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Diablo 4 Developer Endgame Update - Liveblog Summary
Diablo IV
Publié
20/04/2023 à 12:42
par
Jezartroz
Diablo 4 will be hosting a Server Slam between May 12-14, so jump back into the World of Sanctuary for another chance to experience the Beta and earn the exclusive Beta Rewards, along with a new exclusive reward - the Cry of Ashava Mount Trophy!
Read more at our link below!
Diablo 4 Stress Test on May 12-14
Today's long-awaited Diablo 4 Developer Update Stream has just ended - and endgame and other hot topics are fresh in everyone's mind.
Not everyone has the luxury of taking 90 minutes out of their day to listen, though - and that's where Wowhead has you covered! We're liveblogging key updates and summaries in this article during the stream, so settle in, refresh often, and read on to find out more about Diablo 4!
World Tier System
Players will need to complete Capstone dungeons in order to gain access to higher World Tiers
The first Capstone dungeon is recommended level 50 - and it's a humbling experience for under-leveled players
World Tiers aren't just "more health" or "more damage" - new mechanics, AI, and abilities are unlocked on enemies. The world feels more hostile and aggressive
World Tier 3 gives access to Sacred items, World Tier 4 gives access to Ancestral items
Sacred tier items will be viable from around level 50 to around level 70 - but that doesn't mean the items will require level 70; they will be level required based off the level your character was when the item dropped
Legendary and Unique Items
New Legendary powers will be available in higher World Tiers
Unique items are very, very rare - and build defining
Helltide and Target Farming
Unlocks at Nightmare World Tier
Players collect Cinders in Helltides as currency, which will unlock Helltide Caches
Caches allow you to target farm items - each cache is tied to a specific item slot, and has different costs for each cache; the caches are in fixed locations per Helltide spawn
Death has a cost - you'll permanently lose some of your cinders upon death in the Helltide event. You'll also lose your cinders after leaving the Helltide area, so don't be afraid to spend!
Helltide locations will rotate, and are only active for about an hour at a time
Monsters will still drop loot in Helltide - caches aren't the only way to acquire gear
The Butcher will be making appearances in Helltides - watch your back!
High tier crafting materials, Helltide Roses, only spawn during the Helltide events
Nightmare Dungeons
Key replayable system for endgame
Sigils will be earned primarily through Whispers of the Dead in World Tiers 3 and 4, but can also be crafted at the Occultist
Sigils have set levels, and have affixes which alter how enemies work
All dungeons can be Nightmare dungeons, but they will be available on rotation
These will be excellent for farming Sacred and Ancestral items, as well as upgrading Glyphs
You will eventually be able to fight monsters up to level 150 for the challenge
Glyphs and Paragon Boards
Magic Nodes have relatively rare affixes such as
+x% Damage to Crackling Energy
Rare Nodes have powerful effects, but also Bonus Effects if certain thresholds are met
There are about 10 rare nodes per board - sometimes more
You'll need to plan carefully - it will be more costly to unlock Nodes as you progress deeper into Paragon Boards
Legendary Nodes are incredibly powerful, class-based bonuses that exist rarely on Paragon Boards
Some Nodes are Glyph Sockets, allowing you to affect nearby nodes with additional bonuses
Glyphs can be leveled to increase the affected radius
Beta Learnings and Community Feedback
Numerous class changes - documented
here in a previous news post
Druid and Barbarian feedback was especially helpful
Classes alone weren't tweaked - Bosses in particular were reevaluated for Melee and Pet Build viability
Every class is designed with a good set of options to clear Crowd Control - any issues at lower levels are mitigated at higher levels
Numerous dungeon changes - in particular regarding backtracking
Objectives have been redesigned in some situations in order to minimize poorly received layouts - you'll naturally encounter objectives along the way instead of going back and forth
Den of Evil mechanic will now have monsters chase you down instead of having to search for one missing monster
The Reset Dungeon Button was added in early development before creation got to the point of allowing for other methods to reset, and had unintended consequences - while the button may be removed, dungeons can still be reset fairly easily
Skills have been normalized based off Aspect Ratio for monitors
The workaround for killing a world boss multiple times in rapid succession has been removed
Q & A
The skill trees at launch are only the beginning - new skills and passives will likely be added in the future, but these are likely Expansion changes, not Seasonal changes
Altars of Lilith - Renown will be reset on a seasonal basis, however the stat gains will
not
be reset
Monster families have higher chances to drop certain types of items - for example, Skeletons can drop crossbows as a bonus, no matter the class you are playing
There will be no further adjustments or changes after the Server Slam weekend, however feedback will be collected and changes will be made after the game is launched.
Overlay map vs. Minimap: combat and navigation spaces are attempting to be as "clean" as possible, which is why there is a strict separation. The end goal is to make sure that players have the tools they need to navigate and engage in combat as smoothly as possible. There will be no overlay map on launch
No Couch Co-Op planned for PC, no Mouse and Keyboard mode planned for console
Crafting will be updated and iterated on over time
Ray Tracing will be coming after launch
You can collect herbs while Mounted
There are no current plans for WASD movement
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