Actually Fun Now

Good Morning Friends! Yesterday was the launch of Diablo IV Season 4, and I had more or less decided that this was going to be the last chance I gave the game. It took almost a year of reworking almost every system in the game, but I am pleased to announce that the game is actually enjoyable now. It still is extremely shallow as compared to a Path of Exile or even a Last Epoch, but the mechanical loop of the game feels pretty solid. Leveling in Diablo IV feels akin to what it is like to level in Diablo III, where you zip up through the levels so fast that nothing can really get stale or sluggish as a result. I only managed to make it to level 46 last season before giving up on the game, and after one night I am already level 44 and would have been considerably higher had I not also played quite a bit of Guild Wars 2 to knock out my dailies.

So you might be asking yourself… what changed? What makes it now suddenly a good experience? If I had to boil it down to a single change it would be the Helltide improvements. At the launch of the game Helltide was an event that did not spawn until you had reached World Tier 3 and had an hour on/hour off schedule so there were huge gaps where you could not participate in the event. It was also really static and largely became about killing the fairly sparse monsters, collecting embers, and then turning them in at various chests around the zone. It did not really feel like a dynamic event and did not reward you for sticking around or really interacting with other players.

In Season 2 there was an event that collectively became referred to as the “Blood Tide” where this green area was marked on your map and it moved locations every hour. Essentially it was a Helltide that was always up and in addition to having really high mob density, there were objectives for the Tree of Whispers that could be completed each time the area moved. Additionally, there was an aggro system that the more vampires you killed the more desperately they tried to kill you, until they eventually spawned a boss. More than that there was an area where players could work together to chain summon a boss encounter that became exceptionally efficient to farm. Better than all of these things… you could do it at level one and during Season 2 I spent 90% of my time farming the blood tide.

So now we zoom forward to Season 4, and they have effectively taken the good bits of the Helltide and merged them with the far superior gameplay of the Bloodtide to create an event that is better than both. Helltide is now available as soon as you complete the campaign on your first character, or choose to skip the campaign on secondary characters. This means for seasonal characters you can pop straight into Helltide and effectively never leave it until you reach level 100. Gone is the meta of farming the start of a single dungeon over and over and resetting it just to get the highest mob density, and born is the meta of hanging out and playing with other players in an open-world zone. This feels so much better and really suits the strong points of Diablo IV considerably more than the “dopamine tunnels” ever did.

I feel like the Helltide changes on their own would not have been enough to repair the game’s reputation. In addition, there are a slew of quality-of-life improvements where the Diablo IV devs seem to have actually paid attention to feedback. For example, one of the things that I railed on the hardest in beta was how far apart all of the resources that you need to interact with regularly were on the map. This was improved slightly for Season 3, but has been completely fixed with Season 4. For example I have drawn a green circle showing the area just southeast of the teleport into Kyovashad. In this tight ring you have a Stash chest, Vendor, Gemcrafter, Blacksmith, Enchanter, and the Obol vendor which has been greatly improved. Sure there are reasons to leave this tight ring like going down to the stables or messing around with your wardrobe, but the majority of things you are going to interact with constantly while actively playing the game are in an efficient cluster allowing you to get back into the action faster.

More important than this is that the Codex of Power is actually a really important system in the game now. Previously it only gave you access to weak versions of legendary aspects that you unlocked through running dungeons, requiring you to still keep a bajillion random legendary items for later extracting and upgrading. Now when you salvage a legendary item you collect the aspect that was on it, at its current power level. This means that over time as you keep finding better legendaries you will keep upgrading the base level you can imprint on items. Almost more important than that you can look in your codex and find which aspects you are missing and where you can acquire them, even pinning the location of the dungeon on your map.

On top of this there is a new tempering system that replaces the previous upgrade system allowing you to place interesting affixes on your items. For example there in the above image I just placed one that increased the Upheaval Size by 28%. There is one that I specifically want on all of my gear that turns my default Bash ability that I use as my builder into a cleave. The tempering patterns drop in the world expanding the things that you can tweak on these items. They all seem to be a 1 in 4 chance of getting the specific affix that you want, which is something that I don’t necessarily love. I would have rather had them be similar to the bench crafting in Path of Exile. That cleave temper for example is something I am going to need on one of my weapons at all times. I get three attempts to reroll the temper but I have actually ended up failing to get the one that I needed.

It was extremely liberating hopping on my standard character and salvaging every single legendary that I had stockpiled in my bank in order to fill out my permanent codex of power. This combined with the changes that they made last go round to turn gems into a crafting material, means that honestly… there is very little that you really need to hold onto other than maybe some perfectly rolled gear for alts or things that you want to try and sell to other players. I am encountering a bit of friction in earning enough gold to pay for everything, so I feel like there will be a time when I am having to decide between selling items to vendors or salvaging them for materials. That is an improvement that they can tweak later on down the line because I feel like they don’t have the gold values dialed in quite yet.

Do I think Diablo IV is perfect now? Hell no. Do I think the game has evolved in the right direction with Season 4? Absolutely. I have no clue if there is going to be enough endgame there to keep me engaged, but I am looking forward to checking out the new Greater Rift Adjascent system. I figure I will hit level 100 for the first time in this season if things keep going as they are. I also plan on trying out a Necromancer as they have apparently improved greatly with this season. I’ve only run a few Nightmare Dungeons but they also seem to have improved significantly. I am actually looking forward to playing more, and I am sure as the season goes I will share more of my thoughts.

Seeking Cat Tree Chair

Morning Folks! I completed what is probably the last of the challenges that I am going to face in this league. I am happy to sit at 34/40 because other than the memories challenge everything else is T17 or Uber Boss related. I took the lame way out and just bought some bulk constrictor maps at 21 of them for a Divine Orb which allowed me to grind out the last few guardian maps that I needed for this challenge. I feel pretty great with the progress that I made during the Necropolis League and would be perfectly fine at this point if I did not play again until the start of 3.25. I am not saying for certain that is going to happen but that I would would feel accomplished for the progress I’ve made.

Today is the launch of Diablo IV Season 4 and I know that I will be spending at least a bit of time playing it. Generally speaking… I tend to start a Barbarian since that has been the last that I have enjoyed the most to date. They feel a bit weak at the start of the game but once you start gearing them they feel great. Earlier this week Raxx released a Tier list video and apparently… Necromancers especially of the minion variety have been significantly buffed. This is making me consider a Necro start given that I do love me some minion gameplay. I am not sure which class I will spend most of my time playing, and really how good the state of the game feels is going to be what determines my level of engagement. I had a heck of a lot of fun during Season 2 so here is hoping that Season 4 feels equally good.

Other than that I have been spending quite a bit of time playing Guild Wars 2. Kodra has been back and active a good deal lately, which has prompted me to want to go back and explore Tyria. I would love to be able to find a time when I can be online with various folks that I know and actually do some of the content. Fractals are probably the lowest common denominator, but I would love to get more engaged in Strikes and potentially even Raids now that there is a training wheels mode. I have a commander tag so that is pretty much what is required for doing multi-group activities.

My favorite aspect of the game is just how easy it is to engage in open-world group activities. I had a Wizard’s Vault challenge that asked me to kill 100 Risen. I figured I would pop over to Orr and do some gathering while slowly completing that challenge, and before I knew it someone was calling out that the Arah event was starting up, so I joined the crowd and made my way to the legendary High Wizard easily soaking up enough kills along the way. It is moments like that which really sell me on Guild Wars 2, because it is so easy to start doing one thing and get wrapped up in a bunch of other things along the way that you were not planning on doing at all.

Later in the evening, I wound up in WVW because I had cashed in my Wizard’s Vault tokens in order to get the third legendary weapon box. This meant that I needed to farm up another Gift of Battle, which meant following around and helping a group of folks take objectives. I had not really played WvW since the most recent round of changes but pending you are going there to actually do the combat, it seems like you gain progress faster than you did previously. I’m about halfway to my next gift of battle and figure in the coming weeks I will poke my head back into WvW a bit more as I tend to find it shockingly chill.

Unfortunately, when I cashed in my Wizard’s Vault tokens I did not pay attention to the other rewards. This chair is amazing and I must have it, which means I need to be fairly active each day to make sure I am gaining enough progress in order to pick it up. Why yes I do want to be surrounded by lounging cats while I am waiting on World Events to start. Chairs in this game are such an odd pastime, but I am happy to see a really great one available that is not in the cash shop.

Abandoning Diablo

Good Morning Folks. I will give you some fair warning… this is going to be a bit of a bummer of a topic especially if you are a big fan of Diablo or more specifically Diablo IV. If so you might want to give this topic a hard pass. I consume a lot of gaming content, and in doing so I notice certain trends. I’ve been thinking about this topic since the beginning of Season 3, and I am not sure what shape it will take. For years there have been what I could only term “Blizzard Content Creators” or folks who are very dedicated to that company or dedicated to one particular gaming franchise within their portfolio. Diablo had one of the strongest communities of dedicated content creators for years. For example up until season 29… rain or shine… every single week Raxxanterax released a guide video on how to complete that week’s challenge dungeon (650 of them in fact… 1 each week for EU and one for NA).

The thing is… one by one the dedicated content creators have been giving up on Diablo, or at least deciding that they cannot continue to function by ONLY creating content for that game. Affliction League was the first time that Raxxanterax did some dedicated coverage of Path of Exile, and similarly, he has gone extremely hardcore on Last Epoch with its launch. Diablo Immortal and later Diablo IV were the games that really put Darth Microtransaction on the map… and he’s made the decision that he had to stop focusing on that game and instead pivoted to other titles. He is maybe one of the most savvy YouTubers I have seen and it is very clear that he is following the trends and the metrics… and Diablo 4 seems to be tanking in relevancy. The popularity of the game peaked in June 2023 and then has largely tanked since. When the game launched everyone that I had on my large Battle.net friends list was playing it… and by the time season one rolled around it was just my cousin that was consistently logged in.

Rhykker has been one of the most corporate message focused YouTubers when it comes to Diablo. I had stopped subscribing to his channel at one point because it always felt like he was following the company line on pretty much everything. Even his content has reached a point where it is mostly negative about Diablo IV and with the launch of Last Epoch I saw him releasing guide content for that game. While he has always covered lots of general ARPG news, this is probably the first time I can recall him making dedicated guide videos for a game that was not some sort of alpha/beta preview coverage. It feels like the creators that used to make up the core of Diablo… have largely given up on the game. The first season was bad… season two gave everyone a bit of hope… but season three and the poor reception of the heavily delayed gauntlet have caused interest to plummet into the sub-basement.

Of all of the above though… the one that shocked me the most was this video from Wudijo. Up until this point he has been quite possibly the most dedicated content creator for Diablo IV. He was the first solo hardcore player to hit level 100 at the launch of the game and has been entirely devoted to the game through all of the ups and downs. For him, it seemed like Last Epoch was the tipping point, and seeing how well a game from a much smaller team with a smaller budget was providing a much better gaming experience. In the above video, he outlines that he is going to be stepping away from Diablo IV and making content not only for Last Epoch but also diving back into Path of Exile and eventually Path of Exile II. I get that the average couch gamer does not give a shit about these content creators… but it certainly feels like a good number of folks who made their entire career focused on Diablo are now abandoning the franchise.

I feel like at least part of this is because Blizzard has become complacent. They spent two decades not really needing to properly compete with anyone in a number of niches. Diablo was the archetypal ARPG, World of Warcraft the genre-defining MMORPG, and Starcraft the game that largely spawned e-sports. In every single one of these verticals… the games stagnated allowing Last Epoch and Path of Exile to take the spotlight away from Diablo, Final Fantasy XIV to cause a mass migration away from World of Warcraft… and Starcraft to have limited relevancy in the modern e-sports landscape dominated by DOTA2, League of Legends, and Valorant. It feels like Blizzard is a company that long ago began feeding off its own hype cycle and now just isn’t creating games that are that great anymore. To be fair… World of Warcraft has seen a similar drain of formerly dedicated content creators over the last few years.

Diablo will always have a special place in my heart, and there is no theme that “means” ARPG more than the Tristram theme. However, I am just not sure Blizzard is going to pull out of this spiral. Last Epoch for years has been a game with an amazing core but one that needed a lot of polish and window dressing… and more than anything just more content. Diablo IV however is a game with a flawed core… that is going to need to have almost a top-down rework of several systems to bring it in line with what the players are expecting. It is a game that looks gorgeous… but is made up of duct tape and paper mache once you punch through that lovely facade. I am just not sure that Blizzard is the sort of company that is willing to commit to an “A Realm Reborn” or “No Mans Sky” level of reinvention to make the game what it needs to be. So yeah… in writing this I have wound up bumming myself out.

I hope your week is going well and if you have made it to this point in the post… sorry for being a downer.

Diablo IV Season 3 Initial Thoughts

Yesterday was the launch of Diablo IV Season 3, and like a moth to the flame, I was drawn to create a new character and check it out. This time around it is the “Season of the Construct” with the unique seasonal mechanic involving building up a little robot friend called a Senechel and equipping it with abilities and modifiers you collect along the way. I’ve kept up the hope that Diablo IV will turn into an amazing game at some point, and while it has improved greatly since its launch, it isn’t quite there yet. I have to be honest… I did not play a ton of this last night because I was not exactly feeling the experience, so please go into this post knowing that I was a bit “meh” on the experience and it might have simply been my mindset.

I think the first challenge is that I decided to mix things up a bit and break out of my normal Barbarian gameplay pattern and try the druid. This led to a lot of respeccing and trying to find a way to play the character that felt good to me. I want to love this class but at least at low levels it never really is the thing I want it to be. I want to be a werebear and NEVER leave that form, and have big smashy melee abilities. Unfortunately, Pulverize which is essentially that gameplay methodology took some significant nerfs. As a result, I started out trying to play a Tornado Wolf and not really jiving with that… then leading to the reportedly best leveling style Lightning Druid… and feeling that even less. The problem with Druid is that it feels like I have to use caster abilities in order to power up the fun melee abilities… leading to this mangled awkward experience. What I really want I guess is Bear Druid from WoW, but I think you have to get pretty deep into the game before it can really feel like that. Tornado Wolf looks cool, but it seems like you sort of have to suffer through some crappy gameplay to get there.

Instead this morning I rerolled completely and went back to good ole Barbarian. There are a lot of changes to Upheaval and I wanted to play with them anyways. Already the gameplay feels so much better to me. I guess maybe I am just a Barb main and should stop trying to fight it. Sure I like the idea of trying other classes but this seems to be the core experience that I enjoy the most in Diablo IV. At some point I want to revisit Necromancer since I love pet classes, but I figure I will wait until I get deeper into the season before doing that. The biggest frustration I have with alting in Diablo IV is the fact that the seasonal mechanics are tied to each character so I had to start over from scratch with the Senechel. This felt awful with Vampire Abilities in Season 2, and it still feels awful with your pet mechanic. They should be account-based to make alting feel more enjoyable and that is a hill I am willing to die on.

Speaking of the Senechel, it is an interesting idea that feels a bit poorly implemented. Right now it is an entirely passive experience of having this pet follow you around and occasionally do things… but also does not feel like it directly improves your gameplay much. How the pet works is that you can equip two Governing Stones that give your pet some core ability. For example, right now I have Lightning Bolt equipped which fires a shock attack, and Protect which seems to give me a shield at random intervals. Were these something that I could control as the player it would feel a bit more impactful. If I could hit the shield button whenever I reach low life or something like that, it could in theory actually save me a death. As it is now… it is a poorly coded companion that sort of does whatever the heck it wants whenever it wants. Tuning Stones you collect along the way allow you to tweak how the abilities work, but again they don’t really feel like they are changing much. I gave the lightning bolt a taunt, but it doesn’t seem like it actually does much of anything to take monsters away from attacking me.

The new open-world mechanic for this season is something called an Arcane Tremor. Essentially these are the new “Blood Tide” but a sort of worse version of them. There is an area in each zone of the game that I have marked with circles on the above map image where seasonal-related mini-events can spawn. You go here to collect the materials that you need to level up your Senechel and collect new abilities for it. Why these are worse than the Blood Tide from Season 2, is that they don’t have the clear sense of purpose that those had. The mob density is so much lower and instead of having a fixed area of the map that draws the attention of ALL players for 30 minutes… you have five static spawns that don’t really have any quest support behind them. With the blood tide I would pop in, do three objectives… probably fight a series of mini-bosses, and then feel like I was okay to move on with my life until the next one spawned. This instead has a very “mill around and wait for shit to happen” vibe that I do not like anywhere near as much. I get that they caught shit for having 3 different Helltide-like mechanics in a row just with different colors… Helltide, Season 2 Seasonal Mechanic, and then the Christmas Event Mechanic… but they were all far better than this approach.

The other new seasonal feature is the Vault, which is essentially a Nightmare Dungeon with traps. There is a mechanic called Zoltun’s Warding which is a number that shows in your hud, and each time you get hit by a trap it takes one away from your current Warding level. If you manage to finish the vault with even 1 left on your warding, you get some extra rewards. The problem that I see however is that Vaults are exactly Nightmare Dungeons… in fact, there is a “Nightmare” version of the Vault that allows you to level up your Glyphs. I do not really like Nightmare Dungeons in the first place, and think the entire Dungeon system needs to be reworked from the ground up. I am not excited to do all of the same bullshit “find the MacGuffin and return it to the pillar” mechanics while avoiding traps. I feel like there would have to be very good rewards in order to get me to do this thing. It reminds me a bit of the Labyrinth in Path of Exile, which is quite possibly my least favorite system in that game.

I feel like I am being a bit harsh honestly… but at this very moment, Season 3 has been a bit of a letdown. Season 2 was a hell of a lot of fun and felt like a clear step forward for the game. Season 3 however… feels like a step backward and maybe all of the seasonal stuff greatly improves as you invest more time and effort into it but for the moment it is “less fun”. The “Bloodtide” gave me this clear call to action and a super fun mechanic that I should spend all of my time focused on. Vaults and Arcane Tremors just feel less enjoyable and more akin to the plague tunnels from Season 1… which were aggressively mid.

Quite possibly the best universally good feature of this season is the introduction of a new hub area called The Gatehall. This is going to be the only place most players hang out because it has everything that you could need in a tightly contained space. I am hoping this becomes a permanent feature of the game and something that they build upon rather than something that we only get for this one season. The Tree of Whispers was close, but it was missing several vendors… and this basically fixes that problem. Honestly, the main quest chain has been enjoyable as well but I don’t really play this sort of game for the story, or at least the story stops mattering once I have finished it the first time. ARPGs are for mechanical enjoyment, and as cool as the story has been it is going to be a bit of a pain in the ass to have to do this on every character. Again these features really need to exist at an account level.

So far at this moment after an evening of screwing around with it… I would say that Season 3 is a solid 4 or 5 out of 10 experience. It doesn’t really add anything to the game that is exceptionally enjoyable save for the new hub. The pet is a completely passive experience, and mostly just feels like you have a random NPC following you around on your questing. Vaults are just worse than Nightmare Dungeons and I already did not like Nightmare Dungeons. Helltides and World Bosses still take too long to spawn and both feel like mandatory content, and there is nothing really that is fresh and new and exciting to act as a focal point for your moment-to-moment gameplay. I am likely going to grind out all of the steps of the Battle pass and then call it good for the season. The Gauntlet and Ladder that are coming are not really content for me given that I am not exactly a competitive player.

I think the biggest challenge that Diablo IV has at the moment is the fact that Path of Exile just has more content and is going through what is quite literally the wildest league that it has ever had. Then near the end of next month, you have the launch of Last Epoch officially, and a ton of new systems going into that game. I think folks will probably play Season 3 for a few weeks and then fade back into either Path of Exile or prep for Last Epoch. Diablo IV needs to make some changes that feel like they are moving the needle forward and adding more permanent evergreen content to the game. I still say that the Helltide needs to be reworked to essentially be the Bloodtide and always be up. Dungeons still need to be nuked from orbit and rethought because the objects are still awful in spite of numerous rounds of changes. What the game really needs is something akin to a Greater Rift that can be run from a hub environment. There is too much required dicking around and not enough focused fruitful grinding. Then again… maybe Diablo IV will never be the game I hope it can be.