I'm beginning to settle on "Well made but badly designed" as my verdict on this game. There's nothing in here that's outright bad - there's a ton of systems that were very clearly put together to flow into one another and for the most part they do. But it really feels like the devs spent so much time asking themselves "Do these systems fit together?" that no one bothered to ask "Are these systems fun?"
This is pretty much what I was talking about with my early impressions as well. There's just this overall theme of "someone who actually knows what players enjoy about these games would not design it this way".
The mount controls is probably one of the best examples. Having momentum on the horse, where your mount has to physically turn, feels incredibly clunky and goes against everything a snappy arpg is about. And the speed control on PC is something that shouldn't have gone through the first set of intial testing.
Another example is the whole issue with having to travel to nigthmare dungeons. It makes sense for the game to have dungeons spread across the map that players can discover as they explore the game, but when you're at the point of doing nightmare dungeons there's no added value of having to travel to them every single time. And you're activating random dungeons all across the map, so it's a LOT of trudging. Anyone that's somewhat familiar with how arpg endgame works would instantly recognize that using a sigil should either instantly teleport you into the dungeon, or at least open a portal to the dungeon.
Then there's obvious stuff like the world event beacons, which will only pop up if you are in the open world as they intially appear. So you can literally log in to the game when there's 25 minutes to the next world boss spawn, and you will have no indication that it's happening. How did it even get implemented like that in the first place ?
I feel like I could go on and on, since I haven't even touched on the more fundamental stuff like skills, loot, open world and level scaling. I will say though, that after having put more time into the game there are some things that are really well done.
Firstly, I feel like this is the first Diablo game that has a full plan for your entire journey through the game. The other games are very much "here's an introduction, now go do whatever I guess", while this has a path of building your skill set and doing the campaign, then a first introduction to loot optimization and endgame activities which gets you close to 70, and then nightmare dungeons, glyph leveling and paragon boards as you transition into the final grind to 100, which is a natural end point where your character will be like 98% optimized.
I also think this is the best potion system I've seen in an arpg. While it is quite similar to PoE, that system sometimes suffered from not being able to recharge between fights (due to kill requirements), but there has been extremely few cases in D4 where I got into a fight without the vast majority of potions available. I don't think I've ever played an arpg where I've been this encouraged to use my healing and not worry about future encounters.
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