Open Beta Feedback

Diablo 4 Beta Feedback:

For context, we played as two housemates on couch co-op. The same screen co-op was handled flawlessly in our opinion. Best we have seen in years. One play has 20 years in ARPGS from D2 to PoE. The other is a Game Dev who plays everything he gets his hands on.

Major Notes:

  • Ultimate Hotkey Space
    ONE MORE SLOT! We really needed an additional hotkey for Ultimates. It felt very hard to justify it on my hot bar because of the long cooldown. It would be great if we could have an extra bind (on console perhaps R3, or R1+R2) to make this option a fun addition to the build rather than something that feels bad when it doesn’t pay off and is hard to justify in the first place for a precious slot.
    This already felt painfully true by lvl25 land imagine will get worse as you gain more abilities and interesting aspects for your skills through the game. Having to constantly swap in an ultimate for bossing or clearing on my hot bar in lieu of a defensive or utility ability just felt frustrating. ONE MORE SLOT is all it takes :slight_smile:

  • Movement Skills on Console
    There is a simple but important issue with the difference between PC and Console regarding skills like Teleport and Leap Slam. The simple fix in theory is to have these skills target max range or to have the joystick map the the entire screen depending on tilt amount. Especially when there is no target in sight.

Detailed Notes:

Visuals: 10/10

  • The best looking ARPG by far. Consistently found myself stopping to enjoy the environment and say ‘Wow’.
  • At level 25 skills rarely felt overly flashy. Good decluttering.

Sound: 9/10

  • Visceral, responsive, immersive
  • Felt like there was touch more room for those amazing scores that define the game.

Combat: 9/10

  • Please just give us one more hotkey for that long cooldown ultimate.
  • The hyper accurate hit box tracking was very noticeable and made melee positioning feel incredibly engaging
  • Some ultimates felt a touch underpowered in spots relative to cooldown and slot cost.
  • The general gameplay loop between different spenders generators and cooldown was great.
  • Defensive layering felt like it picked up and had some interesting dynamics between DR, Fortify, and Barrier

Open World: 8/10

  • Felt like too many events spawning constantly/predictably in the same spot.
  • Why do dungeons check when complete and then uncheck as if you hadn’t completed them. Very confusing bit of UI/UX
  • Zone load rubber banding is a little extreme at times.
  • Nice mix of density and moments of calm.
  • Questions was clear and felt varied and story grounded.

Dungeons: 7/10

  • Would like to see less gather these things to unlock the door versions of a dungeon.
  • The environments were brilliants detailed and designed.
  • Less backtracking if possible though wasn’t too painful.
  • Boss interactions at were well thought out and engaging.

Character Building: 6/10

  • I am a little underwhelmed by the number of enhancement options. I would suggest pulling 1-2 of the build defining options off of aspects and into each skills enhancement path.
  • 1-2 more skills for each of the ‘skill categories’ (basic, Core, ultimate etc) would increase build diversity multiplicatively. Appreciate this may some time after launch
  • Faster Scroll on character detailed stats list would be good. (Took ages to check my resistances on console.

Bugs

  • Bug: Necro Minions stay on screen during load
  • Bug: Necro Minions would despawn permanently if couch co-op player ran too far ahead and Necro player teleported. Only way to get them back was switch out Book of Dead options
  • Bug: Playstation Pro controller would infinitely haptic/rumble in seemingly random spots.
  • Bug: Vampiric Legion Region Event spawned though nothing happened for the entire time it was on
  • Bug: Whirlwind snapshotting damage buffs
  • Bug: Bugged Attack speed increase on animation cancel for PC
  • No UI to show Queue time for couch co-op players so feels like it’s glitched or nothing may be happening when queues are longer.

I am puzzled the developers couldn’t see this issue prior to the beta, especially given that it is one of the main issues with D3. Shifting some of the power from aspects to the skill tree would be a substantial improvement… right now, the aspects you find are going to determine what skills/builds are viable.

I had a great time during these 2 weekends and I will be playing in june.

I really agree with putting the ultimate on a separate keybinding like L3+R3 or something like that.
One thing I havn’t seen anyone mentioning is the unlocking of the occultist, atm it seems to be either by doing a dungeon and get an aspect or by reaching level 25.
My problem in the beta was that I did all the dungeons that was accessible for the beta with my 2 first characters so I couldn’t unlock the occultist until lvl25 on my other characters which spoiled the fun alittle, would like a better way to unlock him because I will likely do most of the dungeons with my first character.

You can reset dungeons at any time, that should solve the issue.

That was not my point, you only unlock the occultist by gaining an aspect from completing a dungeon or get to lvl25 and only 1 of your characters get the aspect after finishing the dungeon.
So when I did all the dungeons with my first 2 characters the others had to wait until lvl25 to get access to the occultist because they wouldn’t get any aspect by finishing any of the dungeons.

With the new beta server slam, the new skeletons for Necromancers are still quite bright and blue. I thought they were supposed to be the same colour as essence.
The display of names, levels, hp bars and coloured bases in couch coop are immersion breaking. Would be great to turn them off in the options alongside minion health bars.
Town portal animations are still underwhelming.

At first I had some performance issue’s, couldn’t get a stable FPS and it drops insane. After a re-install of my GPU drivers, everything was fixed. Something went wrong with updating my GPU drivers.

My expierences started good in Diablo 4, until I encounter bosses as Necromancer. Necromancer is now completly useless against bosses. Blizzard turned a OP character completly in to trash.

I’m so frustrated at this point, that I just don’t want to continue anymore and don’t give a f… about the cosmetics anymore. It turned from positive to a negative feeling now. Is it this hard to balance out classes?

I need to ask other people now, to defeat a freaking boss.

Hi there,
Bug report: After finishing all Q’s and killing Ashava, I noticed my main Q storyline was reset from Kor Valar onwards… I can redo the main Q line at this moment.

Couple of bugs I noticed on the XBox Series X version during the Server Slam event:

  1. During the main quest stage ‘Hero’s Reward’ > ‘Speak with Iosef’ in The Ritual Den (lvl 5 Necromancer) the game froze. Workaround: Close and reopen app fixes this, no progress was lost.
  2. In general, if a Necromancer has Skeletons summoned during conversation cutscenes there will be ‘flashes’ from the skeletons, sometimes too quick to really notice, other times enough to make out an ‘olive wreath’ type appearance, onscreen during the cutscenes.