Blizzard paid attention to the community feedback following the d4 items open beta making some changes. Here is what changed following the Diablo 4 beta.
Back in March, we were able to enjoy two full weekends of Diablo 4 already. The closed and open beta weekends were a huge success and players enjoyed testing out the new admission to the series after a lot more than 10 years.
While the feedback generally was really positive and many players had an incredible time in Fractured Peaks, there is also some criticism. We also mentioned previously what we liked to determine changed.
But that is what a beta is perfect for, after all, so Blizzard answered inside a blog post, detailing the things they changed based on the city feedback.
So let's wait and watch what was changed and when they also paid attention to our feedback...
Diablo 4 Beta Changes
In the next, we'll list the most crucial changes Blizzard made according to community feedback.
Dungeons
One serious problem for many players was the extensive backtracking and also the duration of events in dungeons. To prevent this, Blizzard optimized the design of many dungeons to ensure objectives are situated along the primary dungeon pathways.
They also implemented some gameplay changes, like faster movement speed while carrying a transportable object or small amounts of monsters searching for the player to faster complete the "Kill all monsters" objective.
All in most, dungeons should now feel smaller amount tedious, and much more fun to accomplish.
Cellars
Cellars are just mini dungeons with just one room along with a guaranteed elite monster encounter. In the beta, they believed it a bit redundant, but Blizzard now increased the opportunity for a dungeon event to happen and also ensured cellars now consistently reward a chest upon completion.
Classes
First of all, many legendary powers got updates for their effectiveness, and all sorts of class skills were reviewed to ensure all classes get access to sufficient skills that remove control impairing effects. But obviously, there have been also changes in the classes themselves:
A flat 10% passive damage reduction continues to be added for that Barbarian Class. Some Skill Tree passives had their damage reduction effects reduced to pay.
The Whirlwind Skill now deals more damage and consumes more Fury.
The Double Swing Skill Enhancement refunds its full Fury cost when utilized on Stunned or Knocked Down enemies.
Druid
Companion Skills will deal heavily increased damage.
All Ultimate Skills have experienced their cooldowns reduced.
Usability improvements happen to be made to Maul and Pulverize.
Using a non-Shapeshifting Skill will transform a Druid back to its human form.
Necromancer
Summoned Minions will die more regularly, requiring players to make use of Corpses more regularly.
Many bonuses within the Book from the Dead have experienced their stats increase.
The damage dealt through the Corpse Explosion skill continues to be reduced.
The brightness from the Skeletal Warriors and Mages continues to be reduced.
Rogue
Upgrades for Subterfuge Skills have experienced their bonuses increase.
Multiple passive Skills have experienced their bonuses increased.
All Imbuement Skills have experienced their cooldowns increase.
Sorcerer
Charged Bolt’s damage was increased and also the Mana cost to cast has decreased.
Decreased the harm of Chain Lightning and reduced its effectiveness against Bosses.
Decreased the cooldown for that Incinerate Skill’s Enchantment bonus.
Firewalls will spawn underneath enemies more often when using its Enchantment bonus.
Increased the Lucky Hit chance for that Meteor Skill’s Enchantment bonus.
To sum everything up, the Druid ought to be a lot more effective now, and also the Necromancer got a significantly needed Nerf. The devs also mentioned that there could be more balance changes coming the moment Diablo 4 is released.
Encounters
The most significant change here's that Blizzard reevaluated a lot of bosses for melee character difficulty, leading to changes to attacks and fight mechanics. This should ensure that all builds, even purely melee-focused classes, will not be too frustrated with a few boss fights.
General Quality Of Life
Blizzard ensured that players can't increase their attack speed by move-canceling attacks early plus they disabled the "Reset Dungeon" button. According to them, there are a lot more than enough dungeons, and also the normal dungeons aren't supposed to have been repeated indefinitely. However, they're looking into a strategy to allow players to accomplish a specific dungeon many times.
Why No Overlay Map?
Well, those are lots of good changes and apparently, Blizzard really did listen to the city's feedback. However, they didn't address everything...
Yes, Diablo 4 includes a shared world and also the whole idea of playing with others and being able to accomplish world events together reaches the core of Diablo 4's gameplay, so obviously there'll not be just one player or offline mode, but why not a simple overlay map?
Basically, all Action RPGs, including older Diablo games, possess a semi-transparent overlay map. The map of Diablo 4 is huge and it is simple to lose tabs on where you need to go next, so an overlay map will be the best way to resolve that problem. But the Diablo 4 beta did not have that feature and Rid Ferguson himself (general manager of Diablo) asserted there are no intends to add it:
We haven't any statement on why they do not want to integrate this feature, but a good guess is a fact that Blizzard wants players to pay attention to the gameplay and never a map while playing Diablo 4.
These are the changes made following the d4 items beta. There will probably be considered a bigger first-day patch, therefore we expect more changes at the launch on June 6.
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