guilhermedevechi: D4 is fun until you finish your build core, once you have to crit masterwork and buy ga items to progress it sucks.
rickfowler273: I just want more fun things to do. Once I get to the point of farming Undercity, Boss runs and Obucite farming, my playtime gets boring. Leveling is fun and hanging out with people. But once Torment 2 kicks in and we start the loop, it all goes downhill for me.
MikeySassounian: Happy birthday mac
DougBlakeway: getting a 750 unique with a better aspect value than an 800 unique piece with GA's seems stupid
Nervous_89: Second year of talking about the same thing...
matheusmterra: I always felt baffled as to how little the skill tree matters in D4.
I remember the dopamine hits I had in D2 when I could put in that extra point in Revive to have another reanimated soldier, how it felt powerful to stack Plus to Summoning Skills to have more skill points.
I miss that, a time when leveling up in an RPG meant you were significantly more powerful. It's the same dopamine hit I get today with games like Baldur's Gate 3 for instance.
In Diablo 4 it doesn't feel like you're acquiring skills is you "leveling up", only that you're passing through a time gated tutorial in order to start making your build.
I firmly believe that the only place you should ever get multipliers for skills is in the skill tree. It boggles my mind how you can have a skill in the skill tree that just won't do any damage unless you slot in an aspect that modified it. If a skill needs an aspect to be viable, it shouldn't be an aspect, it should be in the skill tree.
The example I like to give is Gore Quills and Hungry Blood for Blood Lance: those functionalities of propagating your lances should be part of the core skill kit, the upgrades for it should be available to the skill always, and not conditioned to using an aspect to make it work as it should work to begin with.
The skill tree needs to matter.
belsamethtaken4107: One of the things about the RNG systems, specifically Tempering and Masterworking is that it isn't really RNG. (The same goes for rerolling, to a lesser extend because its (mostly) cheaper and can't brick an item). Far too often when you reroll, you get exactly the same thing with just a different percentage. Is that possible with RNG? Sure. But not with the amount it happens in D4. I've bricked multiple items in a row, on multiple occasions, because all but one or two of the rolls were Golem Damage, or something equally useless that just kept repeating itself. Combine that with bricking an item and the gold cost if you don't trade and it leads to nothing but frustration. There's not even really a dopamine hit when it goes right but instead a sense of relief that I didn't get screwed yet again.
mathew00: As a long time Diablo fan I've come to realize that the fans are much more invested in this game than the company.
____GoMeZ____: I dont think its D4s biggest issue, its not having anything to do beyond leveling and acquiring said items.
I mentioned it on other channels and in the D4 forums, but there needs to be something for us to do BEYOND leveling and completing our paragon board, for instance, the Citadel. If they could change that to a solo-able, post leveling experience with leaderboards and a steep entry point(All notes posted in the forums) You would greatly fix what is currently hindering the game.
bradjenkins2861: Itemization is a major problem in D4 but the biggest problem with the game is probably the fact that there is no reason other than getting the best in slot item for your character to play the game and in order to do that you just kill stuff to get boss keys to kill the boss to maybe get an upgrade. They say don't compare games to other games because X reason but Path of Exile IS an arpg and the founders of GGG the devs of that game said it was completely inspired by diablo 2. Unfortunately Diablo 4 was not. It was inspired by money and that means any content that could be impactful or meaningful in any way to make the game better is going to be locked behind an expansion which Blizzard has promised will be coming every year. Path of Exile's business model is selling skins and other cosmetics as well as stash tabs. This incentivizes the devs to put tons of content into the game and keep fans locked in so they will feel invested in the game enough to buy said cosmetics. The end result is that every 3 months Path of Exile adds more new content than Blizzard has included in Diablo 4 since launch. and GGG is about to do this for Path of Exile 2 as well. I've loved Diablo since the beginning and Diablo hasn't been Diablo since D2.
samj6307: Please Blizz. Ultimate birthday gift. Cold call this man a job offer.
RJJfan123: Personally prefer the crafting and itemisation in D4 than POE2, although agree it could definitely be improved. I think D4's big gap at the moment, is mostly the meta-progression system (Rhykker did a great vid on this).
Also, the Pit is really bad as pinnacle content. It's not fun or exciting in high level pit, it's just a boring bunch of mobs that soak up all your damage. I thought the original concept of high tier NM dungeons were great initially, as it was genuinely hard to survive and you needed a combination of strong build, player skill, and overall knowledge/progression. Still had issues but that type of content is way more interesting...
Imagine tormented strongholds, where as you progressively beat each one, the difficulty ramped up - mob density, damage, effects, traps... things that actually posed a threat. Way more fun than a generic mode where it's a test of damage solely.
LowGuppy: I feel like item power is outsized because it's covering for the shortcomings of the skill tree. A lot of the cool stuff locked up in legendary aspects/skill changing uniques should be on the tree while incremental passive bonuses should be on gear.
erasmusvladolich6118: This video made me realize that set items in Diablo 3, while predictable, are vastly more fun to play than the current itemization in D4
Z1zyll: For a game that supposedly caters to casuals, it's impressively opaque.
How the f*** is the average “Dad-Gamer” supposed to figure out what affects his damage the most—and how? The fact that armor pieces like boots or a chestplate have such a massive impact is probably completely unintuitive for the vast majority of casual players.
Having a super simple skill tree, only to run some behind-the-scenes damage calculation that looks like it was recovered from a crashed UFO in Roswell, is just bonkers to me.
bartomiejkubica2102: Great job! In ARPGs, skills should always make a build and items should boost it.
SuperBlugh: The devs are D4's worst problem
VRNilaGERila_2: Well then, I guess Raxx can't say gear isn't impactful anymore
emdmao1: 1 mythic max. Lower the drop rate back to .02 or whatever it was at launch. All the top builds should not require multiple mythics. And the same ones to boot.
Voldrani: For me the biggest problem is that I'm already pretty much done with Season 9 after just over 2 weeks. Got my transmogs, which were amazing this season. Completed the Season Journey. Paragon 230 because I'll never play enough to get to 300.There's just nothing important left to do. I've made a Poison Thorn Spiritborn, Hydra Sorc, and a mix of Otter's Teleport Reaper and Macro's Freezing Lotus. All fun and I've enjoyed S9 but....what now?
And yeah, I hate the crafting in D4. Hate it.
aguile: Not even talking about builds that require breakpoints, like Rogue DT that needs the correct passive, resources, 4 items at a specific refinement level or SB that relies on the overmultiplication of it's spirit hall, requiring you to hit every single masterwork on them, to work. If you don't get the correct pieces, at high enough refinement, it just doesn't work.
Also the impact of some uniques is absurd, Heir of perdition and Shroud at any level, makes a lot of difference and if you are unable to get them, which is hard do to naturally without RMTing due to how inflated the items are for crafting, you lose a bunch of power.
-Mourning-Star-: I feel like Masterworking and Tempering adds far too much strain on this game. With good items being really rare, getting one and bricking it is absolutely awful. And I agree that the solution for that is just being able to choose what we want on our gear for tempering and that masterworking should have progress saves. That alone would make things feel exponentially better. But, there's no real point to it either. Once you finish the seasonal journey and the season quest, there is't anything to really do. Pits are kinda pointless once you get all your glyphs to 46. There's no endgame. The current endgame is just paragon progression and pit pushing... Which is just playing the game to do so. There's no real sense of needing to do it at all. There's no real chase. And having a paragon 300 prefect gear character matters very little when you can do everything in the game easily at paragon 200 with no mythics and a few greater affixes. Plus the grind to 300 is boring and doesn't matter as most everything after 230 paragon barely impacts your character at all.
I come from a place of playing ARPG's like Baldur's Gate: Dark Alliance and Champions of Norrath, where I have dumped 1,000's of hours into because progression actually felt like progression. All your builds were homebrewed. And I feel like build guides, which are useful and good, also have an adverse effect on the game as well. Because now everyone feels like they need to run the exact same setup or they aren't having fun. This season alone, I have barely put any effort into the MW and tempering, getting everything to 8 ranks and leaving it. And I can do all the content I can on T4 with relative ease.
It just feels bad that I can get everything done in a season in a few days, play it out for a couple of weeks and just move on to another game because I just don't feel like grinding obducite for hours and throw it all away because I can never get my tempers right. I don't get to play other builds on a character and feel locked in once I have the build made. I would love to put way more time in to this game, but it feels pointless. (And I'm a reclusive, agorophobe, no-lifer that spends most of my time gaming)
sargecasm2252: Imagine him playing Grim Dawn. :D The amount of time you put into this is astonishing. I did enjoy Diablo 4 before but not anymore sadly. But I keep watching your content because I enjoy it. Happy Birthday Mac!
mapron1: "1 mythic at a time" and then no one cares for anything but crafting Shroud. So we need to nerf it to make on par with other myths. Then it removes excitement of getting shroud. I dunno, I agree with a problem you pointed, but don't think solution is easy.
For the rest of the video, great job! I had this observation just a feel and now I see raw numbers that just explain how I felt about power.
HollowJPX: For me the problems that make me drop the season are:
1. Having to grind to be able to grind, mainly for bosses to get mythics for end game. Either make single summoning items per boss tier so some are not easier to get than others or just let us summon them with no cost.
2. No major end game content. Make different challenges for the end game, maybe some mechanics that force you to adapt your build to the challange, and give us rewards for them (cosmetic or unique items)