After my preview, I’m extremely excited by the world of Diablo 4, and I can’t believe I’m here writing to you about how I’m pumped to see how the story of a Diablo game resolves
Diablo 4 Items. However, it must be said that this was just a preview, and I’ve only spent 15 hours in Diablo 4 compared to thousands in its predecessor. After a hundred hours, it’s easy to see how a game’s sense of place could fade into the background and be forgotten. So, perhaps, by this time next year, once I’ve beaten the hell out of Diablo 4, I’ll only be able to see The Matrix in that game as well.
But for the time being, as we get closer to Diablo 4’s launch, I’m excited to do more than just smash big, horned baddies in new and creative ways. I want to see the world not just to meet new demons to obliterate but to feel the mood in the air. There is a quality to Diablo 4 that seems unnecessary, in a way. All I needed was an updated version of my favorite ARPG to be happy. But with just a taste of Diablo 4, I already feel like Blizzard has given me something I never knew I wanted.
It’s been over a year since we first saw Diablo 4 at BlizzCon 2019, and to end 2020, Blizzard has published a final blog post to whet player’s appetites. This blog post focuses on itemization — arguably the most important part of a Diablo game — and even teases a BlizzConline announcement.
Itemization has changed in Diablo 4 even since we demoed the game last year. Angelic and Demonic Power is gone — a system that required players to stack specific kinds of gear to unlock synergies — and weapons now operate differently based on type. For example, a magic wand and a staff can cast the same spell, but the wand will fire quickly and deal very little damage, while the staff fires slowly and hits hard. This is similar to how weapons worked in Diablo 3, but players should be more aware of if they’re using an axe, mace, spear, or sword
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