I cannot defend the overall trend of Diablo 4’s development

I must admit that I cringed at the way the community expressed their feedback, as there seemed to be too much emotion involved. However, I decided to take a contrary stance and express my discontent in the sub, knowing I would receive immediate feedback. I stand by some of my rebuttals and my general disapproval of how feedback is often conveyed online. Nonetheless, I cannot defend the overall trend of Diablo 4’s development.

Following the dev’s response to feedback about 1.1, I have serious concerns about whether they truly understand the essence of a Diablo-like game and what makes it enjoyable. Their assurance in the feedback video sounded more like repeated agreement rather than the genuine enthusiasm of someone who revels in the thrill of slaying demons. Here are some examples illustrating why I hold this opinion:

1, Mob density has been an issue since the early betas, and while it’s positive that they are increasing it in NM dungeons and Helltide, the entire world’s density needs to be adjusted. It should be an obvious fix for anyone working on and playing Diablo 4, but it seems they are just now realizing its significance.

2, Nerfing CDR and Vulnerability was necessary for build diversity, but the problem lies in not making other affixes more enticing. Consequently, players are still compelled to prioritize CDR and +dmg to vulnerability. This lack of complexity in their itemization design contributes to the overall issue of poor itemization, which hampers build diversity.

3, Resistances are a glaring example of poor itemization, appearing on nearly everything and rendering gear undesirable if multiple resistances are present. The devs’ plan to rework it for Season 2 is months away, causing loot and build options to be limited for an extended period. It’s concerning that they don’t seem to be bothered by this significant limitation.

4, Despite the community’s request for more stash space and inventory management solutions, the response was the release of a season mechanic that occupies even more inventory space. Caged hearts and Aspects being indistinguishable without detailed mouse-over inspection exacerbates the problem. It feels like they are not fully grasping the frustration and lack of enjoyment this causes.

5, The seasonal mechanic makes jewelry itemization worse, adding the requirement of having the right socket color on top of high item power and desired affixes. This approach to engaging seasonal content feels tedious and uninspired.

To be clear, the naysayers are right, even if their manner of expressing it may be obnoxious. I can no longer defend the game’s development when it seems to lean toward removing fun, embracing tedium, and adding more frustrating elements. There’s immense potential in Diablo IV, but I fear the devs may not fully comprehend it. It’s disheartening to have to repeatedly beg for changes that seem evident to many players but apparently elude those in charge. I wish the devs the best of luck, as they will need it to overcome these challenges.

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In conclusion, there are valid concerns about the development of Diablo 4, and the community’s frustrations are justified. I hope the developers can learn from the feedback and strive to create a game that truly embodies the spirit of Diablo and provides an enjoyable and engaging experience for all players.