Not long after Diablo IV’s release, the luster seemed to have faded for some groups of players. More specifically, someone who has been playing the game non-stop since its launch.
For many diehards, the rift in Diablo 4 came a little earlier than they expected, and they’ve been telling everyone that some basic quality-of-life features are woefully lacking, lacking any meaningful social systems, and the ending very bad. That might take away from all the fun.
Blizzard has made as few changes as possible in subsequent updates, with a recent big patch making all classes more powerful and increasing end-game XP gains. But there’s obviously more to it, especially if you’re one of those who’ve played it for hundreds of hours.
That’s the case with SCE, a single-role (druid) player with over 400 hours of play. SCE shared their experience in a lengthy post on the Diablo 4 forums.
The post included 66 (probably because they couldn’t reach 666) items on their wish list, made up of things they’d like to see improved. SCE called it a “diabolical dilemma” and went on to touch on everything from loot filters, gold economics (gem sales prices, lack of a meaningful source of gold), contentious loot level requirements, lack of ways to share and save. Build without reset etc.
SCE’s list also covers world bosses, which currently don’t appear often enough for players to stumble across them naturally. Cellars are another bone of contention for hardcore players, as they are pretty much useless in endgame grind.
All eyes were on Blizzard’s Diablo 4 Season 1 reveal livestream today. The developer notes that the quality of life improvements have declined with the new season, so perhaps a response to some of those issues will be shared later today.
If you can’t wait to watch live, watch the season 1 trailer, which lets you see corruption taking over Asylum before you watch it live.
If you’re curious about all their thoughts, we’ve also included the full list below:
- Since stats on items (especially rare items) are so important, loot filters are desperately needed.
- You can’t sell items in bulk without marking them as junk first, which means it’s actually slower than selling them immediately, and more of a “don’t sell/scrap” thing.
- Many substances are feast or famine.
- Over 90% of our gold comes from selling items, as there is so little gold dropped, resulting in a lot of looting and downtime for selling after/during each dungeon.
- +Gold bonuses in nearly a million dungeons are pretty much useless because the base gold coins dropped by enemies are very small.
- The Shrine of Greed is too weak, because like the +Gold NM affix, gold drops very little, especially compared to the already mentioned sale items.
- Goblins don’t provide enough value and no longer have any changes.
- Goblins should be heard before they’re seen, and like their laugh in D3, it’s amazing and exciting.
- Legendary items are currently mostly taxis.
- Unique items should have a more pronounced visual and sound when they drop.
- Non-ultra-rare unique items have significantly different drop rates for no apparent reason.
- When using mystic like in D3, there is no stat reroll preview or range.
- Smaller versions of rerolled stats shouldn’t be there, as they’re never an option, and feel particularly bad due to the large number of affixes and overall cost.
- Buying/selling items on 3rd party platforms is basically mandatory unless you are very lucky or rich
- Aspects should be hidden from the Occultist UI.
- All parties should preserve the gold value of the items that were taken, otherwise people would keep hoarding most of the items so as not to lose the gold.
- Gems need to sell for a high enough price so that looting doesn’t feel wrong.
- Sacred items should not drop after reaching a certain NM level.
- Monster parts should be able to be redeemed/traded to other people at some exchange rate.
- All currently lootable elixirs should be craftable.
- Sigils should have their own UI and larger storage.
- The cost of sigils should be either linear or exponential, rather than the weird jumps they currently have.
- Scrapping items shouldn’t become useless in a short amount of time, since you’re looting so many materials from normal play, it also incentivizes them to sell them more.
- The maximum number of redeemable items should be unlimited, not 20.
- Each storage room space should only cost extra gold, rather than being limited to 4.
- There should be no level requirements for account bound items or the way they are replaced.
- The current percentage-based elemental resistances on gear are extremely misleading, especially for new players.
- Currently, many neutral legendaries are much better than many professional legendaries, making the builds too similar.
- Something unique should be gambleable.
- The skippable dialogue for certain events is necessary because you basically just have to go away for a long time.
- Instead of 5 white mobs over 10 waves, there should be progressively more powerful events after wave 5.
- Transition events should drop items and award experience, especially if they are timed.
- Eliminated most backtracking and dead ends in Nightmare Dungeons.
- The pickup radius should be increased, or a method of increasing the pickup radius, as it often happens that you accidentally don’t collect anima orbs, etc.
- Removed most conditional affixes (close/long range damage/reduction) as they were uninteresting and would increase the affix pool.
- We need to clearly observe the damage on the stats page and introduce new players to the existence of these systems.
- The UI should be fully customizable, at least in terms of placement, not just everything fits together.
- The process of effects/duration needs to be easier to track and customize than the little square at the bottom of the screen.
- Customizable damage number visibility, size, duration, position and color to reduce visual clutter and help visually impaired players.
- The NM Dungeon Teleport should take you and your party into a dungeon and be available in the same dungeon without having to wait up to 3 loading screens.
- Stat compression is needed because current enemy health/our damage is already too high and we don’t need millions of damage in Season 0.
- Since you’ll often be walking long hours in empty corridors, you’ll need to drastically increase monster density or reduce the size of your dungeons across the board.
- Hard CC needs diminishing returns and/or major nerfs lest the unstoppable effect becomes mandatory/too powerful and uninteresting to play as a class without it.
- Overall gameplay is very melee unfriendly, with no high stakes rewards (especially explosions).
- Positive or negative additions to NM dungeons are either ignored, or have too much of an impact (e.g. reduced shadow damage versus reduced crit damage).
- The chieftain is too weak and the white mob is too strong.
- The elixir should be stackable to increase its duration to at least 60 minutes so we don’t waste the remaining time on the same elixir already active.
- Paragon boards should at least be individually resettable.
- Canon boards and talent tree layouts should be saveable and shareable.
- Paragon boards should be able to rearrange placement and order (rare node cost/requirement).
- Cursor position should be toggled on/off affecting travel speed and path.
- Reinstalling/removing CDs should reduce significantly, maybe an upgrade can be bought at the stables?
- Helltide should offer a more targeted way to get items/forgotten souls/obor etc.
- Whispers are currently too weak, as they are immediately overtaken as soon as they become available.
- If someone decides to do whispers, running two dungeons is far better than anything else, unless they happen to be wandering in an area with a dungeon.
- Whisper should stack more than 10 without having to tp back and forth every time.
- +80 max obos doesn’t feel right as a reputation reward.
- Most wine cellars are not powerful enough at the moment and are sadly skipped.
- Butchers are too common when spamming common/NM dungeons, and the loot isn’t good enough, as Legendary is currently only taxi sided.
- The world boss timer should be rotated to give those unlucky enough to fix the schedule a chance to do so at least sometimes.
- World Bosses and Infernal Tides should be trackable without checking the map.
- Appearance should be fully customizable, just like in the character creator when using the wardrobe.
- In addition to presets, armor and weapon colors should be fully customizable.
- We need multiple search capabilities for various systems (e.g. stashes, talent trees, paragon boards, etc.) as the current filters are too broad or miss a lot.
- We need better multiplayer systems like group finders, larger chats, communities like D3, and adjustable social settings to play with fewer/more people on the same shard.
- Shared map progression/display areas etc for alternates in the same season would be really cool, since rediscovering all areas for each character doesn’t feel right.