Weirdly, I think sitting through a nearly 90-minute-long debate between my coworkers about whether or not Diablo 4's dash is "lazy design" has helped me clarify my thoughts on this whole affair. I'll be comparing it to Diablo 3 a lot because that's the entry that's most clear in my mind.

I think it's an improvement over 3 in most ways. I can understand that someone might be a little put off by the shift away from the third entry's maximalism, where player health could be in the millions within an hour and landing crits for billions of damage within 5-10 hours. I suppose my level 52 rogue with 1300 health in D4 might be a little underwhelming in comparison, but the gameplay effect is the same - I run up to a pack of enemies, build up stacks using one ability and turn them into a smoothie by casting a second one.

It's generally a little more accessible and a little less frustrating, though. The aforementioned dash debate was on the subject of the new, universal mobility skill: every class can press a button to do a short-range dash, and if they want more mobility they can use a skill slot to pick up a class-specific ability. It allows for more interesting builds, more interesting enemies, and even some puzzles designed around this new button. Nothing to encourage over-reliance, of course - you're not going to be using this very often - but it's certainly nice to have. You stock multiple charges of health potions instead of having just one with a cooldown, you can actually upgrade stuff at the blacksmith, and nicest of all? All those weird shopkeeper functions in D3 that required you to burn some rare resource (upgrading gems, re-rolling gear properties) just cost gold. That's it!

The best changes to the gameplay, though, come from a couple key changes.

The first is the shift away from assembling sets of gear. In Diablo 3, picking a build mostly meant finding an ability that you could buff to comical levels by wearing one or two sets of equipment. It really limited what you could do, and it meant that improving your gear took the form of upgrading gems or finding copies of the same set with better secondary stats. D4 doesn't have any gear sets. Builds are dependent on the skills you take, the ways you choose to enhance them, and then, once you've done all that, you go and you find a legendary item and you throw it in the fucking trash. Okay, that's not technically true. You take it to a vendor who rips the legendary property from the item and allows you to apply it to a different piece of equipment. I love this system. I never would've assumed I'd play a new Diablo game where the loot actually feels meaningful, where I'm encouraged to look at items below the highest tier of rarity, where I only have to upgrade gems 2-3 times.

The skill tree: Diablo 3's system of assembling complementary skills and passives wasn't bad for veteran players, but even then, it was pretty difficult to visualize the opportunity cost of picking one enhancement over another. Now, skills are broken down into clearly defined groups, and everything from a group (plus all their enhancements) is visible on one screen at the same time. Uh oh, you've just picked a passive that applies to all your "imbuement" abilities, those are scattered ALL across the tree! Mouse over each ability at the bottom of your screen and you'll see that each one is clearly tagged with a couple properties that will make it obvious which buffs apply to which abilities.

As for the player's stats, my rogue has a lot of gear with buffs to intelligence on it. If you told me this in Diablo 3 I would ask how you even managed to do that, then I would assume that fate has played a cruel joke on you. In Diablo 3 you ignored every single stat that wasn't your class' favorite and had a loot system that did most of the work for you - nearly all the gear you would get would favor your class and buff that stat. D4 doesn't do this. You'll still get gear your class can actually wear, but that gear can have any kind of attribute on it, and those stats will always provide some kind of benefit to you. Intelligence isn't optimal on a rogue, but it's not the end of the world because INT gives rogues extra crit chance. This is shuffled around for each class to remain useful, but you don't have to memorize any of this because you can immediately check what applies to you when you open your inventory.

While a lot of the decisions that directly affect moment-to-moment gameplay have been clarified, the game's biggest weaknesses are still issues with information and transparency. I have been asked several times what a "murmuring obol" is. I don't know how to explain the difference between normal dungeons, Whispers, and the Helltide stuff. The current endgame content is confusing, and while it's explained through a pop-up, all of this still feels obtuse when you're tasked with deciding what you should do next after you've finished the story. You could watch a YouTuber explain how paragon levels work this time around, but you shouldn't have to do that, and best of all: my friends who do watch these videos still find it confusing! It's weird, too, because some of the better selling points of the game - e.g. co-op scaling allowing players of any level to play together - are completely reliant on information sources outside of the game itself. The oft-derided battle pass isn't out yet, but that's what makes me fear for everything I've mentioned in this section. Information issues matter less when you know the game like the back of your hand, which is to say that a profit-focused approach to this game will cater more to the Forever Players who pump endless money into this game than the people trying the series for the first time, the people trying to show something they love to a friend, the people most affected by a lack of clarity.

Reviewed on Jun 09, 2023


7 Comments


10 months ago

forgot to mention the much-marketed "open world" because it doesn't feel like one at all. diablo levels have always been massive anyway. it feels the same

10 months ago

I wanted this for a while and then interest just tapered off the more I saw it. I've not yet played a Diablo but I kidn of want to, is there one you'd recommend to start?

10 months ago

@Weatherby: I pretty much agree with everything @curse said with the caveat that D2 didn't really click with me for dumb baby brain reasons. If you're brand new and playing solo, I can't rec that you pay full price for 4. In a vacuum I'd probably rec D2 or its remaster (whatever version appeals to you) and if, at that point, you say "this game is good but i want everything element of the combat TRIPLED" then try D3

10 months ago

every* element. oops!

10 months ago

@jobosno @curse Sounds good, thank you for the recommendation! I'll add 2 to my wishlist.

10 months ago

I personally consider D2 to be an amazing single player game and I'm like one of the few people who don't care for the MP aspect of it, so my eyes always instantly glaze over when trailers started talking about post-games and seasons and shit. Part of me is kinda sad this wasn't a dumpster fire like III was on release, but regardless I'll probably play this later in ten years when I feel better about buying a blizzard product.

10 months ago

@Vee: Ah, see, for me they've always been strictly social. I've put countless hours into these games but very, very little of that playtime has been solo. It makes the rough edges a lot harder to choke down and - as someone who likes to experiment with unconventional builds - it can be pretty nice when my friends are there to pick up the slack when one of my ideas falls flat.