This may be exactly what you're looking for when it comes to the casual ARPG experience, in which case I think you're going to have a good time killing bosses, traversing a more difficult leveling experience and ultimately gaining power through a system that will erode after a season.
I want more longevity out of the experience, so here is my feedback that I will be sending to blizzard:
PTR GENERAL
Manuals should be auto awarded if the character is fully boosted.
When assigning bosses / seasonal currency, directly add it into the inventory, allow overflow to hit the ground.
I think that paragon boards need to offer more to players in the endgame grind as we need something to strive towards. Reaching the important nodes with roughly 80-60 points remaining doesn't feel right with such a robust system.
Character progression is generally a path of effects adding multiplicative dmg instead of unique gameplay effects and feels lackluster. We need more unique effects and mechanics on Players and their Gear!
Mercenaries, can I just have them capped out on PTR when your character is boosted?
It would be dramatically more enjoyable and much more effective if we had the administrative tools to create our gear and characters instead of RNG for the small window of time that any PTR is open to the public to provide critical feedback to improve Diablo 4. While I understand PTRs have a small life cycle, they aren't a one and done experience and will appear every season of this game's life cycle. Invest in the long-term!
BOSS SKILLS
General note, I don't like waiting for my effects to feel good. I don't want to wait up to 4 seconds to fully realize the value of my boss effects. Can we shift this to do upfront, dmg?
Andys flaming skull (most op)
Lord Zir blood pool not responsive enough, pools last too long to carry to meaningful engagements. If they could be created based off the current target being hit instead of a persisting pool, this would immediately feel more responsive / enjoyable.
Gregs squares I wonder if it would be more valuable to consider each tick while channeling as "cast" for this boss skill.
Varshans life leech effect is moot simply due to the lack of healing and lack of damage from the draining target.
Urivels bombs, good dmg! Requires build defining alterations to become good RATHER than the boss power being complimentary to ones build.
Ashava's poising = moot in effect dmg for the window of time. Not enough dot dmg.
Avarice Explosive dmg = nice, feels balanced and great!
Wandering death beam = lackluster dmg (very very low / not noticeable) position of the start of the beam SHOULD be the same as character position for channeling skills. The beam just doesn't feel fun to use. Perhaps all 4 beams would be better?
BLUE BOSS POWERS COULD USE A SERIOUS BOOST IN TERMS OF IN-GAME INTERACTIONS
The timer for the Boss Altar needs to be lowered drastically, 50% faster?
Ladder bosses SHOULD still drop loot, Dead monsters should have some gear on them... right?
If you kill Big Balial why do we have to wait for the altar to respawn if we're waiting for baby Balial? He's dead!
Mephys dog - Cannot give critical feeback as the entire fight was bugged due to damage ranges being too high / not high enough? Strange.
PARTY PLAY
Vast damage seems to result in bosses healing instead of dying.
Unable to kill Echo of Lilith on T4 due to unforeseen circumstances regarding her hp regeneration and inability to dealt dmg in phase 2, could use a fresh set of eyes!
#barricade #diablo4 #d4 #diablopartner