I Tried Diablo 4's NEW Rework, I Didn't Expect This Part
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
🛡️ 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.
🎮 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.
🔄 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.
📈 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
💡Resistance
💡Armor
💡Stat Squish
💡Ancestral Gear
💡Masterwork
💡Paragon
💡PTR
💡Inferno Hordes
💡Uber Tormented
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
okay so I'm sitting here thinking about
this so let's talk about it now I'm in
torment 3 at the moment and resistances
and armor are actually significantly
harder to get so I have Tios which gives
me 60% resistance but even with that I
had to get resistances on multiple I
mean look I got resistances on the ring
I got resistances on the amulet I have
double resistance on the helmet
obviously have have 60% here on terios I
have resistances here don't have them on
the this because it's Unique I don't
have them on the boots or obviously the
weapon or the other unique okay but I
have a lot of resistances and I'm just
barely over the cap this means when I go
to torment 4 it's going to drop me below
the cap 2 and obviously my cap is higher
because of Tios but I don't have the
armor cap which is now 1,000 and I'm
getting [ __ ] on in torment 3 because of
this now you could just say okay well
the armor cap is significantly lower at
1,000 so isn't it easier but there's two
things going on one there's a stat
squish so we have overall stats of been
squish let me look at this we have
greater a AIX ancestrial Max life and
it's 685 okay 115 willpower we have a
greater AIX here 182 will power there if
you look at here 293 life I mean my life
right here in tourament 3 is 4,400 to
give you an idea so there there's a
there's a mega stat squish going on on
top of it the difficulties are
significantly reducing both your armor
and resistance now now this might strike
you as annoying because you're thinking
oh well I had to go get my resistances
and my armor and now I'm below it again
like when I went from torment 2 I
literally one shot Lilith and tourament
2 like barely even breathed on her same
thing with uh Duo but as soon as I go to
tornament 3 I have none of my
resistances none of my armor there's
actually a pretty big difference here
and I was getting one shot and they were
way tankier so if you look here for
instance tment 2 Armor is reduced by 500
resistances by 50% torment 3 that's
another 25% across the board you have to
go on another 250 armor and then torment
4 is going to be 100% resistances and
1,000 armor so I have to make up a lot
of the resistances as well as the armor
now I can make up the armor with
Juggernaut for instance and takes one of
my slots I could you know I could go
that route which I've done before
previous to the change but this has made
me realize one thing which is the
resistance change mean I have to focus
more on defenses than I have to do uh
previously so now I'm actually having to
look at resistances and think about
actually adding either temper on
Resistance or actually get it as a drop
on the gear the other thing and I can't
just like throw teros on and just one
bang all the resistances and be fine
maybe I still could if I get a bunch of
you know Masterwork rows or something
like that on it sure sure so be it the
and we have to worry about the armor
deduction Etc with the stat squish so we
have to play a balancing game of
defenses which normally you don't really
feel that much so you can see I have
armor in the Rings too and I'm still at
only 530 armor now I could get a greater
AIX armor or something like that but
then we're going to be again taking away
from one of the slots we need for
resistances ETC so I'm feeling a
defensive pressure for defensive layers
that is something that feels somewhat
new to me at this point when I'm
progressing through the game normally
you just hit you get to world tier 4
almost instantly and then from World
tier 4 on you just get your max
resistances your armor and you almost
never think about it again now what
happens is you have to continually play
this game of trying to get your defenses
every tier you go up and I actually like
this because it is solving the puzzle of
making sure that you have to deal with
survivability something that kind of
annoyed me before is I feel like I'm
just Min maxing my damage how quickly
can I one shot everything everything
goes to damage and just have my armor
and resistances and I don't think about
defenses ever again maybe I have 45
maybe I don't maybe I have some Max HP
like who really cares but now you
actually have to play the puzzle of
thinking about defenses and there's an
additional layer which is the gear drops
are a lot rarer now okay so the The
ancestral gear that you get the drops
here will guarantee the drop with a
greater AIX okay but you don't get
these nearly as commonly as you're
progressing so before what would happen
is in World tier four you hit World tier
4 and then everything's an ancestro so
you just have the max tier of gear but
now you sudo are increasing how common
you get the ancestrial gear as you're
going through the torment so what
they're basically doing is they're
they're slowly gatekeeping you a little
bit on being able to immediately solve
all of all of the defensive layers
immediately hit all of the gear so you
actually feel a sense of progression in
the gear more so than I was expecting
cuz you're a little little bit you could
argue that they're a little bit dragging
out content that we've already had in
terms of the gear acquisition but I
would argue this is better for the game
because before like I'm saying you would
hit World tier 4 you imly get ancestro
but now it's like you're kind of waiting
for ancestro you're guaranteed a greater
AIC so you have a chance of it being
kind of good when you get one you're
like oh thank God I still need an
ancestro helmet here I you know I need a
ring I need an amulet and these will be
major upgrades for me as well but then
also when you hit like a greater AIX on
the resistance or something like that it
actually kind of matters now because you
are actually playing this defensive
layer of a game and I'm finding myself
enjoying that a lot more than I was
originally expecting to as I go through
and solve like okay I need you know I
need the resistances I need the armor
Etc that's actually another part of the
game now that when I focus on this makes
the items feel just better even though
technically my character is maybe worse
in terms of power than I would be in
season 5 like in season 5 you're just
you know you have like a strength
dopamine you're just blasting through
literally everything I believe in season
6 the struggle to stay
alive is might be more enjoyable than
the minions struggling to stay alive if
that makes sense yeah another important
point is the ancestros are the only ones
that can have two tempers now so they
are a significant upgrade in power uh as
compared to the normal gear and because
Normal gear now drops in world you know
the well said World tier 4 but in
basically all the tiers and the
ancestral gear just becomes more common
you're still hunting for pieces of gear
and instead of just okay I got an
ancestro I got another ancestro
everything's ancestro and what's is the
greater aics good or not like it it
feels like you're there's multiple
layers of I say dopamine or uh item
acquisition that I'm really trying to
get I'm trying to make sure I get an in
cestro drop and I'm trying to make sure
that I get a greater AIX and it might
take longer for your character to
actually get all of the stats you want
but the progression does feel better
like going in steps of power from 50 to
60 and 50 to 60 really doesn't take that
long to get it's basically you blast the
60 I think we're going to see very
similar to D3 levels in terms of uh
leveling progression I I heard someone
say rack's got to 50 like 15 minutes and
I was looking at the steps of experience
like 50 to 51 is 1.5 million experience
54 to 55 is 1.94 and then 59 to 60 I
have a note here of 2.3 million
experience so we're basically talking
like not like from 5050 to 51 is not too
far of a difference from 59 to 60 so the
pressure isn't really on the leveling as
before what would happen is okay let me
level just so I can get to the world
tier then immediately max out my gear
the leveling isn't really the pressure
as much as once you hit 60 you unlock
the pit and the ability to go through
the pit and originally I don't I didn't
originally like the pit I didn't do the
pit it was annoying it was one shot and
all that but the pit feels like uh a
much more stable progression I will say
that tourament two the three is a pretty
big jump and I'm assuming three to four
is a pretty big jump they wer lying
about that when you do it so when you go
from torment 2 and the sudden your
torment 3 and getting [ __ ] on you're
like what's going on that that does make
sense because of the way like I'm
explaining the resistance and all that
deduction actually happens from this so
the pit is you do actually feel a sense
of progression as you go through the
levels and also the other thing about
this is the the Paragon uh glyphs here
this is basically Diablo 3 legendary
gems like you just guarantee success of
being able to level these You Can level
these to a point of where they're usable
at a much better pace you're not locked
behind this super goddamn annoying do
these nightmare dungeons this was a huge
increase in my opinion a much better
change so I significantly like that the
Paragon board's being locked to five
you're welcome to ow your own opinion on
that but now the Paragon board is
basically just additional stats uh you
just this is almost like D3 again like
you look at you I'm just getting raw
stats right like you how on D3 you could
just pump your primary stat I mean at a
certain point once you've got all of the
bonuses like I got all the intelligence
bonuses I can get in this little
doohickey here so now it's just I'm just
grabbing raw stats right so like we're
we're going to have a very similar
experience there in terms of the Paragon
level is just raw stats but now you
actually have a sense of uh continuing
to progress at least some part of your
character outside of just hitting level
100 then immediately having all your
Paragon points like paragon's actually
part of the game now cuz going from 200
to 300 is going to take longer now if
you remember I just said 59 to 60 is 2.3
million experience okay and if you look
here at 206 going to 207 we're talking
17.4 million experience in fact going
from Paragon 2011 to 202 I have a note
here 14.5 million experience so the
experience ramps by multiple Millions uh
you know decently quickly so this is
going to be where your
longterm account based progression is
going to come from and then your
itemization miname of the puzzo is now a
little bit more in place with your
defensive layers of armor resistances
Etc okay so this feels closer to me as
to what I would expect from playing an
arpg in terms of items because now I
actually have to focus on both offenses
and defenses I barely ever focused on
defenses it's just resistance armor
crank your HP get Fortify you're done
but now you actually have this a little
bit of miname to play while you're
passively leveling your Paragon that
gives you some passive more stats and
you can actually have some resistances
from the Paragon tree matter because now
I have some additional Paragon points to
play with so maybe what I'll do is I'll
take out some of these like maybe I feel
like I don't need some of these extra
ones and I'll put them over here to grab
the resistances so if you want to play
your little puzzle there of the Paragon
that feels a little bit better as well
in my personal opinion few other things
that I noticed here is uh this is kind
of a coot changed I don't think they
mentioned during the campfire might have
missed it but now some of your active
abilities have this like side line that
goes to some of your passive abilities
so for instance if I don't want to have
to take Defiance in order to get nature
magic heals me when I take cataclysm it
connects here so I don't actually have
to take these passives for instance
you're going to notice that LE on
multiple ones like the grizzly rage here
and they kind of connect this way so it
doesn't gatekeep you you know how
normally you're like okay I have to get
one point here one point here just to
get like unrestrained if you wanted this
one for some reason well now you can
just straight shot through it so this
kind of lets you build a little bit more
optimize in terms of what you actually
want to do if I want to go rabies and
just go the toxic claw off of rabies for
instance I could do that so this is just
you can see here with the lightning same
thing so this is just a little bit
better of a quality of life way of
dealing with your passives as well of
course there are actual new passives as
well as new core skills on some of the
characters they also have changed the
way masterworking works which is now you
basically just get masterworking you can
see from Nightmare dungeons Inferno
horde and the under City now they have
The Inferno hordes disabled right now in
the PTR so because of that what I can't
do is run The Inferno hordes to get ton
of these so I had to try the nightmare
Dungeons and in one nightmare dungeon
I'm about halfway through the one that I
was starting at the beginning of this
video and I got like 50 or 60 of this OB
deide already and now the nightmare
dungeons are scaling based upon the
torment difficulty you're in instead of
based upon the tier of The Nightmare
dungeon for instance so it's everything
now scares off scales off your torment
tier which means as you're progressing
through the torment you again have this
weight on your defensives because your
defensives are getting limited by each
one of the tiers meaning you have to
make sure if you want to continue to
push through you have to be able to
survive the tiers in order to be able to
get more rewards and more of the gear
that help you push further so the
progression once again feels pretty
decent that way also there is no more
Uber Uber Uber Uber Uber tormented you
know super turbo man mode bosses it's
just the bosses scale to whatever
torment you're in and they scale pretty
largely torment 2 I literally one shot
with my dog [ __ ] Legacy gear uh Lilith
as well as Duo I went to torment 3 and I
basically got one shot so because of
that there is a significant difference
in both tankiness as well as offensive
capabilities again because they lower
your resistances Etc between the
different torments so you no longer have
to worry about collecting stones for
instance so this is just my first
impression I'm sure some of this could
be wrong but so far as I play through
this in the beginning of it my
experience was this feels a lot of the
same because what I was doing is going
to hell ties leveling and then going
through nightmare Dungeons and I was
just going from 50 to 60 to leveling
it's pretty fast you can I think I level
50 60 like 2 hours and I heard the Rex
did to 50 and 15 minutes so we're
talking you're level 60 in like you know
2 and 1 half hours maybe 3 hours uh all
the way to maximum level doing fast
strategies I'm sure people are going to
figure out how to Bo boost each other
and be even faster than that so your
leveling to 60 is no longer like the
leveling the max level that's no longer
really where your progression sets in
that's where the game sort of begins and
all of your progression is coming from
other things so because of that while I
was going through the leveling I'm like
this just feels like I'm doing hell
tiddes and Nightmare dungeons again but
it was the after the hitting the max
level that I began to enjoy the mini
game of figuring out the defenses I'm
still am cuz I'm trying to go from
tournament 3 to tournament 4 and right
about then when I started recording this
video cuz I realized I'm actually having
to think about defensives and this might
be like a a point that it's like well
duh it's an arpg it's actually something
that I never really had to do too much
before maybe if you're pushing pit okay
and you got to worry about okay what you
know Immortal builds going on right now
or what cheese can I use in order to
make sure I take zero damage maybe then
but you never really had to focus on
defensives too much cuz bosses basically
die in one hit or you just make sure you
don't have a skill issue getting hit by
all the skill shots and that was sort of
it and everything else is used you blow
through it but as soon as I started
realizing I am actually having to do a
little bit of a puzzle then the item
started to feel a little bit more
impactful and better and I started to
like man where's my next ancestral drop
I never thought that before in the
previous seasons and I'm not saying this
is such a massive change that D4 is
going from like a seven out of 10 to a
12 out of a 10 log in this is the best
game ever made I'm not saying that but
I'm saying the items feel better as a
byproduct of the world itself putting
more meaning on the items by having a
more difficulty related to the defensive
progression of the difficulty tiers
themselves that is what I've been
specifically noticing in my time testing
this on the PTR R so first impression
it's early I only have about 4 hours
into at this point and there's a lot
left still to discover about the PTR I'm
live now you are more than welcome to
click the link down below to join the
live stream if you would like but that's
just one thing been noticing so far
about the PTR
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