I hope that trading in the game works out, and is robust enough to let players build their characters. The ability to imprint a legendary affix and craft something new is a system with a lot of potential, and the fact that it costs a lot of gold looks like a good early indication that they've given the economy some thought. Some of the legendary affixes open up new playstyles, like the Blood Mist/Corpse Explosion build. Most of the items were forgettable, interchangeable piles of stats that made my characters stronger. The gear in the beta was fine, as far as it went. I hope Diablo 4's itemization is better than we saw in the beta, and that unique items are important, flavorful, rare, build-defining items that aren't just more numbers. This kind of system works in an open world game like Skyrim, but in Diablo, I just wanna blast hordes of monsters, get cool abilities and loot, and blast more monsters. Everywhere you go, you bring the stronger monsters with you. With the overworld and dungeons scaling to whatever level you are, this just doesn't exist in Diablo 4. One of the most satisfying things in an ARPG is hitting a brick wall, something you can't overcome, going somewhere else, leveling up or getting gear, and then coming back with a vengeance. I hope that Blizzard changes the fact that every time you level up, you feel like the game just got harder.
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