Dungeons and classes changes based on feedback

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Dungeons and classes changes based on feedback

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Adjustments will be made to dungeons, classes, and more based on feedback from the Diablo IV beta.

Through the March beta weekends, Blizzard received tons of feedback and suggestions for Diablo IV.

A list of improvements based on this feedback has now been published for the Action RPG.

When the game is released on June 6th, the nature of the dungeons will be optimized, among other things, so that players do not have to run back as many ways. Also, monsters will seek players if the quest objective is to kill all monsters.

Improvements have also been made to all five classes. For example, the Necromancer’s minions will now die more often, so corpses will need to be used more often to create new ones.

Other improvements and adjustments affect combat, such as re-evaluating the butcher’s difficulty level for a greater challenge at higher world levels.

Check out the list of improvements to Diablo IV at launch below.

DUNGEON

Nature of Dungeons

We’ve often had feedback that you had to backtrack too many ways in certain dungeons. We have optimized several dungeons in all zones so that this will be less common in the future. Here is a list of dungeons in Shattered Peaks that have had their texture changed:

  • crater gate
  • Desecrated Catacombs
  • derelict shack
  • Forbidden City
  • fall of the hoarfrost
  • Immortal charisma
  • Barracks of Kor Dragan
  • torture forest
  • Real ben cave

Developer Comment: The main reason we made the texture changes was to avoid certain types of this “backtracking” that negatively impacted the gameplay experience. An example of these changes is that previously you had to enter side chambers to interact with structure quest objectives, causing you to walk the same paths multiple times. Now many of our quest objectives are on the main dungeon paths to make them easier to reach and easier for players to explore the dungeons after defeating the structure.

dungeon events

  • Increased the chance for an event to appear in a dungeon from 10% to 60%.

Dungeons gameplay

  • To reduce the need to walk the same path multiple times, monsters in dungeons are now looking for players, making it easier for you to complete the Kill All Monsters quest objective.
  • When Animus is gathered, nearby players and allies gain:
    • 10 resources.
    • A 1 second cooldown reduction for all active cooldowns.
  • Animus deposit channel time reduced from 3 seconds to 0 seconds.
  • Save time reduced from 3 to 1.5 seconds.
  • After completing all rescue quest objectives, you will now receive a health potion.
  • While holding the Ancestor Statue, Bloodstone, Mechanical Box, or Stone Carving, you gain a momentum bonus that increases your movement speed and that of nearby allies by 25%.
  • Pedestal channeling time reduced from 2 to 0 seconds.
  • Returning a carryable to its pedestal now fully restores health, resources, and potions and resets cooldowns for all nearby players.
  • When doors are opened, this is now shown to you on the minimap.
  • All structure quest objectives in dungeons now have additional combat mechanics for players to overcome.

Developer Comment: While our dungeons offer you a variety of quest objectives, your feedback has shown that completing quest objectives feels tedious. We hope that bonuses such as increased mobility when carrying certain quest items will make the game experience easier and more diverse when completing quest objectives. This customization is just a starting point and we will be extending this approach to keys in a future update.

CLASSES

Generally

  • Effects like stun and freeze can last twice as long on elite monsters before they become unstoppable.
  • We took another look at class skills to make sure all classes had enough crowd control removal skills available.
  • We’ve made changes to the efficiency of many Legendary Traits.

barbarian

  • Barbarian class has received a flat passive damage reduction of 10%. To compensate, some passive skills in the skill tree have had their damage reduction effects reduced.
  • The Whirlwind skill now deals more damage and consumes more Rage.
  • The Dual Sweep skill buff now refunds its full Rage cost when used on stunned or knocked down enemies.

Druid

  • Companion skill damage has been greatly increased.
  • All ultimate skill cooldowns have been reduced.
  • Seizure and Pulverize are now easier to use.
  • Using a skill without shapeshifting now converts the druid back into human form.

Necromancer

  • Summoned minions now die more often, requiring you to use corpses more often.
  • The values ​​of many bonuses in the Book of the Dead have been increased.
  • The damage of the Corpse Explosion skill has been reduced.
  • Skeleton Warriors and Mages are now darker.

Hunter

  • Subtlety skill upgrade bonuses have been increased.
  • Several passive skills have had their bonuses increased.
  • All infusion skills have had their cooldowns increased.

wizard

  • Combo Blitz’s damage has been increased and mana cost reduced.
  • Chain Lightning’s damage has been reduced and is now less efficient against bosses.
  • The cooldown of the Flame Death skill enchantment has been reduced.
  • When using Fire Wall’s enchantment bonus, Fire Walls will now spawn among enemies more frequently.
  • The Meteor skill enchantment has had its lucky hit chance increased.

Developer Comment: When making changes to our classes, our goal is always to make their skills feel impressive and powerful – your feedback has helped us achieve that goal. Some players have found that certain skills are too powerful. Skills should be both interesting to use and interactive in terms of items and the feel of combat. To that end, we’ve made some changes, such as to the Necromancer’s minions. This change will make them feel more vulnerable in combat and make raising the dead a more central part of Necromancer gameplay.
The release is only the first step towards proper class balance, so expect many more updates to build upon this foundation of
DiabloIV want to improve further.

USER INTERFACE

  • Fixed a bug that prevented the built-in screen reader from reading button hints, game option details, and other UI text.
  • Fixed a bug where actions could not be assigned to the mouse wheel.
  • Fixed an issue where Evasion could not be assigned to the right analog stick of controllers.
  • Chat is now displayed on the left side of the screen when using the centered action bar configuration.
  • Character stats are now displayed by default when you click the Materials & Stats button in the inventory.
  • Move and interact inputs can now be mapped to one button, while primary attack input is mapped to a secondary button.
  • The sans serif font used in the game has been replaced with a new serif font.

FIGHTS

  • Fixed several bugs that prevented bosses like the Butcher from being interacted with.
  • The Butcher’s difficulty has been re-evaluated to be more challenging at World Tiers III and IV.
  • Bosses like T’Chort, Malnok, Vhenard, and others have been re-evaluated for melee character difficulty. This has resulted in changes to attacks and combat mechanics.
  • Fixed a bug that caused Malevolent Vampires with the Shadow Enchantment affix to repeatedly use Impale.

BASEMENT, CELLAR

  • Increased the chance for a dungeon event in basements.
  • Cellars now always grant a chest upon completion.
  • Fixed a bug that caused basements to be marked as completed prematurely.
  • Fixed an issue where the Elite Guaranteed Monster would not appear in basements.

GENERAL SIMPLIFICATIONS

  • Fixed a bug that allowed players to increase attack speed by prematurely canceling attacks with movement commands.
  • Fixed a bug where characters were not immune and could not be targeted after loading and entering an area.
  • The Reset Dungeon button has been disabled.
  • Fixed a bug that caused Storm Valley and Serac Rapture to have fewer monsters than intended until the campaign quests in those areas were completed.
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