When designing a good game the most important thing is trying to create a narrative combined with gameplay elements that keeps the audience entertained. This is the main issue when it comes to Diablo 4. Strategy wise this hasnt been thought through enough by the creators of this game.
The game can (roughly) be seperated in two pieces from 1-50 and 50-100. The 50-100 area is the main problem:
From 0-50 there is always a sense of purpose. A reason and a goal when it comes to the progress of your character. The progress feels impactful aswell.
- Up till 50 youre still in the main skilltree. With real abbilities to choose from. Choices that feel impactfull and different when you swap things around.
- Up till 50 youre doing the main storyline with added side activities.
- Up till 50 you prepare for the keystone dungeon so u can start doing world tier 3.
- Up till 50 you try to find the main set of legendary aspects so you can form your desired gameplay.
From 50-100 you basicly have 2 goals
- Finish the keystone dungeon to go to world tier 4.
- Finish your paragon board through map completion and leveling to 100.
The Journey from 50-100 is way longer but its feels empty and goal less. Something that would be fine if the gameplay itself was top notch. If NM dungeons that we are meant to grind to reach 100 feel diverse and fun. The direct opposite is true. They are very monotone/comparable. NM bosses for example are all tank and spank unless u are undergeared or your spec doesnt work. Regardless the bosses only have like 2-3 mechanics (compared to 10+ from comparable games).
There are games that are closed down that offer better dungeon boss fights. I expected more from Blizzard, the company that started main stream raiding in games.
The game feels like youre starting to date someone. He/she is goodlooking but you find out there is no substance.