these are honestly not as good as they once were. The difficulty of the encounter has been increased significantly which means they are no longer the loot pinata that they once were. As a result, there is FAR lower turnout for World Bosses and I’ve had several cases of once it started… and it was not immediately dying… folks bailed to do other things. On one hand, I get that players were frustrated by how easy these encounters were… but on the other hand, they require random players to know the fight in order to complete it. I think they are maybe a bit tuned for randos… and so far I have fought three bosses since coming back and only managed to down one of them. The others I kept fighting the entire 15 minutes but we wound up with like 3 players banging away in futility as folks bailed on us. If they want these to be challenging content they need to make them something you queue for and are locked into the encounter until completion.

One of the few problems that I see with the current state of the game, is that I have zero desire to actually engage with the “true” Blizzard-endorsed endgame. I’ve run a few Nightmare Dungeons, but my keys are piling up way faster than I am using them. Nightmare Dungeons are just not fun, at least not compared to Legion events and the “Bloodtide” area. The problem with this is that I am eventually going to have to run Nightmare Dungeons because they are required to interact with the Paragon sigil system and level them up. In order to gain the power contained in that system, I am going to have to force myself to grind them out and this just feels lousy. It feels as though you were forced to do Set Mastery Dungeons in Diablo III in order to get Paragon points or something like that.

Then there are the Helltides… which are now largely made redundant. The “bloodtide” area does everything that this limited-time event does… but does it better. Helltides are only up every two hours… and then if you take a death in the area you lose half of your helltide currency. The “bloodtide” on the other hand lets you drop in and play at any point and your currency associated with that event is additive over time so that your deaths really do not cost you anything. This all serves to make the Helltide feel weirdly punitive and not rewarding enough to make up for it. Sure you can target farm very specific gear slots… but you end up getting so many Seeker keys and you are generating so many Whispers Caches that I am not even certain that is needed functionality anymore. Add to this the fact that every time I have gone into a Helltide area… I was the only player doing them, which makes me think this is just an outmoded content type.

While I am “picking nits”, Blizz really needs to adjust the vendors to match the sweeping changes they made to Sacred and Ancestral gear drops. In the world, I am only seeing Sacred gear right now, which is amazing… save for Legendary items that often drop at base rarity but can still be recycled into either material or have aspects extracted from them. However when I go to the vendors, which should be viable sources of gear… it is all mostly baseline items. This is especially true for the Obol merchant, making that entire system even less useful than it was. Like Helltide… Obol gambling really needs a rework because at the moment I feel like the best option is just to buy keys when you need to spend down the currency. It is just a system that no longer really works with the way the game is currently played.

One legitimate concern that I still have is that I am uncertain if the game feels good right now because the base sandbox state of the game has been balanced, or that the Vampire Powers are just really strong. Path of Exile is in a phenomenal state right now, but it is more the base level of the game and less that any one league mechanic is better than the others. I feel like everything that I am enjoying right now in Diablo IV can be directly attributed to this specific season. Blood Harvest zones are amazing and Vampire Powers feel exceptionally strong… so much so that I do not want to interact with anything OTHER than the “Bloodtide”. It does concern me a bit that they have set up a borrowed power system that they are going to have to replace with something equally spectacular in Season 3, in order to keep the same elevated power levels and keep the game fun.

Diablo IV is very much a game in transition and still has some systems that are not functioning in quite the way that they should. I feel like the Nightmare Dungeons as a whole need a top-down rethink. They are just not fun, and the players really engaging with that mechanic seem to be doing so in degenerate methods that do not involve actually completing the entire dungeon. The most enjoyable part of the game… is not the part of the game that players will eventually be required to do in order to progress endgame systems. Helltides as a whole need a complete rethink as well, and the World Bosses either need to be watered down again or turned into some sort of serious smaller group content that players queue for. Maybe make the Open World spawns watered down, but drop an item needed to spawn a more difficult and much more rewarding version.

The optional bosses seem pretty cool and I have fought Varshan a few times now. Sadly he has dropped the unique twohander each time that I do not need, nor did it drop at a higher enough item level to use. I am hoping that I can keep the momentum going long enough to naturally reach level 70ish and transition into World Tier IV and be able to see the other optional bosses. Varshan requires you to collect three pieces and then enter a basement area at the Tree of Whispers, and I am assuming the three new bosses that open up in World Tier IV will be something similar. There is a tight synergy between the fun parts of the game which are keeping me going, but I am hoping with time Blizzard can make the largely unfun parts of the game like Nightmare Dungeons more enjoyable.

Season of Blood Feels Good

Morning Folks! I am still fairly shocked to be able to say that the Season of Blood in Diablo IV seems good. As I near the point where I will do the capstone dungeon that allows me access to World Tier III, I have to say that my build is holding solid. Overpower still feels great, but I am uncertain how much of that is the core build and how much is how good the assorted vampiric powers feel. This brings up a whole other series of concerns about Blizzard and their dependence on borrowed power systems in World of Warcraft… and now seemingly Diablo IV… but that can be a concern for another season. For now, the game feels great, which is a wild turnaround from my previous feelings about the game.

Last night I recorded a quick and dirty video of some gameplay in the Blood Harvest area. I also talked a bit about some of the vampire powers and showed off some gameplay of what my Barbarian looks like killing things. I have to say that more than anything it is this seasonal mechanic that is making the game feel good. Previously the open world largely felt pointless apart from the Helltide Events, and now I feel like I have a reason to do the thing that I enjoyed the most… which was roaming around aimlessly and killing things. Blood Harvest areas are exceptionally rewarding both in experience and loot and gave me the thing I was missing in this game… aka a default thing to log in and do. No matter how hard I tried I just did not like Nightmare Dungeons. They felt weird and forced and too rigidly structured. Popping into a zone and hopping back and forth between mini-events while killing copious amounts of Vampires is my jam.

All of that said, while I have not reached Nightmare dungeons… the few normal dungeons that I have run to unlock legendary powers have felt much improved. I will essentially have to relearn the pathing, but it does feel like you have to go in the wrong direction far less often and that most of the objectives that you need to collect and take back to a location are closer to the destinations. The Dungeons however continue to feel fairly boring and tedious, and I do worry a bit that I am going to be forced into them in order to level up my paragon glyphs once I hit level 50. The Blood Harvest area feels so fresh and exciting… that the old dungeon design while improved, still feels like a massive step backward. Personally, I still feel like the dungeons need to be taken back to the drawing board. I would love to see all objectives removed and implement some sort of clear percentage system that spawns a boss similar to Nephelem Rifts from Diablo III.

One of the biggest changes for me personally is how much better town and settlement layouts feel. Firstly there are SO MANY more stashes available in the game, and you are rarely far away from one. Take this overhead map of Kyovashad, where there used to be a single stash in the Inn with your Wardrobe, now there is one at the Enchanter, Jeweler, and Smithy giving you rapid access no matter what task you are needing to complete. I would still rather have seen more compact layouts that put everything within a few steps of each other, but for that, we have the Tree of Whispers that now has an Enchanter. If they swapped the Jewelry merchant for an actual Jewel Crafting vendor… that “town” would be perfection because you could do everything that you might need to do in a single location.

However in the “weird hill to die on” department, Blizzard still seems to be pushing the RealID in spite of having long disabled it in my account settings within Battle.net. What this means is that after the Season 2 patch, if you do not go into your settings and enable one of the “Streamer Mode” options you are going to end up doxxing yourself if you happen to take a screenshot with your inventory open. All of the options around this are awful because this originally defaulted to “Character Name (Firstname Lastname)” and with streamer mode on… instead of getting just my character name, I get random character names each time I log into the game. Why this exists on this screen is beyond me and why someone might want to see their RealID in addition to their character name is beyond me. Does anyone use RealID by choice?

All things considered, though I am enjoying myself and I didn’t really think that was possible. I think my biggest frustration is… had the game launched in this state I think it might have been a game of the year candidate. Now however it is probably going to take a lot to get some players to return. I know my friend Cyl for example pretty much wrote the game off, and has moved on to other games and is probably unlikely to pop back in and give it a second chance. This is the challenge with games that launch in a rough state, you never really get that second chance to amend those first impressions. New World is a prime example of this, and it has more or less improved everything that was wrong with that game at launch… but will never again see the numbers it did in those first few weeks. It is going to take a lot of work to remediate the meme of “D4 Bad”.

Vampires are Hunting You

Yesterday was the release of Diablo IV Season 2 and as I said I would… I created yet another Barbarian. I patterned this one loosely after my previous seasonal character because I though she looked cool. One of my favorite abilities from beta testing was Upheaval, but by the time the game launched it had been nerfed into oblivion and I was just too damned stubborn to realize that. Now however it has apparently been buffed and tweaked back into a viable state, so I am leveling with that ability and things seem to be going fairly smoothly. Admittedly I am only level 23 after a relatively casual night of play, and the game did not really begin to bog down in previous attempts until the 40s. I am largely following the path blazed by Maxroll and they have a decent enough guide to Upheaval.

The main content feature of the new season is the Blood Harvest. These are essentially the Helltide zones but better in every possible way. In a Helltide you fight to gain embers and then have to turn those embers in to unlock chests that reward gear. If you die at any point you lose half of your embers and the embers themselves disappear after a single Helltide event. Then there is an hour wait for the next Helltide to spawn in which you are twiddling your thumbs looking for something to do. Blood Harvests however are always up and while each one might only last an hour, the progress you gain in Blood Lures… carries over to the next event making it no big deal if you manage to catch the end of one. There are similar chests that show up around the zone and you can summon “Blood Seekers” which are special Elite vampires that drop keys for them. Additionally, there is a whole reputation system with whatever the Vampire Hunters Guild is called that unlocks various reward caches as you level.

The other side of this is that as you kill vampires you will occasionally gain a resource called Potent Blood, which then can be gambled on obtaining either new Vampire Abilities or powering up your existing ones. It costs 25 Potent Blood to spin the wheel and you are given a selection of three abilities to either unlock or devote some experiences to. The abilities get stronger as they gain levels and depending on the configuration of your gear you can have up to five different vampire powers active at the same time. While the Season 1 mechanic was pretty lame, this duo of Blood Harvest and Vampire Powers really does give this a more Path of Exile seasonal mechanic feel. Ultimately you will reach a point where you have capped out everything if you play enough, but it does feel interesting and meaningful to get potent blood that you can then pour into your abilities to keep making them stronger.

Where the seasonal mechanic fails… is that once again we have some required bag bloat. There are three types of seals that need to appear on your gear in order to equip items. Think Magic the Gathering casting costs… each ability requires a certain number of Pacts of a given type. There are items that you can pick up in the world that allow you to add a pact of a specific type to your gear and as a result, you always end up with four of your already very limited bag slots taken up by carrying around stacks of these consumables. The fourth type removes pacts from an item allowing you to start from scratch and make sure you have all of the right ones for your build. The deeper we go into the season, the more infuriating this is going to be because when you find an upgrade… not only do you need to make sure you have the right Legendary Ability imprinted upon it, but that it also has the correct combination of “mana symbols” for you to equip your abilities. While not as bad as “socket pressure” can be in Path of Exile… it still feels equally awful.

One interesting mechanic that I ran into this morning while popping into the game to grab some screenshots is what appears to be an “you’ve pissed the vampires off” mechanic. I was doing an event and during the middle of it I got a message scrolling across my chat box that said something to the effect of “The Vampires are Hunting You” and then I was overwhelmed quickly as several big chonky elite vampires spawned in to “whoop my ass”. I’ve not found much written about this, but it appears like there is some sort of “heat” system in the game where if you are killing too many vampires too successfully, the game is going to raise the stakes. I fought valiantly as long as I could but eventually, it became too much and I died… which seemed to reset the hunt allowing me to come back and finish the event I was already doing.

All in all, it definitely seemed like a step forward. Both the Blood Hunts themselves and the vampire abilities are fun enough to warrant chasing them… and they are doable from level one so they make this season feel immediately focused around the mechanics. From the sidelines however it did not seem to be moving the needle forward much in getting players to come back for the season. At launch I had over 200 friends playing this game and last night we were doing good if a half dozen other folks were logged in. Maybe folks are sitting back and waiting to see what those of us who committed to playing on day one report. I will say that mechanically the new stuff is enjoyable and so far I have not hated the experience of playing a Barbarian. I will have to see if the gameplay bogs down as I pour on more levels, but pending it keeps about the same pace and combat loop I am probably going to be enjoying myself for awhile.

The primary complaints that I have however are all related to performance. The servers did not feel stable… and even this morning there were times where things locked up and it was as though I was waiting for the server to catch up to me. There were numerous times throughout the evening when I crashed out of the client while teleporting or loading into a dungeon, and a few of those required me to open up the program manager and manually kill the client that was still stranded in memory. I’m hoping they will have some rapid patches that address these performance issues. The beginning of the evening was really bad and it lessened a bit as the night went on. However like I said even this morning… there were still moments where the client went unresponsive.

I still had quite a bit of fun though, or at least enough to keep me playing for a bit. Last season I got through the first four challenges and I am going to see if I can get a bit further. If you were waiting in the wings to see how this season went, then I figured you might as well pop in and check it out for yourself. I am sure before long I will have some of the same complaints that I always seem to about this game, but for the moment I am having a better time this season than I did last.