D4 has an ingame store. (so if you want to take that as a positive, which I personally don’t, you can take it as irony).
D4 has the more massive and better feeling in combat for melee fighters, but the more boring system for mages
D4 has the better atmo than D2, but not as strong as in D1, it’s way too fast for that
D4 has an open world^^
D4 has transmog and dye clothes
D4 has mounts(which I personally see as a mistake and not necessary anyway)
D4 has massive potential to expand the story back out massively incl. the world as a way and with a lot of story and quest chains for the classes and side quests, which lies in D2 all need. In D4 will be yes sometime in 2,3,4 Add Ons certainly then Diablo times as an Add On^^
D4 has profession systems to customize the stuff, disenchant the found things and resource extraction from items.
Diablo 4 but has a huge problem, it is created as an endgame game and therefore sick in core.
Also, today’s RPGs simply lack a certain flair and magic of growth.
So the best part of an RPG is very weak.
It starts with such things as having portals immediately. In a good RPG, everything is much more powerful, because you have to earn portal spells and the whole way there is connected with story and growing.
So it’s all much smaller at the start and even if one of the main NPCs gives you a task and then gives you a rare portal scroll to quickly return to him, that’s cool. Only later after 2 more long quest chains of the NPC, only the possibility arises to get a portal stone through a well-made turn in the game through adventure and exploration, but it always needs a recharge component, in the form of a power crystal, for example.
And that’s just a simple example of how to build RPGs slowly and strongly, creating the path as the goal in all things.
To do this you need massive amounts of such RPG-typical content, paths tied to lots of adventure, story, tasks, all done slowly and for that like an epic story, along the lines of Simbad the Sailor, Clash of the Titans the old movie.
And then linked with the RPG aspects such as skill branches, specializations in the late game to have further content, based on the game. Class and order houses with tasks and trainers for development that send you on class-specific missions… as I said, everything as an adventure and slowed down in the narrative… but highly motivating just because it is a huge big warm story in which you can fall.
Today that’s all gone because it’s all about endgame and numbers in an endless spiral…
That’s why all the games are so damn shallow and ineffective for us. It’s a grind and a sport… No RPG will ever be able to live up to that…