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:
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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
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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.