What is an ARPG Season?

Diablo IV Character Select Screen

Hey Friends! Right now there is a bit of strife happening in the fledgling Diablo IV community over the concept of what is going to happen with the upcoming start of Season 1, and the Battle Pass associated with it. This morning I thought I would take a moment because I honestly had no clue that the concept of a season in ARPG terms… or even that ARPG was a specific genre… was foreign to some gamers. This is me showing my ignorance as being a long-term member of this sub-genre community. Over the years you will have noticed that I play a lot of ARPGs and play an awful lot of seasons, so I thought I would take a bit this morning and talk through some of the terminology.

ARPG as a Genre

Diablo II Resurrected

First, let’s start off with defining “ARPG” as it is referred to by the “in group” that plays them as a hobby unto itself. It is admittedly a bad genre title, but it is one that was pinned onto Diablo as being one of the first real-time Action RolePlaying Games, and the name just sort of stuck. Over the years Action RPG has been pinned to a lot of games from Dark Souls to Devil May Cry… to even the Fallout Series… and to be honest, they are not wrong to do so. When I say ARPG however I more specifically mean the lineage of Diablo and the subgroup of largely isometric viewpoint hack-and-slash loot chase games that involve some degree of randomly generated content and a bunch of repetition in chase of building the perfect character. I guess it might be easier if I just rattle off some of the games in this genre to help define it.

  • Chronicon
  • Diablo Series
  • Dungeon Seige Series
  • Fate Series
  • Grim Dawn
  • Last Epoch
  • The now-defunct Marvel Heroes game
  • Path of Exile
  • Titan Quest
  • Torchlight Series
  • Undecember
  • Victor Vran
  • Wolcen
Victor Vran

This is by no means a complete list but represents a broad swath of the type of games included in the ARPG genre. I view “Looter Shooter” as a divergent genre that started with Borderlands and continued on into Destiny, Anthem, Division, and Outriders. When this genre broke apart from the pack of Isometric games, it picked up its own traditions and design ideas that carry forward from that point. Now I have questioned before whether or not Diablo IV should even be considered an ARPG by the definition of this genre or not. I personally think it aligns more closely with an MMORPG which is a definition for another day.

What is a Season?

Path of Exile Character Creation Screen Showing of various Leagues

In a core ARPG, especially one with multiplayer play… there is this concept of a periodic reset of progress. Generally speaking, there is some sort of transition of characters from the previous period moving to the more standard or as D4 calls it… “Eternal” realm, and then a new realm spinning up that is only for brand new characters. This construct goes by many names depending on the game you are playing.

  • Diablo 2 – Ladders
  • Diablo 3 – Seasons
  • Diablo Immortal – Seasons
  • Diablo 4 – Seasons
  • Grim Dawn – Seasons but they are community-led only
  • Last Epoch – Cycles but won’t be in-game until the 1.0 release
  • Path of Exile – Leagues or Challenge Leagues if you look at old posts
  • Torchlight Infinite – Seasons
  • Undecember – Seasons
Diablo 3 Season Journey Tracker Website

The idea is to have a fresh start that puts everyone on even footing. There are often race events surrounding these “seasons” and specific content that can only be obtained by starting from scratch. How this actually works varies wildly by game. In Diablo 3 you had a series of challenges that you completed in order to get rewards. The first four gave you a full set of gear, and the last six unlocked a cosmetic of some sort and another stash tab (up to a certain point). In Path of Exile, there are extremely detailed mechanics that only take place during a season some of which may or may not actually make it into the “standard” game as they refer to it. Right now in the “Crucible League,” the mechanic involves putting talent trees on your weapons which unlocks the ability to create some truly bizarre builds.

The information we have currently surrounding seasons and Diablo IV is a bit hazy. We know there will be some sort of seasonal journey similar to that of Diablo III, where you have micro objectives that add up to rewards with bigger rewards from completing a bunch of meta achievements. We also know there will be a battle pass system, that unlocks rewards as you gain experience by completing these objectives and probably from just grinding the world as well. There is some sort of season-exclusive story arc that will only be available during that given season. We now also know that none of this will be available on the “Eternal” realm, aka the realm that everyone has been playing on since the launch. Like other ARPG seasons, you will need to create a brand new character to experience any of this and only seasonal characters will progress your season’s journey.

Seasons have a Fixed Duration

Another important concept that you should understand is that seasons… or whatever a game calls it have an expiration date associated with them. Generally speaking, these tend to last three to four months, with the best having four seasons during a year. This gives you just enough time to build up a character… get bored of that character… have some time off from the game, and then get excited again when the next season happens. Path of Exile does this probably better than anyone else currently and they really hype up the launch of a new league with trailers, dedicated cosmetics, and an official race that is often commentated like an e-sports event. While I have never really been one to watch e-sports in the past… I have to admit that I do find myself drawn to the league races. I even participated a little bit in one of the ExileCon qualifier races just to get the achievement for getting to level 10 during a race.

Why Play a Season?

Loot explosion from Diablo 3

I am honestly not entirely certain if I am the best person to explain this, given that I am so bought into this concept that I never spend any time playing my non-seasonal characters, and effectively when the season is over they either rot or are deleted. I guess I could talk a bit about why I personally enjoy seasons. One of the funniest times for me is the launch of a new game, the hype cycle leading up to it… and the hardcore focus of grinding up a new character. There is a reason why I have played almost every MMORPG that came down the pipe over the years… and then petered out slowly as the rush of excitement around the game died down. I love the excitement surrounding something that is shiny and new, and how it brings all sorts of folks out of the woodwork. Honestly, the best part of the Diablo IV launch for me… is seeing folks showing up in my Battle.net friends list that I had not talked to for years.

An ARPG season is this entire process in a microcosm. For Diablo III, seasons would always begin around 7 pm on a Friday night. So on that Friday night I would get together with Ace and often times Byx as we leveled brand new characters. There was always a crush of excitement around getting back together after being apart for three or more months. Diablo III seasons were almost the perfect example because generally speaking we got good enough at the game to be largely finished by Monday. So we had this really focused gaming weekend, and then plenty of time to chill and do other things… and then be excited about the start of the next season. Path of Exile leagues are a considerably less social experience, but still, I have had a lot of fun talking through build ideas with Ash, Thalen, or Ace throughout the season and slowly ticking off achievements as I completed maps or knocked out challenges for cosmetics.

I also love the almost manic levels of content in the community and the excitement that surrounds the launch of a new season. I am using the season as a generic term, but Path of Exile leagues are specifically so focused on the experience of playing through the league, digging down and finding out critical information about the new mechanics, and coming up with the most efficient methods of play. In Diablo III, it was admittedly a much smaller community but there was still a lot of excitement centered around the completion of the season’s journey and figuring out the best new builds taking into account all of the changes that were made.

Probably the best aspect of the reset is that it puts everyone on the same footing. No matter how much you played the previous season… it is all washed away and everyone starts back at level 1. So that allows someone to sit out a few seasons and then return at the launch of a brand new season without feeling like they have to play “catch up”. This is the problem I have with Destiny seasons, in that they keep moving the bar forward in gear level making it seem like to return… I would need to dedicate a large amount of time to catch up to the same gear level as everyone else starting the season. In an ARPG you can just show up and know you are going to be on equal footing with all of your friends.

The Drama Surrounding Resets

Right now we find ourselves in a gulf between those who are dedicated ARPG players and understand the constructs of that genre, and those who are playing Diablo IV without ever being part of that community in the past. We’ve had this same disconnect among the AggroChat folks because once upon a time I said that Tam wasn’t really an “ARPG Player” when he absolutely felt he was. He had played through every Diablo when it came out to completion… which sure is a thing, but is also different from being engaged with the particular community and customs surrounding the seasons. Right now there are a lot of folks who have experienced seasons as a construct in other genres and are freaking out slightly that they will have to throw away the hard-fought progress that they have made on their current crop of Eternal characters in order to experience anything associated with the first Diablo IV Season.

I can’t say that they are wrong honestly. One of my core complaints about Diablo IV is the fact that it is way too grindy to be reasonably played in a seasonal model. Normally speaking in a seasonal ARPG, it takes around a week to reach the end game… and then you are spending the rest of the season completing achievements. In Diablo IV I am roughly 100 hours into the game and still have not reached the “true” endgame. That seems like one heck of a long commitment for folks to make every three months. Maybe Diablo IV given that it is more MMORPG than ARPG… needs to be the one that breaks this mold and introduces seasonal content that is available to non-seasonal characters. I have a feeling that the way the game is currently… season one might kill whatever momentum Diablo IV has. I am deeply uncertain if I will participate in the season because I am honestly not sure if I enjoyed the game enough to go all in for it. There is also supposed to be the start of a new Path of Exile league around the same time, and I am way more into that game.

I’ve said it before and I will say it again. I think Diablo IV is a great game for the type of player that wants to get in… and play through the story and then move on to another game. I feel like this game is not designed for the way that ARPG core players tend to play these games. The core gameplay loop is just not as interesting as some of the other options. With the upcoming release of Path of Exile II… which is really just a new client for the game and a whole new campaign… I think that will end up capturing all of the Core ARPG players for the long term. I think Diablo IV will probably be better for Path of Exile… than POE was for D4. There were a lot of players waiting around for the next coming of the Diablo franchise, and are now already filling the internet with grumpy think pieces about how it just doesn’t quite live up to their expectations. I would be one of those players as well.

I personally think a lot of things are going to have to change in the way that Diablo IV works in order for it to succeed in the traditional ARPG seasonal model. Firstly they need to greatly speed up the process of leveling, and speed up the renown gain process if they are in fact going to require that to be done each season. Additionally, they need to add new mechanics into each season in order to flesh out the end game, because right now… nightmare dungeons as the primary end game activity are not amazing. They also need to spend some time improving the feel of the various classes because everyone effectively is funneled into playing exactly the same spec. There are only one or two viable options for the end game in a given class. Diablo IV as a whole has way less build diversity than literally any other ARPG with a seasonal model. I just can’t see the game in its current state… existing in the normal seasonal model.

So maybe that means that seasons will need to change for Diablo IV. Maybe there will be enough pushback from gamers that are used to different seasonal models to make this happen. I foresee that the first few seasons will be a bit on the rocky side. I do not think that the team that is working on Diablo IV necessarily grasps all of these nuances. They built a game that is not necessarily how ARPG players actually play ARPGs. I get that they were attempting to expand the base… but I am not sure if the way in which they did so will be successful in the long run. Right now I am looking forward to ExileCon and more information about Path of Exile II, and way less about the first Diablo IV season.

However, since there seems to be a disconnect between those in the know and those who have never engaged in a Seasonal ARPG… I thought I would take some time this morning and talk about that divide and hopefully fill in some information.

My ARPG Hours Played

Good Morning Friends! I was not entirely certain I would be doing a blog post this morning because technically this is the beginning of my “weekend”. However last night I embarked upon some madness and this morning I am sharing the fruits of it. I think I’ve been a little dishonest with myself when it comes to the extent to which Path of Exile has become my new gaming “main squeeze” over the last two years. This is part of a larger evolution that I did understand considerably better, but I was not fully aware of the sheer extent to which I have been choosing to play Path of Exile over other games. For the last decade, I have been on this transition from playing MMORPGs as my primary gaming vehicle to ARPGs in part because ARPGs feel much better to play solo.

Playing MMORPGs like I often do… completely alone… with only very rare human interaction… feels like I am misunderstanding the purpose of that genre. There are just so many activities that I can’t realistically participate in without also building the social infrastructure required and committing to the regular play schedule required for them. Playing a Diablo-style Action RPG however… is a largely solo endeavor that occasionally benefits from friends, but features a rich series of activities that you can engage with entirely on your own. Part of why I have come to love Guild Wars 2 so much is that it allows me to FEEL like I am part of a larger group experience, without actually having to do any of the social maintenance required to truly be part of a group. In the ARPG genre, however… solo is the norm and as a result, most of the mechanics are designed to be completed without the need of any other players. In an era of progressively forcing you more and more into group gameplay… the humble ARPG stands as somewhat of a beacon in the storm.

Now we scan forward to yesterday where on Gamepad.club I was commenting about being somewhat gobsmacked that a month into the Crucible league and I have already found seven Tabula Rasas. For those who are uninitiated in the nonsense that is Path of Exile, the Tabula Rasa is essentially the ultimate starter item. It gives you access to six sockets of any color at level 1, and this is really the basis of most “second characters” because it allows you to stack powerful support gems on an ability long before you can realistically get that many sockets on a single item. During this league, I have found six Corrupted Tabulas (+2 Minion Gems, +2 AOE Gems, and +2 Aura Gems) and four vanilla ones. Now one of these corrupted Tabulas came from the Vanity Divination card set, and two of the normal ones came Humility set. The weird thing about it however is that I have spent ZERO hours purposefully farming for one like I did last league in Blood Aqueducts.

To this entire exchange, my friend Carth innocently commented that he could not imagine how much time I’ve put in this league to see that many. Now I know that number is large because when Steam tried to shame me into leaving a review for the game, it shows that I have now played over 1100 hours in total. I’ve honestly contemplated giving the game a review, but quite honestly… how does one leave a review for a game as complicated as Path of Exile? Over 1100 hours into the game, I still feel very much like a “new” player. There are so many aspects of the game that I legitimately have no understanding of yet. Knowing that Steam was tracking my time played, I assumed that Grinding Gear Games was as well… which led me down the path of the /played command. If you have followed this blog for any length of time you will know that I am an aficionado of the spreadsheet, so I decided to try and get some better data on HOW my time was played.

So unfortunately last league I decided to delete all of my characters that pre-date the Sentinel league, in part because none of them made any sense and were also using names I might want to recycle. So I can only really go back as far as May of 2022 but you can see total hours spent in each of the four most recent Path of Exile leagues. Forbidden Sanctum was the league in which the game really made sense to me, and I started to fully understand a lot of the key mechanics of how to make a character “feel good” to play. It was also the league in which I discovered how much I loved Delve. My main of that league represents 276 of those 647 hours… with likely MOST of that being time in Delve. With the latest Crucible League, I have already eclipsed the time spent playing both Sentinel and Kalandra combined. Since we are only one month into the league and I have already almost reached the halfway point of time spent in Sanctum… I might even eclipse that league as well.

This led me down another rabbit hole of being curious about how Path of Exile stacks up against other ARPGs that I have played. As far as I am aware there is no really good way to get hours spent playing early pre-steam ARPGs. For example, a lot of my time spent playing TorchLight II was not through Steam, and I repurchased that game at some point just to make it easier to play. Not included are Diablo and Diablo II, because while those hours probably exist somewhere in the bowels of battle.net I am not entirely sure how to retrieve them. Essentially what I have learned is that I have now played more Path of Exile than literally any other ARPG I have played… and by a decent margin. Last Epoch is still gaining time played but we are not even close to the order of magnitude.

The one that surprised me heavily was Diablo III, which has roughly a decade-long headstart on Path of Exile when it comes to my interacting with it. I’ve played a lot of Diablo III, but the challenge comes from HOW I actually play it. A Diablo III Season essentially can be compressed within a weekend at this point, and by Monday morning if I am taking the season seriously I have completed all of the accomplishments and walked away with my seasonal “Kitch” and then rarely spend much time after said season playing at all. Whereas with Path of Exile, there are just more sliders and each and every step in the journey requires more effort to achieve. After a week I had what felt like a reasonable “starter” character and then spent most of the first month refining that character and progressing through maps and ultimately getting into a comfortable place where I could farm delve.

I’ve now branched out heavily into additional characters, but each of them requires way more effort from me than gearing out a second character in Diablo III. Additionally, if I have played a Multishot Demon Hunter once, I’ve played every Multishot Demon Hunter. There is no real nuance to individual character building because every Multishot Demon Hunter is going to look essentially the same because there are only so many sliders you have access to in order to differentiate your character. While I played a Righteous Fire Juggernaut last league and I am playing one again this league… in both cases enough fundamental changes took place between the leagues that they both look significantly different in both gearing and how they mechanically feel. I played around with a Toxic Rain character last league, but the one this league just works better because I now understand so much more about that style of character. Path of Exile is just more of a “living game” whereas Diablo III has largely felt like it was in maintenance mode for the last half dozen years.

I think at some point down the line Last Epoch is going to feel just as good to me as Path of Exile does today. It definitely has a lower barrier of entry, but features some of the same deeply nuanced character-building. Additionally while more deterministic, the gear grind feels way less templated than it does in Diablo III, where in that game I need these eight items to make my build work and once I have collected them I am essentially “done”. Diablo III is a solved problem and while I still enjoy playing it, my periods of interacting with it have become significantly shorter each season as I am now better at solving those problems. Of note, I’ve also gotten significantly faster at solving problems in Path of Exile, but once solved… there is just a wider variety of interesting things to engage in. My hope is that Last Epoch will build out some of those extremely interesting things to engage in as well because for the moment the Monolith feels somewhat stale.

This morning’s post was an interesting exercise because while I already knew I played an excessive amount of ARPGs… I did not necessarily understand the full extent. Prior to this morning’s post I would have told you that I had played “way more” hours of Diablo III than I have of Path of Exile as well. Sometimes numbers are interesting and deeply satisfying to investigate. Does anyone actually care about this sort of post? Very likely not. However yall are stuck following my whims if you are a regular reader, so you should probably be used to it by now.

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.

Less Repetitive ARPG Keybinds

Good Morning Friends! If you have read my blog for any length of time you will understand that I truly and deeply love Diablo-style Action Roleplaying Games, or ARPGs as the genre tends to be collectively referred to. Even a good deal of my current love of Guild Wars 2 is rooted in the fact that for the most part, it owes way more lineage to Diablo than it does World of Warcraft. The only problem with all of this is that the older I have gotten, the less forgiving the deeply repetitive process of clicking to move and attack has become on my hands. At this point, I am on the late side of 40 sliding over forward towards 50, and after decades of heavy computer usage, I just can’t handle spamming the mouse button in quite the same way that I used to. For many, this has meant a shift to controller gaming for their ARPG fix which tends to be considerably more forgiving. However for me… I still deeply prefer the mouse and keyboard experience and have landed on a control scheme that works for me. I thought this morning I would share some of this wisdom for anyone looking for a way to play these games without killing your hands in the process.

Generally speaking, the ARPG is a genre that allows for quite a bit of customization of your keybinds. So far I have figured out a way to configure pretty much every game I have played in this manner. I can’t take full credit for this because my good friend Ace set me on this path some years back, but I have adapted their processes and made them my own over the course of adapting them to several different games. Essentially to understand this process you need to understand two common concepts within ARPGs.

  • Force Move – This keybind will be called different things in different games, for example in Last Epoch that I have been playing most recently it is just called “Move”. Conceptually what this does is start your character moving to a point defined by where your mouse cursor is sitting on the screen. So if you drag your mouse all the way to the other side of the screen and tap force move, your character will path in a straight line to your cursor.
  • Force Attack – This keybind is the opposite of force move, and it will stop all motion and cause you to execute a basic attack regardless of whatever movement inputs were in progress. While I am not actively using it, it can be important to know what this keybind is for the game you are playing in case you need to immediately stop executing a movement command.

One of the quirks of Force Move is if you hold the button down it will be constantly executing a move command toward wherever your mouse cursor is pointing. So effectively it is like your character’s movement is tied to the heading of your mouse cursor allowing you to “steer” the character by moving your mouse. In truth, once you have started doing this it feels way more intuitive than it sounds because your character goes where your mouse cursor goes, and once you are comfortable with it can execute some tight turns as a result.

Because my fingers are already very comfortable in the traditional WASD configuration, I opt for using W as my “Force Move” key allowing me to place my fingers in that orientation and then map other important buttons to be comfortably pressed within the orbit of the W key. There might be some variance between games depending on what is supported but effectively I tend to follow the same configuration setup when possible. It will depend slightly upon the abilities you have access to on a given “class”/build but my standard process follows something like this:

  • W Force Move – The button I am holding pretty much at all times to allow me to steer my character with my mouse.
  • Right MousePrimary Attack – This is the button that I bind my primary attack to that I am executing the most often.
  • Spacebar Movement Ability – This is the key that I will tap when I need to execute whatever movement ability my character has. If it has no movement abilities I tend to bind a reactional ability to it that I might need to hit on a moment’s notice.
  • ESecondary Attack – This one is going to vary quite a bit, but if I need to hit an ability periodically other than my primary attack it is going to go on this key. For example, if I am placing totems or mines or something of the sort, it goes on this key because I find it most comfortable to press while holding W.
  • QPrimary Cooldown – This one also varies quite a bit, but if I have some sort of a survival cooldown I generally put it on this key. This is in part because Diablo III trained this to be my potion hotkey so mentally I associate it with survival.
  • R Situational Attack/Cooldown – Since this key is further away, I tend to place whatever I need to use that infrequently.
  • 1-5Potions – You can blame Path of Exile for this shift, but effectively if there is a health potion button I place it on 1, and if there are other kinds of potions I place them on 2-5. I am very used to reaching up to hit 1 when things are going poorly at this point.
  • Left ShiftForce Attack – If the game offers some sort of force attack key, I tend to put it on left shift so that when I press it, my movement will be canceled for the moment. This is useful for situations where you might need to pause on a moment’s notice to avoid getting into an area effect for a trap.

I’ve pretty much been able to adapt every game I have played over the last handful of years to some version of this keybinding system. You might have to dig around a bit, but almost every game seems to have some version of “Force Move”. In Path of Exile unfortunately I have to sacrifice a possible keybind, because they do not have a separate button that I could bind to it independent of the hotbar. The only game that I have not been able to configure in this manner was Lost Ark, which is probably in part why I never spent much time playing that game. That game had some very specific opinions on what you should be doing gameplay-wise with your keys. I don’t feel like I am losing much of anything though because there are other things about that game that did not exactly jive with me either.

So as we approach the early access testing period of Diablo IV, the very first thing I will be doing is configuring my keybinds to match something akin to the process I just highlighted above. This is what works for me personally, but I suggest it as a less damaging alternative to spamming your mouse click constantly to keep registering a movement input. I had a copy of the game gifted to me, so I will be checking it out along with everyone else when the early access period opens. I am not entirely certain it is going to be my jam, but I am willing to give it a shot. At the moment, however, I am very much enjoying my time in Last Epoch. I am sure tomorrow I will have a post talking about my experience playing it with friends.