Core
- This shared-world open world design has to be scrapped. The shared world exists to encourage mtx. From
https://www.eurogamer.net/articles/2017-10-18-activision-patented-method-of-tuning-matchmaking-to-boost-microtransactions
“For instance, the microtransaction engine may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player,” the patent reads. "A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.
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Every form of dynamic monster level scaling must be scrapped - Normal, Nm, Hell you can even throw in Inferno if you want but these should function similarly to how they functioned in Diablo II. The game could become darker as you increase the difficulty.
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The itemization needs to be completely reworked to be in more line with Diablo games.
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“Legendary” items shouldn’t exist. Make them Uniques like in real Diablo games. In “Diablo” 3 they’re just bland Generic Item Templates that always roll higher than Magic and Rare items.
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Magic and Rare items should exist for a reason that isn’t just “salvage fodder”. Generic Item Templates make sense in Diablo II because Magic and Rare items had an actual place in the game - Magic items roll fewer stats but higher values, Rare items roll more stats with lower values.
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Uniques should have unique stats (like in Diablo II) and don’t have to modify skills at all. There’s really no need to tie skill modifications to gear.
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Skill trees should exist for each individual skill where you can have multiple branching paths where the final choice could be a Legendary-esque alteration.
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Hirelings / Followers / Mercenaries must exist and the game has to be rebalanced from the bottom up with these in mind. You can’t just slap them on when there’s 3 months left to release and hope to have the balance down. “Diablo” 3 followers were complete garbage and only existed to enable Unity.
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Add a Charm inventory like the Talisman (I assume it was scrapped from “Diablo” 3 because it was actually good and we can’t have good design in our gamse). You didn’t want charms yet you added items like the Nemesis Bracers which annoyed players by forcing them to equip the item, click shrines and then unequip them which makes them worse than the charms.
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Non-physical damage shouldn’t be tied to weapons.
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Unbreakable nonsense must be removed. >muh CC build doesn’t fit a hack n slash.
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Identification has to be brought back. For all items. Being able to trade unidentified items is very cool and it’s very Diablo.
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Horadric Cube is the cube that is very Diablo, David Kim, not the cube from “Diablo” 3, that one has nothing to do with Diablo. Bringing this back in a major way would be appreciated by fans.
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D4-style Runewords shouldn’t exist, they’re just repackaging “Diablo” 3 effects. Turning your healing potion into a “deal more damage” button isn’t interesting. Make items with sockets, white bases and superior white bases meaningful again. Don’t make the mistake of adding Runewords that renders other item qualities obsolete however (eg Grief or Enigma).
Lore & World
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“Diablo” 3 must be retconned entirely and Diablo IV should be sold as Diablo III. You’re doing the fan base a disservice by trying to sell us on the idea that “Diablo” 3 is a Diablo game when the only thing Diablo about it was Deckard Cain and because he was too Diablo he had to be killed.
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Acts were great for story telling and it helped make parts of the game different from one another. Diablo 4 has a tiny world and I don’t see how you’re going to be able to tell a compelling story when you’ve scrapped almost every characteristic of the franchise.
Fluff
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Mounts have to be scrapped. They exist for you to sell cosmetics, not to make the game better.
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Transmog shouldn’t exist.
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Cosmetics shouldn’t exist. It was cool how different stats changed the colours of items in D2, what isn’t cool is making gear look bad just to sell cosmetics that had actual effort put into them.
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Achievements shouldn’t exist. Players have their own goals, they don’t need you telling them what to think of as an achievement or not.
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Rotational fluff shouldn’t exists - air punching to keep up effectively infinite buffs, using X just to make Y more powerful and so on. We want multiple spells and a well designed game where we get to make choices, we don’t want to use spells in a fixed rotation decided by you.
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Just give the game some depth. This is at its core a PC franchise so don’t compromise the PC UX because you’re concerned with how it’s going to play on a 1st Gen PlayStation 4…
This isn’t a complete list of issues but I’d happily try the game out if everything mentioned here was remedied to a satisfying extent.