Diablo IV Quarterly Update - September 2020
Originally Posted by Blizzard (Blue Tracker)

To the Diablo Community,

Hello, and welcome to a new installment of our quarterly Diablo IV developer updates. We enjoyed hearing your thoughts on our last blog and have followed many of the discussions it kicked off within the community. It’s very encouraging for us to hear that you appreciate the steady update cadence and the behind-the-scenes looks at our early work. We’re also excited by all the positive reactions we’re seeing to the art, cinematics, and the addition of open-world gameplay to the Diablo franchise. The team has pored over a lot of constructive feedback regarding the current direction of itemization, and we’re looking to give you an update on items later in the year. Some of the progress we’ve made will speak directly to the questions we’ve seen raised in the community, so stay tuned!

I couldn’t be more excited to share the details in today’s update! Our Lead Systems Designer, David Kim, will take us on a deep dive into the ins and outs of the new Skills and Talent systems. We are currently playtesting the new systems, and the early feedback is super promising. I hope you enjoy it, and as always, we’ll be following conversations on our forums as well as other community sites.

Thank you for all your continued feedback and support in this journey as we make the game.

-Luis Barriga,

Game Director, Diablo IV


Skills and Talents
Today, we‘re going to look at skills and talents—a topic many of you have asked about. But first, a quick update on the things we’ve Shared in our previous development blogs.

Ancestral/Demonic/Angelic Powers
To begin, some of you let us know that the fantasy of Ancestral/Demonic/Angelic Power just isn’t cool enough in the current version of the pitch. Duly noted! Another problem we identified was the ratio of effort to rewards. For example, in order to gain specific, minor bonuses, players would most likely have to carry around several extra pieces of gear, each with different amounts of Ancestral/Demonic/Angelic Power on them. You would then need to constantly calculate each of the power levels of those items and compare with their overall power. It felt like an excessive amount of bookkeeping for the player.

However, one thing we really liked about the system was the gameplay of managing stats in meaningful ways to hit certain bonus thresholds that then make your items better suited for the playstyle you are going for. We need some more time for iteration/rework here and look forward to sharing more on itemization in our next quarterly blog.

Legendary Items
We are exploring some big changes in this space for two reasons:

1. We agree with the feedback that a character’s power is currently too dependent on items. We plan to put more of the player’s power back into the character to make build choices more impactful, rather than have the majority of player power coming from the items they have equipped. That said, it’s important that we strike the right balance so that itemization choices always feel meaningful.

2. We’ve also had very mixed team feedback regarding core itemization. We’re currently looking at how to best differentiate our various item qualities. For example, should Magic quality items have higher affix stats than Rare items?

You can expect to hear more about legendary items in our next blog.

New Skill System
As Luis mentioned, we have made some major changes to Diablo IV’s Skills and Talent systems. We’ve been reading through a lot of the comments from the community and agree that the Talent system needs more depth. Similarly, Skill system progression felt too simple, which created issues where a player would have no meaningful reason to spend their skill points. With this valuable feedback in mind, we’ve have been iterating on a new Skill System.

As you can see from the screenshot below, we have separate sections for Skills and Passives in our freshly painted Skill Tree. Take a look:



The Sorceress skill tree. The branches contain skills and skill upgrades, while the roots contain powerful passive effects.


The upper Skills section is where you will spend the Skill Points that you earn by leveling up. Here, you unlock brand new skills, unlock additional functionality for these skills, and unlock Passive Points that you can then spend on the lower Passive section of the tree.





You can spend skill points on square nodes to unlock new active skills for your character.





Spend points on circular upgrade nodes to enhance active skills you've unlocked.



As you explore the branches of the tree, you will find passive points.



You can spend passive points in the roots of the tree to unlock powerful effects.

The Skill Tree you see above consists of many specific nodes, a sample of which you can see in the screenshots above. If we imagine every single node on that massive Skill Tree affecting different skills in different ways, the path that you decide to take will determine big power increases and playstyle choices.

The Passive part of this system is where you will find more general upgrades to your character. These effects are not specific to particular skills. Therefore, the Skill Tree will have a good mix of all types of different choices for players to make.

One last thing we want to point out is that players will not be able to acquire every Skill Tree node. We’re currently aiming for 30~40% of the nodes filled in for end game, so that players can have very distinct, and different ways they build out their character.


Sorceress Enchantment System
Many of you might remember the Barbarian’s unique Arsenal system—their ability to carry and smoothly swap between multiple deadly weapons—which greatly increased their power. We’ve also been exploring unique class mechanics for our other classes. The main goal for us here is to have very unique class-specific mechanics in Diablo IV. We have this goal because Diablo is the kind of game where many players try out different builds or classes, especially during seasonal play. We believe that unique class mechanics with very different strengths and playstyles compared to other classes will make exploring the different classes—and playing the game—much more fun.

For the Sorceress, we’ve been trying out the Enchantment System. This is how it works:



The Ball Lightning skill. Unlike other classes, each Sorceress skill has two possible effects.

Sorceress skills can be placed into two locations: an active skill slot (that every other class also has access to), and an Enchantment slot. If you place a skill in the Enchantment slot, you can no longer use it as an active skill, but your character instead gains a secondary bonus power.



Ball Lightning as an enchantment. You can gain the secondary effect of a skill by placing it in an Enchantment slot instead of an active skill slot.

The power you gain from Enchantments is extremely significant, and you can currently make builds based around your Enchantments, your active skills, or a mix of both.

Click Here to View the Animated Meteor Demo 1

Click Here to View the Animated Meteor Demo 2


Here is an example of this system using the Meteor skill. Meteor allows you to call a fiery chunk of rock from the sky. If you choose to slot it as an Enchantment, you won’t be able to control your Meteors, but they’ll fall onto enemies periodically. This skill is still under development and may be different in the final game.

We’ve been testing this class mechanic for a while now, and the team feedback has been really positive. This new system now empowers you to make some interesting choices to strategize around which skills you would want to slot in as an Enchantment, as you won’t be able to put one skill in both places.

We are also exploring a Druid-specific class mechanic as well, and we’ll have more information on that to share in the future.


Endgame Progression System
Lastly, we have been hard at work on our end game character progression system. This important feature is going to take a little more time (it won’t be in the next blog), but we wanted to mention it here because it will be the other significant source of power that comes from your class. This system is intended to provide more depth and replayability than what Paragon currently offers in Diablo III. We, and many Blizzard gamers, have talked about the concept of “easy to learn, difficult to master.” We believe that the end game progression system is where the difficult to master component will come in, and should meet the expectations of the most hardcore Diablo players out there.

We are excited to read through the feedback from the community regarding our revamped Skill and Talent system as well as our new Sorceress Enchantment system. We are always reading through the comments on our forums, Reddit, social media, and more for your feedback. As always, please remember that none of this is final as the game is still actively in development. Your constructive discussions around these features will help Diablo IV’s development the most, and we greatly appreciate all your continued support and discussion related to the game.

We will see you all in our next quarterly update as we dive deeper into some of the itemization changes that we have coming. Thanks again!

-David Kim,

Lead System Designer, Diablo IV
This article was originally published in forum thread: Diablo IV Quarterly Update - September 2020 started by Stoy View original post
Comments 75 Comments
  1. Nite92's Avatar
    Quote Originally Posted by Kumorii View Post
    Never understood the appeal in those trees, same with FFX's nodes... it's mostly just fluff and a pain to navigate to reach abilities and nodes that are actually worth your time.
    It makes the simplest decision quite hard, and if you dont plan ahead in PoE, some people may not even be able to kill the story endboss on first playthrough
  1. Kumorii's Avatar
    Quote Originally Posted by Nite92 View Post
    It makes the simplest decision quite hard, and if you dont plan ahead in PoE, some people may not even be able to kill the story endboss on first playthrough
    Doesn't sound like good design to me. Not the part where you can't defeat the story endboss I think that's fine. But making choices like talents hard because of a convoluted web that's difficult to see the overarching path you want to take is not something that swings with me.

    Information should be easy and intuitive to take in but the choices is where the difficult should lie in.
  1. Nite92's Avatar
    Quote Originally Posted by Wheeler View Post
    "We agree with the feedback that a character’s power is currently too dependent on items."

    This is literally the core concept of Diablo. Why does every Blizzard game have to end up an amalgamation of Diablo and WoW?
    I haven't played diablo 2, but did diablo 2 have like 10000% damage multipliers? Because D3 has and I think they just don't want your character be 100x stronger depending on if you have 5 or 6 set pieces.

    - - - Updated - - -

    Quote Originally Posted by Daedius View Post
    Path of Exile takes the cake with that...
    From a hr/player perspective, sure. From a # of player perspective, no.
  1. BrintoSFJ's Avatar
    Quote Originally Posted by Kuja View Post
    I have a feeling this will be Star Citizen 2.0, which will take a veery long time before it's released. And at least I've lost my interest in SC totally just because of the super long wait, so I'd assume same can happen with D4. Especially as there will be probably a POE 2 before D4 is out.
    Isn't SC already released? I just feel that they are intentionally keeping the game in alpha mode for no reason. What kind of alpha game is played by millions of players worldwide? As far as I have seen, the game is also quite polished, better than many released AAA games. For what reason they are still keeping the game in alpha is beyond me.
  1. Dracullus's Avatar
    Cool to see they share something every quarter. I won't read it though, unlike WoW I want to go into Diablo IV completely blind.
  1. bobrock1982's Avatar
    Not worth my time. In the final release every single one of these systems will be nothing like what they are showing us now.
  1. huth's Avatar
    Quote Originally Posted by Aresk View Post
    It's a bit subjective as to whether it qualifies as "massive," but I'm counting 87 nodes on that tree. Compared to D2's 10 per tree, three per class, that's a large increase. Classic WoW has ~46 nodes between a class's three trees. Something like PoE or FFX's grids blow it out of the water, obviously. It's significantly larger than trees in Blizzard's other games, so I'm guessing that's where the "massive" comes from.
    PoE's Skilldrassil and FFX spheroboard are mostly just stat boosts, though. It's not hard to create hundreds of those, but they aren't terribly interesting to get, either. This looks like every single point will have a direct impact on your gameplay.
  1. TEHPALLYTANK's Avatar
    Quote Originally Posted by GMZohar1 View Post
    Here's a crazy thought Blizzard.. Instead of constantly trying to come up with things you "think players might like" how about you actually use something players do like.. Make it as close as you can to Diablo 2.. You know.. The thing everyone liked, the most popular of that franchise.. I know, I know.. It's a crazy thought how silly of me
    It is crazy, you think everybody actually liked D2. I spent about 45 minutes playing it before quitting out of sheer boredom because I found none of the gameplay or core systems to be remotely interesting.

    I don't think D4 looks bad, but literally the only thing in it I'm interested in is the story. None of the systems they've presented are attractive to me.
  1. Aresk's Avatar
    Quote Originally Posted by huth View Post
    PoE's Skilldrassil and FFX spheroboard are mostly just stat boosts, though. It's not hard to create hundreds of those, but they aren't terribly interesting to get, either. This looks like every single point will have a direct impact on your gameplay.
    Yeah. You also get more points with those systems. I fully expect D4 to have more meaningful point allocation, where points are rarer but each point gives a lot more power relative to those other systems.
  1. huth's Avatar
    Quote Originally Posted by ShmooDude View Post
    Items will still convey a lot of power. You'll just be more like 10,000x more powerful than a character in "white" gear instead of 1,000,000,000x more powerful...
    Some people just don't understand the difference between "at all" and "too much".
  1. Inoculate's Avatar
    Quote Originally Posted by Sentynel View Post
    But-but... this is a Diablo topic?
    Aye, but it's under the Activision banner. I'm saying that with their track record with diablo games and how this is shaping up has left me pretty skeptical they will ever pull off the magic of diablo and diablo 2.

    Sure, I'm well aware I'm wearing rose tinted glasses as I was in middle school / high-school for those games and was young and impressionable, but they just can't produce anything innovative to save even high profile projects like Titan.
  1. Aeluron Lightsong's Avatar
    Quote Originally Posted by Inoculate View Post
    Aye, but it's under the Activision banner. I'm saying that with their track record with diablo games and how this is shaping up has left me pretty skeptical they will ever pull off the magic of diablo and diablo 2.

    Sure, I'm well aware I'm wearing rose tinted glasses as I was in middle school / high-school for those games and was young and impressionable, but they just can't produce anything innovative to save even high profile projects like Titan.
    Titan was going to be an MMO which isn't really innovative, innovatiton isn't the ONLY thing that gaming needs to focus on you know.
  1. Sevarin's Avatar
    a passive meteor rain seems fun... but are they still all about the god awful resource system that 3 used? nothing says super fun like having to spam garbage attacks so you can use an attack that isnt terrible eventually.

    Quote Originally Posted by Nite92 View Post
    I haven't played diablo 2, but did diablo 2 have like 10000% damage multipliers? Because D3 has and I think they just don't want your character be 100x stronger depending on if you have 5 or 6 set pieces.
    diablo 2 power creep was actually pretty tame. it got a bit worse with lord or destruction when charms were released. with charms you could get an extra.... its been a long time, but i wanna say 13 skills from just having an inventory worth of charms. base skill level cap was 20, so that would put you at 33 before skills from gear came into play.

    but even with all that, the most ridiculous rares and such, you were maybe.... 20 times stronger than someone in the basic common uniques and runewords.
  1. Inoculate's Avatar
    Quote Originally Posted by Aeluron Lightsong View Post
    Titan was going to be an MMO which isn't really innovative, innovatiton isn't the ONLY thing that gaming needs to focus on you know.
    A game isn't innovative, the systems, story and gameplay are. Doesnt matter if it's an ARPG or MMORPG, both can be innovative...

    And as for a game doesn't have to be innovative, it absolutely has to be. Look at Warcradt 3 reforged. Sure some people wanted an upgraded graphic version but what excited, and subsequently disappointed people, is they said initially they were going to reframe the story to make it better align with the current wow story.

    If people just want clones then download the old games and replay those, I do it all the time with games like FF6. Nothing wrong with that but if I expected the next FF title to just use the systems in 6, it would have a very niche group (myself included) but probably wouldn't be successful.
  1. Jetstream's Avatar
    Okay. Okay fine. That's fine.

    But please don't make it a literal tree.

    Please?

    That's a little twee and on the nose, even for Blizzard.

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