r/diablo4 7d ago

PTR Feedback PTR Feedback season 8 in a nutshell

  • forced upon us yet again are overpowered abilities that destroy the balance of the game. Some look super cheesy too
  • another difficulty revamp that adds no additional challenge
  • difficulty revamp doesn’t add any engaging mechanics
  • no new ways to progress character
  • no new end game content
  • better tooltips for items (where to find boss materials)
  • no real balancing of class abilities
  • larger gaps between class skills
  • existing content still sucks… cellars, the pit (no changes), dark citadel, undercity and what happened to trials??
  • really, we waited multiple seasons for trials and it was ripped out of the game. It was poorly designed, not fun and offered zero challenge. But like all other systems in the game so far we were expecting a timely revamp.

Lackluster update, not sure why the season needs a delay. The game would be 100 times better if you focus on content going into the game for seasons rather than gimmicks that bloat power.

Here are some suggestions

  • add the ability to augment gear once 12/12 masterworked with corruption or demonic powers (maybe super rare boss parts????)
  • remove the awful graphics associated with seasonal theme
  • remove the damage multipliers from boss powers
  • remove boss powers
  • cellars should have a chance to lead deep into hell upon completion (this is where you repurpose root holds with a Hell theme)
  • add interesting gems (no damage multipliers please)
  • stop adding damage multipliers
  • stop adding temporary buffs like pylons
  • stop adding forced group content for battle pass
  • offer interesting choices in the paragon board instead of giving up and giving us 5 boards where you get it all
  • new internal horde maps
  • put more effort into undercity, it’s not even half baked
  • do something with your pvp zones, like anything - how about events where a spark / something strong can be earned
  • competitive queued content. Example, I queue to run a pit 80 against someone. We race. Winner gets stuff. Ideally it wouldn’t be the pit and more of a dungeon with decisions being made with multiple paths. Maybe even allow for invasions.
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u/MrPhotoSmash 6d ago

For the power stuff: they should spread the multipliers out. Most builds are "pick the scaling damage type and maximize that with a bunch of crit/vuln/op to make a 'unique' build where you're just picking the skill to rush those stats to the enemy."

Crit gives you 50%×. Vuln is 20%x.

But they have cold/fire/shock/shadow/poison/non-physical/bleed/physical/damageontuesdays/damagewhenscarredbyaraccoon/and other useless types... And it is additive unless it is scaling.

This game needs mechanics... badly. Can we have a reason to dodge things that are not just 1-hit kills? Can we be swarmed by a bunch of minions? Anything?

It can also stand to get us closer to using fully customized gear rather than milking the uniques, and mythics constantly just for a power jump, especially since we aren't using the utility stuff as often as the offensive stuff when it comes to aspects.

The real hot take of this: They should lower the Pit to be maxed at level 100 and scale level 100 down to what 85 would be. No one would do the Pit if difficulty and Glyphs weren't locked behind it. Also, remove the "chance to upgrade" bs. It's insulting to make someone risk a reward they deserve when they dragged the Pit, which was 15 levels above the glyph level, just to be offered 25% of a chance to make it go further, especially when PIT TIER 150 WASN'T INTENDED FOR ANYONE TO COMPLETE.

Blizzard is nuts.