Diablo 4’s dungeons suffer from a number of issues that can make replayability and longevity frustrating. One of the main problems is the prevalence of annoying mechanics, that can become tedious after multiple playthroughs.
These mechanics slow down the pace of gameplay and detract from the core experience of looting and fighting monsters. Additionally, the game’s reliance on backtracking through empty dungeons can become tiresome, as players are forced to revisit areas they’ve already explored without encountering any new enemies or loot.
This can make the game feel repetitive and discouraging, reducing the desire to continue playing for extended periods of time. Overall, Diablo 4’s dungeons may offer initial excitement, but their lack of variety and reliance on frustrating mechanics can ultimately detract from the game’s replayability and longevity.
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feels like there is not much of a hack n slash going on in dungeons which makes them boring. also too many one shot mechanics would make the game quite annoying. generally the dungeons feel incredible boring and slow
As so many pointed out allready it’s like Lost ark and Diablo immortal had a baby…
And that will either hit home or not with diablo players…
For me it’s a major letdown so far…
Going to wait until the game has been out a few weeks or months atleast and see how people react to endgame… but for now it’s a no go… 
I don’t buy what the Diablo 4 director is saying about dungeons. He’s saying that the reason we’re seeing repetitive dungeons is because we were limited to the fractured peaks area during the beta. As though having repetitive dungeons in one area of the world map is somehow acceptable. It’s not. When in such a limited area each dungeon should feel unique enough not to be easily predictable and boring when moving from one to the other. The randomization is quite frankly horrible and needs work. That’s all there is to say. They either take the feedback and fix it or they brush it off like the director is doing and release a half-assed product. Time will tell which path they choose. It really boils down to whether or not they want to put the effort in to make the game successful or not.
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I wanna ask OP: how many types of dungeons did you play already? I played more than 3 and remembered the the mechanism of 3:
- The typical collecting 2 keys and put in 2 altars
- Kill 3 special elites, get to the inner zone, kill 3 supply depots while waves of enemies charge at you
- Kill all elite to collect essence, get to inner zone, save prisoners while fighting packs
Personally I only did the 2 latter dungeon mechanisms, since they had max combat time and minimum quest time. The type of dungeon that had to collect 2 keys I never did beyond the 1st time to get the codex
Agreed.
IMO dungeons should simply be PACKED with monsters with a boss at the end. No shitty mechanics that get annoying.
They should be an area for some serious levelling up, having fun slashing enemies, killing bosses, looting, and nothing more. Exactly what we want from a Diablo game. Kind of like POE maps.
The mechanics are just f***ing annoying and they currently don’t have enough density of enemies.
Did they say these dungeons will be incorporated into the endgame content loop? I could see them playing a part in it all but maybe the endgame focus wont be dungeons?
They were ok but for endgame its just going to be people racing through mobs to get to the boss.