Diablo IV dungeons will have more variety and difficulty than in the beta

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Diablo IV dungeons will have more variety and difficulty than in the beta

Beta, Diablo, Difficulty, Dungeons, Variety

Last weekend, we were able to enjoy early access to the Diablo IV beta. An early access that left a good taste in our mouths, as we have already told you here. However, this first contact also made it possible to point out what, a priori, seems to be one of the weak points of the title.

It would be the design of the dungeons, which has received the most criticism from players who have been able to try the game. Criticisms to which Blizzard responded through an interview in Eurogamer, where they assure that in the final version of the game it will be very different.

Diablo IV’s dungeons will be a challenge

Its main plot, as Diablo IV director Joe Shely commented Eurogamer it’s just that we’ve barely scratched the surface of the game. Unsurprisingly, the area we were able to enjoy during Early Access it represents only 20% of the final map. In other words, we have not seen a quarter of all that awaits us. Other The factor he mentions is that each dungeon is designed and tailored to its area. That is to say, it is normal that there are similarities between the dungeons seen in the beta, since they are part of the same biome. Therefore, when we discover new areas, the design will have to change.

But not only that, but Shely confirmed that in the final version of the game there will be over 100 dungeons in Diablo IV. But they will be scenarios that we will not get tired of going through, not only because of their high number, but because they have included different modifications so that, as we progress, they represent new challenges. So when we reach the end of the game and visit each of them, we will find new enemies with unique abilities or small handicaps against us, as well as different types of puzzles.

We have seen it. there are elements. Some players don’t realize there are some additions, like we added the ability to teleport out of dungeons through the UI.

We don’t want players walking through an empty dungeon. In cases where you are going to get a key and you pass through an area, enemies must spawn to refresh it. Our goal is that you never walk through an empty dungeon.

The idea is that as they level up, players enter each one with a different mindset. This is encouraged by the Codex system of Power and Fame. Upon reaching the end of the game, players gain access to Nightmare Dungeons, which are basically sigil-altered dungeons “in really cool ways, with buffs and nerfs, that drastically change the dungeon”.

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