https://kotaku.com/diablo-immortal-is-a-simplified-diablo-maybe-too-simpli-1830193187
Some choice quotes:
Thanks, minimaxir!
Kotaku also has an interview with Wyatt Cheng tomorrow, where more questions will be asked, including microtransaction questions (which is curiously included in all NetEase games), etc.
I personally want to try this out for myself when it releases.
Some choice quotes:
At first glance, [Diablo Immortal] looks a lot like Diablo III. Similar classes, similar environments, similar art, similar abilities. In the demo I played at BlizzCon, however, much of the resemblance was only skin deep.
[The combat] felt intuitive, if occasionally slow to respond to my inputs. It is, for better or worse, a tried-and-true interface, given that—as some fans have pointed out—it's basically taken straight out of previous games by Chinese publisher NetEase, with whom Blizzard is partnering for Diablo Immortal.
I had access to just four abilities and could not swap them out. There was also no mana or resource system, just skill cooldowns. As a result, some characters felt better than others.
The demo's loot system was also a big step down from those of traditional Diablo games. Loot dropped, and I could equip it with a quick press of a pop-up button without leaving the action. However, doing so did not visually alter my character, and it only contributed to basic attack/defense stats.
In an email, principal designer Wyatt Cheng explained to Kotaku that characters will be limited to five skills (including their main attack) at any given moment, but you'll be able to select them from a group of 12 per class that will unlock "slowly over time." That's still down from the number of abilities each class got in Diablo III, but some customization is better than none.
As for loot, Blizzard and NetEase are still trying to pin down how exactly it'll work. "The loot system is very much a work in progress, which is why inventory is disabled in the demo," said Cheng. "We are still working out the details of how itemization [will] work, but there are a few strong values we have. First, we want there to be some depth for hardcore players. Second, there should be customization (including visual). Third, we want to make sure legendary items allow you to customize your build further with game defining effects."
So there will be a degree of depth to both skills and loot, but maybe not the amount that longtime Diablo fans are used to. If nothing else, Diablo Immortal feels good enough that I can imagine myself contentedly tapping away at it during commutes or while waiting for loading screens in the PC and Switch versions of Diablo III. I'm worried, though, that it might not have much staying power.
Thanks, minimaxir!
Kotaku also has an interview with Wyatt Cheng tomorrow, where more questions will be asked, including microtransaction questions (which is curiously included in all NetEase games), etc.
I personally want to try this out for myself when it releases.
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