What is Diablo IV Endgame Missing this Season? - Discussion Talk with @dmdiablo4

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2024-05-21に共有
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コメント (21)
  • @GhazzyTV
    Note that transformation cost of masterworking materials from the pit has been significantly reduced with the latest patch
  • @TheNichq
    99% of D4 players, gauranteed, do not trade. You cant balance gold based on out of game trading system. Imo, trading shouldnt even exist until there is an ingame AH.
  • I still need a way to save my build and go back to it later. Trying something new is a nightmare. I have never been the type of player that pushed super high in endgame content, but back in D3 I always enjoyed farming and trying different build with different sets. Now in D4 as soon as I find something that works I don’t try a different build. Too much work to go back the old one if I don’t like it 😮‍💨
  • @MartinSteed
    Tempering have an option to keep current, just like enchanting would be great
  • Tempering needs the option to keep your previous option or the new temper roll. or else why bother min maxing as soon as you get something remotely useful
  • I feel like its the perfect season to create several builds and learn the classes, leveling and masterworking without reseting and semi completing a build is super fun.
  • It's missing Nightmare dungeons being very interesting and being super enjoyable to do and the pit needs a leader board
  • @ddanndann
    When any game gets to a point where it is all about numbers getting bigger, that's the point I don't care to play anymore. After that, what's the point? In D4 after level 50 you're already in that place so it holds me up to lv 80 or something and after that I am just pushing casually simply because I'm bored IRL and want to play whatever game. Examples: PoE holds me longer than D4: until I can farm what I wanted to juiced up. D2 holds me longer because, well you're always always getting access to new bases, new items, new obstacles, new skill points. LE holds me up to a few reruns of empowered monoliths. NRFTW holds me up to killing Echo Knight. Hades up to a bit after first successful escape. Fixing it, IMO: - Rework paragon, skill tree and NMD deeply, like they did items, bosses, codex and helltide in S4. IMO remove paragon boards and keep giving skills points, with an extended skill tree where new nodes are not just passives, but mechanically interesting things. And enough points and choice restrictions where builds will want to choose more than 1 or 2 active skills to actively use depending on the context of each fight. Restrictions as in like choosing only 1 ultimate and 1 key passive, would have to: choose up to 5 out of 15 "paragon" paths, and choose up to 1 out of 3 variations for each core/basic skill that are available only after spending 7 points into the skill (5 base + 2 existing upgrades). - Change the whole content "path" such that as you level up you get powerful enough for DIFFERENT activities and different "checkpoints", instead of the current same activities with bigger numbers all the way. This would implicate adding new ones too because there are too few of them currently. The current capstones + uber lilith are examples of this, but they are not really repeatable. NMD accesss is an example of this currently that happens pretty early and is repeatable (but BORING AF for some reason). The pit and the ladder bosses are not really examples of this currently because they are doable very early but we would only care to run them close to or at level 100 because before that the rewards don't matter. At that point they are extremely easy to do (at base level) so it doesn't feel like a challenging checkpoint and new activity. Both obviously do scale up to being relevant but again that's just numbers increasing. In short: make challenging and interesting checkpoints and only use numbers scaling to keep previously "unlocked" things relevant.
  • @battlecarrier
    I don't feel like this is such a hot take, but if D4 is ever structured in a way to encourage trading without providing an in-game automated marketplace then I will never touch it again. We tolerate it in PoE because it's a good enough game otherwise, but everybody knows it's a dogsh*t system and easily the worst aspect of PoE. We don't need a second game doing that. It's extremely worrying that you guys are already talking like trade is just some inevitable aspect of interacting with the endgame, and proposing more ideas that would further encourage it. We don't need the game to dump tradable items on us, we need the game to have a more reasonable way to farm gold as a solo player who doesn't want to interact with any external sites/discords/trade mafias. Obviously not adding gold to the Pit, but maybe add the D3 vault to the end of some NM dungeons or add some other farmable mechanic that has higher gold rewards.
  • They will hopefully add more horizontal progression in the future. Rather than just going up tiers in the Nightmare dungeons/the Pit and fighting mobs with more health and damage. Even ignoring the 10 years of updates, PoE still has the best endgame fundamentals because completing your map collection feels satisfying even as a casual player. New tiers feel like actual content. Meanwhile in D4 you do Pit level 1 and grind your way up to Pit level 100 and it's the exact same thing, just with bigger numbers.
  • Because of double tempering + affixes, even Uber Uniques are devalued this season and really not worth farming for. Hence the bosses are less appealing.
  • Hot take bring back vaults as optional content, fill them with gold and a fuck ton of puzzles with a gold/mat incentive behind them.
  • @jf2849
    Making everything harder is great for streamers but terrible for casuals the last thing they want is good rolled gear being harder to get. Items getting bricked needs to go we can’t find an item with two greater affixes and then it gets ruined by the tempering that would suck bad. The one mistake the developers made that they will not be able to walk back or fix in any way is trying to appeal to a broader audience. The game has to be casual or hardcore it can’t be both. When you try to make a game for everyone it ends up being for no one.
  • @dragon_dyce
    Maybe D4 could do something similar to what the game Runescape does, You randomly get Treasure maps as drops, you figure out the location to the treasure using the treasure map, to get rewards/gold , they are called Clue Scrolls in Runescape. You can also get items in game same stats but gold plated and they are more valuable then the normal item
  • I completely agree about the Pit reward structure, it feels bad getting 4/6 orange items every run that i can get in 5 minutes in helltides.
  • @Shadez23
    I think D4 catered to casuals long enough, the people that are still wanting to play this game are going to be likely above casuals. I think it's good they added a grind and end game, I think being able to brick your items and or have a lack or gold and material is giving people something to work for. Achieving those things with a guarantee and or having a surplus of currency and mats just make players get bored quicker whether they want to admit it now or not.
  • Good chat here with good ideas. D4 seems to be heading in the right direction
  • @swazz4099
    U can craft obducites & ingoliths in larger quantities at the alchemist using a reasonable # neathiron material. So no need to revert to farming low tier pits if u can comfortably clear 61+.
  • @Applegawd
    Short answer…keep adding more to the story in the endgame. I want more than just grinding for new gear. Give me a reason to invest more time in this. Build more on the lore. Like maybe investigating reports of Nyrelle being spotted.
  • @Syx6sicS
    The goal is to just have fun playing.