![]() Skill selection and assignment will always be completely open for all players. Like many other things in the demo, the UI is not final and we will support Elective Mode-style skill selection. There’s a misconception that Diablo IV will lock skills to specific slots because of the BlizzCon demo user interface. ![]() These are some of the topics that we’re seeing come up most often, but if we’re missing something, please let us know and we will try to share our thoughts on those subjects as well in future updates. We’ll go into way more depth regarding itemization in a separate post soon, but we don’t want to leave you hanging until then-so we’re going to update you on a few other topics now. ![]() We’re still working through all the feedback that came in regarding itemization and we’re actively discussing ways to add more depth and complexity to base items (including Rares), ways to add greater variety to item affixes to make those powers interesting and your choices meaningful, and ways to give players more freedom to choose how to customize items, so you can have fun exploring a wide range of effective gameplay possibilities instead of just looking up “the optimal build” online. I am so incredibly appreciative for all the feedback we’ve received so far and I’m eager to dive into some of the most talked about topics. Diablo IV is still very much in active development, but we plan to keep you in the loop as we continue to design and iterate so that you can be a part of what we’re building. The biggest challenge with parsing community feedback is that with so many opinions, the takeaways are rarely unanimous. By working together, we can achieve great things. I have learned over years of experience that the player community is an incredibly valuable resource to draw upon when designing and refining a game.
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