Brief food for thought for developers to break up and improve D4.
D4 has a massive combat system and a dark world. The kamapgane was nifty, but finished way too quickly.
That’s what made D4 interesting.
- Replayability value is 0.
- All the mechanics are weak.
- Item system is lousy.
- Paragon system not well built.
- Endgame is not tangible
1.Since all classes feel rather the same no matter how you skill them, except for rudimentary things like melee or ranged combat, there is no reason to play again.
It all feels the same, like a one-way street in a tunnel.
The game needs to be absolutely broken up here, different skill trees per class and with each skill the gameplay of the class changes, what else is the point of skilling if only the animations change?
The path as the goal in ER. Means it takes at least twice as long to the maximum level as now, but the game world conveys one through the story and side tasks fullness and breadth.
The best would still be guild houses with tasks and as a class-specific contact point, also to improve his class.
Simply more separation of the classes in everything, already makes a lot.
2.The item system is already totally monotonous with the little pictures and the whole principle does not work. In addition, the mechanics in the item system are confusing and far too powerful in contrast to the skill system, so twisted world.
Items should only support the skill, but not define the character.
A look at D2 is worthwhile here.
3.Endgame is based on the main game and only expands it.
So there is no splitting of the content, but still a dividing line.
Here, the Paragon system is built in sensibly.
For this purpose, battle zones are created, so to speak, borderlines where the demons follow and conquer fortresses, bridges, villages, altars, obelisks, etc. and the players take them back.
Also, there is a huge dungeon here, which goes underground under the whole huge border zone.
However, this opens only if on the upper world the nodes such as fortresses, villages, obelisks, etc. have been conquered by the players in a certain number x.
In the dungeon itself, there are new seals to capture from the demons, which can be traded for class respeccs, transmog sets, and new looks for spells, werewolf/combatant characters, etc.
The dungeon is much harder than the overworld, however, and gets massively harder towards the bottom.
If the demons overrun the nodes at the top, the dungeon closes and guardian demons appear and patrol the dungeon until it opens again.
The guardian demons are something like a purge squad and the death of players. So port out or survive as long as possible.
In the border zone and in the big dungeon there is only access after finishing the campaign and from then on also Paragon-EXP in these zones.
The Paragon board then expands the existing new split skill system here and supports it more and more.
It ranges from improving existing skills as specialization, more stats and resistances, more defenisve, more offense, better resource generation. So the Paragon system expands the character and makes skills special, both visually and in terms of content.
If D4 develops in this direction, it will also be a good game that you can play for years, because you can lose yourself in the classes, the world and in the endgame with the Paragon system and the border zones, etc., but which does not devalue the game world, but only expands it.
There is nothing more to say about it.
Currently, D4 is simply uninteresting, at the latest when you have 1x through the campaign. There is simply no replayability value out of itself in the mechanics.
But that has already been addressed here x times and the solutions clarified.