Playing a Necromancer? Sorry, all your skeletons got banished to Double Hell and they ain't coming back. Playing support? No, you aren't-that doesn't exist. Playing DPS? Enjoy watching an enormous healthbar achingly slowly tick down while you spam one spell that it has no visible reaction to. Playing a tanky build? Pointless, because you die in one hit from one of its enormous AoE attacks. As Fraser discovered, fighting it was just a long, tedious slog that made every part of your character feel meaningless. But the great beast only ended up being the perfect capstone to Diablo 4's problems. Horrible bossesĭuring the Server Slam, everyone had one goal in mind-to kill the world boss, Ashava, and claim their exclusive cosmetic. Neither is at all satisfying or dramatic. There are only two ways to die: either you're a character that can't avoid getting hurt, and you simply run out of resources because your DPS isn't high enough to get to the next step of the fight or you're a character that never gets hurt, but you take a stray hit from an obnoxiously long crowd control effect, and get battered down before you can unfreeze and chug a potion. Character building is the worst of both worlds-streamlined and restrictive, with clear intended paths for characters to take, but fiddly enough that theorycrafting is mostly a matter of hunting for keywords.Įven healing is wrong-headed-spellcasters can just ignore their health, while melee characters have to plan every boss fight around when more potions are going to drop, a completely uninteresting subsystem. As I went into then, fights are slow and awkward, with any potentially interesting combos or loops hamstrung by long cooldowns that prevent any kind of satisfying rhythm. I'd go so far as to say it's stepped backward. As I lamented during the last betas, Blizzard hasn't learnt anything about action-RPG combat in the 11 years since Diablo 3.
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