I Tried Diablo 4's NEW Rework, I Didn't Expect This Part

DarthMicrotransaction TV
4 Sept 202416:02

Summary

TLDRThe speaker discusses their experience with the game's new torment system, highlighting the increased difficulty in obtaining resistances and armor. They mention the stat squish and how it affects character survivability, emphasizing the need for strategic gear selection to maintain defenses. The speaker appreciates the new system's focus on itemization and defense, which adds a layer of strategy and makes gear acquisition more meaningful. They also touch on changes to Paragon progression and the removal of Uber bosses, suggesting that the game now offers a more engaging and challenging experience.

Takeaways

  • 🔥 The player is currently in Torment 3, where resistances and armor are harder to acquire and maintain.
  • 🛡️ Even with Tios, which provides 60% resistance, the player still needs to equip multiple items with resistances to stay above the cap.
  • 📉 The player's resistance and armor cap is threatened to drop below the required level when moving to Torment 4.
  • 💪 Despite the armor cap being lower at 1,000, the stat squish and increased difficulty in Torment 3 make it harder to maintain stats.
  • 🎯 The player highlights the need to balance offense and defense more carefully due to the changes in resistance and armor mechanics.
  • 🛡️ The player enjoys the new challenge of managing defenses and finding the right gear to maintain survivability.
  • 📈 The introduction of the 'Pit' and the scaling of its difficulty with player level provides a more stable progression system.
  • 🧩 The player appreciates the new 'puzzle' aspect of managing resistances and armor, which adds depth to the gameplay.
  • 📦 The rarity of gear drops and the necessity to hunt for specific ancestral gear pieces add a layer of challenge and excitement.
  • ⚔️ The changes in passive abilities and active skill connections offer more flexibility and customization in character builds.

Q & A

  • What is the significance of the armor cap in the game?

    -The armor cap is significant in the game as it represents the maximum amount of armor a player can have, which is crucial for survivability. In the script, it's mentioned that the armor cap is now 1,000, and the player is just barely over the cap, indicating the importance of managing armor to stay effective in higher difficulty levels like Torment 4.

  • How does the resistance cap affect the gameplay in Torment 3?

    -In Torment 3, the resistance cap is reduced, making it harder for players to maintain high resistances. The player in the script has to equip multiple items with resistances to stay above the cap, which becomes more challenging as they progress to higher Torment levels where the resistance cap is further reduced.

  • What is the impact of the stat squish on the player's character?

    -The stat squish significantly reduces the overall stats of the character, including life and willpower. The player notes a decrease in life from 4,400 to 293, and willpower from 115 to 182 when comparing different AIX levels, which affects the character's survivability and power in the game.

  • Why does the player feel defensive pressure in the game?

    -The player feels defensive pressure due to the need to continually balance armor and resistances as they progress through the Torment levels. The game mechanics reduce armor and resistances, and the player must manage these stats carefully to maintain survivability, which adds a layer of strategic gameplay not previously emphasized.

  • How does the rarity of gear drops affect the player's progression?

    -The rarity of gear drops, especially ancestral gear, creates a sense of progression as the player has to hunt for better gear. The script mentions that ancestral gear drops are not as common, and the player has to rely on the guaranteed drop from greater AIX, which makes each piece of gear feel more valuable and impactful.

  • What is the role of Juggernaut in the player's strategy?

    -Juggernaut is a skill that the player can use to make up for the armor deficit. Since the armor cap is lower and the player's armor is reduced when progressing to higher Torment levels, using Juggernaut becomes a strategic choice to maintain a sufficient armor level.

  • Why does the player enjoy the struggle to stay alive in Torment 4?

    -The player enjoys the struggle to stay alive in Torment 4 because it introduces a new layer of challenge and strategy. The game's mechanics force the player to focus on defenses and survivability, which contrasts with previous seasons where the focus was primarily on dealing damage.

  • How does the change in the Paragon system affect the player's experience?

    -The Paragon system now allows for a more gradual progression of stats, with each Paragon point providing raw stats. This change gives the player a sense of continuous progression even after reaching the maximum level, as they can continue to improve their character through the Paragon system.

  • What is the significance of the ancestral gear being the only gear with two tempers?

    -Ancestral gear being the only gear with two tempers makes it a significant upgrade in power compared to normal gear. This exclusivity encourages the player to hunt for ancestral gear to improve their character's capabilities and survivability in higher Torment levels.

  • How does the new connection between active abilities and passive abilities affect the player's build?

    -The new connection between active abilities and passive abilities allows the player to optimize their build without being gatekept by the need to invest in specific passives just to access others. This change provides more flexibility and freedom in skill selection, enhancing the player's ability to customize their gameplay experience.

Outlines

00:00

🛡️ Balancing Defenses in Torment 3

The speaker discusses their experience in Torment 3 of a game, highlighting the increased difficulty in obtaining resistances and armor. They mention having Tios, which provides a 60% resistance boost, but still needing to equip multiple items to maintain this level of resistance. The speaker is concerned about the upcoming drop in resistance when moving to Torment 4, which will push them below the resistance cap. They also touch on the stat squish, comparing life and willpower stats between different AIX levels and the impact on survivability. The speaker appreciates the need to continually balance defenses as they progress through the game, which adds a new layer of strategy and makes gear acquisition feel more meaningful.

05:01

🎮 Gear Acquisition and Progression in Season 6

In this paragraph, the speaker reflects on the changes in gear acquisition and character progression in Season 6 of the game. They note that reaching World Tier 4 is no longer an immediate goal, as the focus shifts to obtaining Ancestral gear and greater AIX stats. The speaker appreciates the slower pace of gear acquisition, which makes each new piece of gear feel like a significant upgrade. They also discuss the changes to the Paragon system, comparing it to Diablo 3's legendary gems, and how it now offers a more gradual progression. The speaker concludes that the new system makes the game more enjoyable, as it requires strategic thinking about both offensive and defensive capabilities.

10:01

🔄 Defensive Layering and Active Abilities

The speaker talks about the new mechanics of defensive layering in the game, where players must now consider both offensive and defensive stats. They mention that this change makes items feel more impactful, as they are now part of a strategic 'puzzle' that players must solve to progress. The speaker also notes the new connections between active abilities and passive skills, which allow for more optimized builds without being gatekept by specific passives. They discuss the changes to the masterworking system, which now allows for more accessible and scalable rewards. The speaker concludes by saying that while the leveling process is fast, the real progression and enjoyment come from the strategic layering of defenses and the hunt for better gear.

15:01

📈 Early Impressions of PTR and Future Expectations

In the final paragraph, the speaker shares their early impressions of the PTR (Public Test Realm) for the upcoming season. They mention that while they have only spent about four hours playing, they have noticed a significant shift in the importance of itemization and defensive strategies. The speaker is intrigued by the new challenges and the need to solve the 'puzzle' of defenses as they progress through the difficulty tiers. They also express excitement about the potential for further discoveries and improvements as they continue to explore the PTR. The speaker invites viewers to join their live stream for a more in-depth discussion and gameplay.

Mindmap

Keywords

💡Torment

In the context of the video, 'Torment' refers to difficulty levels in the game. The speaker discusses their experience moving from Torment 2 to Torment 3 and the challenges that come with increasing difficulty, such as reduced armor and resistance. The term is central to understanding the progression system and the strategic considerations players must make as they advance through the game.

💡Resistance

Resistance in the video pertains to a character's ability to withstand different types of elemental or magical damage. The speaker mentions having to equip multiple items with resistance to stay above the cap, which is crucial for survival in higher Torment levels. This concept is integral to the game's mechanics of character building and survivability.

💡Armor

Armor, as discussed in the video, is a defensive stat that reduces physical damage taken by the player's character. The speaker notes the importance of maintaining a high armor value to counter the challenges of higher Torment levels, where armor is significantly reduced. It's a key component in the game's system of balancing offense and defense.

💡Stat Squish

The term 'Stat Squish' refers to a game design choice where numbers representing character attributes are reduced to make them more manageable and less overwhelming. The speaker mentions a 'mega stat squish' occurring, which affects how stats like life and willpower are displayed and calculated, impacting gameplay strategy.

💡Ancestral Gear

Ancestral Gear is a type of equipment in the game that is more powerful than standard gear. The speaker discusses the scarcity and the significance of obtaining Ancestral Gear, especially as it relates to the progression system and the strategic layer of item acquisition within the game.

💡Masterwork

In the video, 'Masterwork' is a system that allows players to enhance their gear. The speaker talks about how Masterwork rows on gear can help compensate for the reduction in resistance and armor at higher Torment levels, indicating its importance in character progression and optimization.

💡Paragon

Paragon refers to a system in the game where players can invest points to enhance their character's abilities beyond the level cap. The speaker mentions that Paragon points can now be used to increase resistances, adding another layer of strategy to character development.

💡PTR

PTR stands for Public Test Realm, which is a testing environment for players to try out new features and provide feedback before they are正式发布. The speaker is discussing their early impressions and experiences with the new game mechanics in the PTR, which is a common practice in online games to refine gameplay before full release.

💡Inferno Hordes

Inferno Hordes are a type of game mode where players face waves of increasingly difficult enemies. The speaker mentions that these are disabled in the PTR, which affects the way players can acquire certain resources like Masterwork materials, thus impacting the progression and strategy in the game.

💡Uber Tormented

The term 'Uber Tormented' likely refers to a particularly challenging type of enemy or condition in the game. The speaker notes that these have been removed, which changes the dynamic of the game by reducing the need to collect specific items to counter them, thus simplifying the gameplay to some extent.

Highlights

The player is currently in Torment 3 and finds resistances and armor harder to obtain.

Tios provides 60% resistance, but additional resistances are needed from other gear.

The player has multiple sources of resistances but is still barely over the cap.

Going to Torment 4 will drop the player below the resistance cap.

The armor cap is significantly lower at 1,000, making it easier to reach but also more critical to manage.

A stat squish is occurring, affecting life, willpower, and other stats.

Difficulties are reducing armor and resistance, making defensive stats more important.

The player enjoys the new challenge of balancing defenses and survivability.

Ancestral gear drops are rarer, adding a sense of progression and reward.

Ancestral gear is the only type that can have two tempers, making it a significant power upgrade.

The player appreciates the slower pace of gear acquisition, as it feels more rewarding.

The Paragon board is now locked to five, offering additional stats and a new progression path.

Active abilities now have side lines to passive abilities, allowing for more optimized builds.

Masterworking has changed, now providing more direct ways to improve gear.

The Inferno hordes are disabled in the PTR, affecting the way players obtain certain rewards.

The player notes a significant jump in difficulty between Torment 2 and 3, affecting survivability.

The removal of Uber bosses means that scaling is now tied to the torment level, not separate tiers.

The player's first impressions suggest that the new system makes items feel more impactful.

The player is enjoying the mini-game of figuring out defenses as they progress through the difficulty tiers.

Transcripts

play00:00

okay so I'm sitting here thinking about

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this so let's talk about it now I'm in

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torment 3 at the moment and resistances

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and armor are actually significantly

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harder to get so I have Tios which gives

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me 60% resistance but even with that I

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had to get resistances on multiple I

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mean look I got resistances on the ring

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I got resistances on the amulet I have

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double resistance on the helmet

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obviously have have 60% here on terios I

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have resistances here don't have them on

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the this because it's Unique I don't

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have them on the boots or obviously the

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weapon or the other unique okay but I

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have a lot of resistances and I'm just

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barely over the cap this means when I go

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to torment 4 it's going to drop me below

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the cap 2 and obviously my cap is higher

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because of Tios but I don't have the

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armor cap which is now 1,000 and I'm

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getting [ __ ] on in torment 3 because of

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this now you could just say okay well

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the armor cap is significantly lower at

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1,000 so isn't it easier but there's two

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things going on one there's a stat

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squish so we have overall stats of been

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squish let me look at this we have

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greater a AIX ancestrial Max life and

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it's 685 okay 115 willpower we have a

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greater AIX here 182 will power there if

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you look at here 293 life I mean my life

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right here in tourament 3 is 4,400 to

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give you an idea so there there's a

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there's a mega stat squish going on on

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top of it the difficulties are

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significantly reducing both your armor

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and resistance now now this might strike

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you as annoying because you're thinking

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oh well I had to go get my resistances

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and my armor and now I'm below it again

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like when I went from torment 2 I

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literally one shot Lilith and tourament

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2 like barely even breathed on her same

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thing with uh Duo but as soon as I go to

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tornament 3 I have none of my

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resistances none of my armor there's

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actually a pretty big difference here

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and I was getting one shot and they were

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way tankier so if you look here for

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instance tment 2 Armor is reduced by 500

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resistances by 50% torment 3 that's

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another 25% across the board you have to

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go on another 250 armor and then torment

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4 is going to be 100% resistances and

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1,000 armor so I have to make up a lot

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of the resistances as well as the armor

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now I can make up the armor with

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Juggernaut for instance and takes one of

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my slots I could you know I could go

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that route which I've done before

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previous to the change but this has made

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me realize one thing which is the

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resistance change mean I have to focus

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more on defenses than I have to do uh

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previously so now I'm actually having to

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look at resistances and think about

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actually adding either temper on

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Resistance or actually get it as a drop

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on the gear the other thing and I can't

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just like throw teros on and just one

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bang all the resistances and be fine

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maybe I still could if I get a bunch of

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you know Masterwork rows or something

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like that on it sure sure so be it the

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and we have to worry about the armor

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deduction Etc with the stat squish so we

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have to play a balancing game of

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defenses which normally you don't really

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feel that much so you can see I have

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armor in the Rings too and I'm still at

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only 530 armor now I could get a greater

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AIX armor or something like that but

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then we're going to be again taking away

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from one of the slots we need for

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resistances ETC so I'm feeling a

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defensive pressure for defensive layers

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that is something that feels somewhat

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new to me at this point when I'm

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progressing through the game normally

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you just hit you get to world tier 4

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almost instantly and then from World

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tier 4 on you just get your max

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resistances your armor and you almost

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never think about it again now what

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happens is you have to continually play

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this game of trying to get your defenses

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every tier you go up and I actually like

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this because it is solving the puzzle of

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making sure that you have to deal with

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survivability something that kind of

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annoyed me before is I feel like I'm

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just Min maxing my damage how quickly

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can I one shot everything everything

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goes to damage and just have my armor

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and resistances and I don't think about

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defenses ever again maybe I have 45

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maybe I don't maybe I have some Max HP

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like who really cares but now you

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actually have to play the puzzle of

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thinking about defenses and there's an

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additional layer which is the gear drops

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are a lot rarer now okay so the The

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ancestral gear that you get the drops

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here will guarantee the drop with a

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greater AIX okay but you don't get

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these nearly as commonly as you're

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progressing so before what would happen

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is in World tier four you hit World tier

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4 and then everything's an ancestro so

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you just have the max tier of gear but

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now you sudo are increasing how common

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you get the ancestrial gear as you're

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going through the torment so what

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they're basically doing is they're

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they're slowly gatekeeping you a little

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bit on being able to immediately solve

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all of all of the defensive layers

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immediately hit all of the gear so you

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actually feel a sense of progression in

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the gear more so than I was expecting

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cuz you're a little little bit you could

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argue that they're a little bit dragging

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out content that we've already had in

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terms of the gear acquisition but I

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would argue this is better for the game

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because before like I'm saying you would

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hit World tier 4 you imly get ancestro

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but now it's like you're kind of waiting

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for ancestro you're guaranteed a greater

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AIC so you have a chance of it being

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kind of good when you get one you're

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like oh thank God I still need an

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ancestro helmet here I you know I need a

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ring I need an amulet and these will be

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major upgrades for me as well but then

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also when you hit like a greater AIX on

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the resistance or something like that it

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actually kind of matters now because you

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are actually playing this defensive

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layer of a game and I'm finding myself

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enjoying that a lot more than I was

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originally expecting to as I go through

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and solve like okay I need you know I

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need the resistances I need the armor

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Etc that's actually another part of the

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game now that when I focus on this makes

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the items feel just better even though

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technically my character is maybe worse

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in terms of power than I would be in

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season 5 like in season 5 you're just

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you know you have like a strength

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dopamine you're just blasting through

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literally everything I believe in season

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6 the struggle to stay

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alive is might be more enjoyable than

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the minions struggling to stay alive if

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that makes sense yeah another important

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point is the ancestros are the only ones

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that can have two tempers now so they

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are a significant upgrade in power uh as

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compared to the normal gear and because

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Normal gear now drops in world you know

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the well said World tier 4 but in

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basically all the tiers and the

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ancestral gear just becomes more common

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you're still hunting for pieces of gear

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and instead of just okay I got an

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ancestro I got another ancestro

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everything's ancestro and what's is the

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greater aics good or not like it it

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feels like you're there's multiple

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layers of I say dopamine or uh item

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acquisition that I'm really trying to

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get I'm trying to make sure I get an in

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cestro drop and I'm trying to make sure

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that I get a greater AIX and it might

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take longer for your character to

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actually get all of the stats you want

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but the progression does feel better

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like going in steps of power from 50 to

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60 and 50 to 60 really doesn't take that

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long to get it's basically you blast the

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60 I think we're going to see very

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similar to D3 levels in terms of uh

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leveling progression I I heard someone

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say rack's got to 50 like 15 minutes and

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I was looking at the steps of experience

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like 50 to 51 is 1.5 million experience

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54 to 55 is 1.94 and then 59 to 60 I

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have a note here of 2.3 million

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experience so we're basically talking

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like not like from 5050 to 51 is not too

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far of a difference from 59 to 60 so the

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pressure isn't really on the leveling as

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before what would happen is okay let me

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level just so I can get to the world

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tier then immediately max out my gear

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the leveling isn't really the pressure

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as much as once you hit 60 you unlock

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the pit and the ability to go through

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the pit and originally I don't I didn't

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originally like the pit I didn't do the

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pit it was annoying it was one shot and

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all that but the pit feels like uh a

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much more stable progression I will say

play08:01

that tourament two the three is a pretty

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big jump and I'm assuming three to four

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is a pretty big jump they wer lying

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about that when you do it so when you go

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from torment 2 and the sudden your

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torment 3 and getting [ __ ] on you're

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like what's going on that that does make

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sense because of the way like I'm

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explaining the resistance and all that

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deduction actually happens from this so

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the pit is you do actually feel a sense

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of progression as you go through the

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levels and also the other thing about

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this is the the Paragon uh glyphs here

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this is basically Diablo 3 legendary

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gems like you just guarantee success of

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being able to level these You Can level

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these to a point of where they're usable

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at a much better pace you're not locked

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behind this super goddamn annoying do

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these nightmare dungeons this was a huge

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increase in my opinion a much better

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change so I significantly like that the

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Paragon board's being locked to five

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you're welcome to ow your own opinion on

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that but now the Paragon board is

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basically just additional stats uh you

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just this is almost like D3 again like

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you look at you I'm just getting raw

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stats right like you how on D3 you could

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just pump your primary stat I mean at a

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certain point once you've got all of the

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bonuses like I got all the intelligence

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bonuses I can get in this little

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doohickey here so now it's just I'm just

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grabbing raw stats right so like we're

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we're going to have a very similar

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experience there in terms of the Paragon

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level is just raw stats but now you

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actually have a sense of uh continuing

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to progress at least some part of your

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character outside of just hitting level

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100 then immediately having all your

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Paragon points like paragon's actually

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part of the game now cuz going from 200

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to 300 is going to take longer now if

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you remember I just said 59 to 60 is 2.3

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million experience okay and if you look

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here at 206 going to 207 we're talking

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17.4 million experience in fact going

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from Paragon 2011 to 202 I have a note

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here 14.5 million experience so the

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experience ramps by multiple Millions uh

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you know decently quickly so this is

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going to be where your

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longterm account based progression is

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going to come from and then your

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itemization miname of the puzzo is now a

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little bit more in place with your

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defensive layers of armor resistances

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Etc okay so this feels closer to me as

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to what I would expect from playing an

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arpg in terms of items because now I

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actually have to focus on both offenses

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and defenses I barely ever focused on

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defenses it's just resistance armor

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crank your HP get Fortify you're done

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but now you actually have this a little

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bit of miname to play while you're

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passively leveling your Paragon that

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gives you some passive more stats and

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you can actually have some resistances

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from the Paragon tree matter because now

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I have some additional Paragon points to

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play with so maybe what I'll do is I'll

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take out some of these like maybe I feel

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like I don't need some of these extra

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ones and I'll put them over here to grab

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the resistances so if you want to play

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your little puzzle there of the Paragon

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that feels a little bit better as well

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in my personal opinion few other things

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that I noticed here is uh this is kind

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of a coot changed I don't think they

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mentioned during the campfire might have

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missed it but now some of your active

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abilities have this like side line that

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goes to some of your passive abilities

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so for instance if I don't want to have

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to take Defiance in order to get nature

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magic heals me when I take cataclysm it

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connects here so I don't actually have

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to take these passives for instance

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you're going to notice that LE on

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multiple ones like the grizzly rage here

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and they kind of connect this way so it

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doesn't gatekeep you you know how

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normally you're like okay I have to get

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one point here one point here just to

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get like unrestrained if you wanted this

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one for some reason well now you can

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just straight shot through it so this

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kind of lets you build a little bit more

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optimize in terms of what you actually

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want to do if I want to go rabies and

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just go the toxic claw off of rabies for

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instance I could do that so this is just

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you can see here with the lightning same

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thing so this is just a little bit

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better of a quality of life way of

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dealing with your passives as well of

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course there are actual new passives as

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well as new core skills on some of the

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characters they also have changed the

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way masterworking works which is now you

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basically just get masterworking you can

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see from Nightmare dungeons Inferno

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horde and the under City now they have

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The Inferno hordes disabled right now in

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the PTR so because of that what I can't

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do is run The Inferno hordes to get ton

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of these so I had to try the nightmare

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Dungeons and in one nightmare dungeon

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I'm about halfway through the one that I

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was starting at the beginning of this

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video and I got like 50 or 60 of this OB

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deide already and now the nightmare

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dungeons are scaling based upon the

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torment difficulty you're in instead of

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based upon the tier of The Nightmare

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dungeon for instance so it's everything

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now scares off scales off your torment

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tier which means as you're progressing

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through the torment you again have this

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weight on your defensives because your

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defensives are getting limited by each

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one of the tiers meaning you have to

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make sure if you want to continue to

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push through you have to be able to

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survive the tiers in order to be able to

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get more rewards and more of the gear

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that help you push further so the

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progression once again feels pretty

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decent that way also there is no more

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Uber Uber Uber Uber Uber tormented you

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know super turbo man mode bosses it's

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just the bosses scale to whatever

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torment you're in and they scale pretty

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largely torment 2 I literally one shot

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with my dog [ __ ] Legacy gear uh Lilith

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as well as Duo I went to torment 3 and I

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basically got one shot so because of

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that there is a significant difference

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in both tankiness as well as offensive

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capabilities again because they lower

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your resistances Etc between the

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different torments so you no longer have

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to worry about collecting stones for

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instance so this is just my first

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impression I'm sure some of this could

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be wrong but so far as I play through

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this in the beginning of it my

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experience was this feels a lot of the

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same because what I was doing is going

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to hell ties leveling and then going

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through nightmare Dungeons and I was

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just going from 50 to 60 to leveling

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it's pretty fast you can I think I level

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50 60 like 2 hours and I heard the Rex

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did to 50 and 15 minutes so we're

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talking you're level 60 in like you know

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2 and 1 half hours maybe 3 hours uh all

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the way to maximum level doing fast

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strategies I'm sure people are going to

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figure out how to Bo boost each other

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and be even faster than that so your

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leveling to 60 is no longer like the

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leveling the max level that's no longer

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really where your progression sets in

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that's where the game sort of begins and

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all of your progression is coming from

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other things so because of that while I

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was going through the leveling I'm like

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this just feels like I'm doing hell

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tiddes and Nightmare dungeons again but

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it was the after the hitting the max

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level that I began to enjoy the mini

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game of figuring out the defenses I'm

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still am cuz I'm trying to go from

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tournament 3 to tournament 4 and right

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about then when I started recording this

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video cuz I realized I'm actually having

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to think about defensives and this might

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be like a a point that it's like well

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duh it's an arpg it's actually something

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that I never really had to do too much

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before maybe if you're pushing pit okay

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and you got to worry about okay what you

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know Immortal builds going on right now

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or what cheese can I use in order to

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make sure I take zero damage maybe then

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but you never really had to focus on

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defensives too much cuz bosses basically

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die in one hit or you just make sure you

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don't have a skill issue getting hit by

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all the skill shots and that was sort of

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it and everything else is used you blow

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through it but as soon as I started

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realizing I am actually having to do a

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little bit of a puzzle then the item

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started to feel a little bit more

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impactful and better and I started to

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like man where's my next ancestral drop

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I never thought that before in the

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previous seasons and I'm not saying this

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is such a massive change that D4 is

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going from like a seven out of 10 to a

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12 out of a 10 log in this is the best

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game ever made I'm not saying that but

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I'm saying the items feel better as a

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byproduct of the world itself putting

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more meaning on the items by having a

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more difficulty related to the defensive

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progression of the difficulty tiers

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themselves that is what I've been

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specifically noticing in my time testing

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this on the PTR R so first impression

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it's early I only have about 4 hours

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into at this point and there's a lot

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left still to discover about the PTR I'm

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live now you are more than welcome to

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click the link down below to join the

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live stream if you would like but that's

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just one thing been noticing so far

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about the PTR

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Ähnliche Tags
Diablo IVPTR TestingGame DefenseItemizationARPG StrategyDifficulty TiersProgression MechanicsNightmare DungeonsAncestral GearCharacter Builds
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