{"id":30114,"date":"2023-04-14T19:40:33","date_gmt":"2023-04-14T19:40:33","guid":{"rendered":"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/?p=30114"},"modified":"2023-05-12T17:06:47","modified_gmt":"2023-05-12T17:06:47","slug":"dev-team-listens-to-fans-heres-how-player-feedback-is-shaping-the-upcoming-game","status":"publish","type":"post","link":"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/dev-team-listens-to-fans-heres-how-player-feedback-is-shaping-the-upcoming-game\/","title":{"rendered":"Diablo 4 Dev Team Listens to Fans: Here&#8217;s How Player Feedback is Shaping the Upcoming Game"},"content":{"rendered":"<p>The changes made by the developers since the previous beta event weekends are listed below.<\/p>\n<p><strong>Dungeons \/ Dungeon Layouts<\/strong><\/p>\n<p><span>After receiving feedback from players, the development team of the game realized that many players were feeling frustrated due to excessive backtracking within certain dungeons. To address this issue, the team optimized multiple dungeons across all zones, with the goal of reducing the need for backtracking. As a result, specific dungeons in the Fractured Peaks zone have received updates to their layout, which should help alleviate some of the frustrations players were experiencing. A list of these updated dungeons can be found below.<\/span><\/p>\n<ul>\n<li>Caldera Gate<\/li>\n<li>Defiled Catacombs<\/li>\n<li>Derelict Lodge<\/li>\n<li>Forbidden City<\/li>\n<li>Hoarfrost Demise<\/li>\n<li>Immortal Emanation<\/li>\n<li>Kor Dragan Barracks<\/li>\n<li>Maulwood<\/li>\n<li>Rimescar Caverns<\/li>\n<\/ul>\n<blockquote><p>Developer\u2019s Note: Our primary goal with the Layout changes was to reduce certain kinds of backtracking which detract from a player\u2019s experience. An example of this change is that players previously needed to enter side rooms to interact with Structure Objectives, causing them to retread the same path. Now, many of our Structure Objectives have been repositioned along main dungeon pathways, making them easier for players to reach and allowing them to readily explore the dungeon after defeating the Structure.<\/p><\/blockquote>\n<p><strong>Dungeon Events<\/strong><\/p>\n<p>The chance for an Event to spawn inside of a dungeon has increased from 10% to 60%.<\/p>\n<p>Dungeon Gameplay<\/p>\n<ul>\n<li>To reduce the need to backtrack, small numbers of straggling monsters will seek out the player to help complete the Kill All Monsters objective.<\/li>\n<li>When Animus is gathered, the player and nearby allies will:<br \/>\nGain 10 Resource.<br \/>\nReduce all active Cooldowns by 1 second.<\/li>\n<li>Depositing Animus channel time was reduced from 3 to 0 seconds.<\/li>\n<li>The time to Rescue was reduced from 3 to 1.5 seconds.<\/li>\n<li>All Rescue objectives now drop a Health Potion upon completion.<\/li>\n<li>While carrying the Ancient&#8217;s Statue, Bloodstone, Mechanical Box, or Stone Carving, you will receive a Momentum bonus granting a 25% move speed increase to you and nearby allies.<\/li>\n<li>Pedestals have had their channel time reduced from 2 to 0 seconds.<\/li>\n<li>Returning a Portable Object to its Pedestal now fully restores Health, Resource, Potions, and resets cooldowns for all nearby players.<\/li>\n<li>All doors will now generate a minimap ping when they are opened.<\/li>\n<li>All Structure Objectives in dungeons now have additional combat mechanics players must overcome.<\/li>\n<\/ul>\n<blockquote><p>Developer\u2019s Note: While our dungeons offer a variety of Objectives to complete, player feedback stated that the action of completing each Objective felt tedious. We hope that providing bonuses, such as the increase to mobility while carrying certain Objective items, will streamline and vary the experience of completing Objectives. This adjustment is merely a starting point, and we intend to extend this philosophy to keys in a future update.<\/p><\/blockquote>\n<p><strong>Classes<\/strong><\/p>\n<p>General<\/p>\n<ul>\n<li>Effects like Stun and Freeze can be applied to Elite Monsters twice as long before they become Unstoppable.<\/li>\n<li>Reviewed class skills to confirm that all classes have access to sufficient skills that remove control impairing effects.<\/li>\n<li>Many Legendary Powers have had updates to their effectiveness<\/li>\n<\/ul>\n<p>Barbarian<\/p>\n<ul>\n<li>A flat 10% passive damage reduction has been added for the Barbarian Class. Some Skill Tree passives had their damage reduction effects reduced to compensate.<\/li>\n<li>The Whirlwind Skill now deals more damage and consumes more Fury.<\/li>\n<li>The Double Swing Skill Enhancement refunds its full Fury cost when used on Stunned or Knocked Down enemies.<\/li>\n<\/ul>\n<p>Druid<\/p>\n<ul>\n<li>Companion Skills will now deal heavily increased damage.<\/li>\n<li>All Ultimate Skills have had their cooldowns reduced.<\/li>\n<li>Usability improvements have been made to Maul and Pulverize.<\/li>\n<li>Using a non-Shapeshifting Skill will transform a Druid back into their human form.<\/li>\n<\/ul>\n<p>Necromancer<\/p>\n<ul>\n<li>Summoned Minions will die more often, requiring players to utilize Corpses more often.<\/li>\n<li>Many bonuses in the Book of the Dead have had their stats increased.<\/li>\n<li>The damage dealt by the Corpse Explosion skill has been reduced.<\/li>\n<li>The brightness of the Skeletal Warriors and Mages has been reduced.<\/li>\n<\/ul>\n<p>Rogue<\/p>\n<ul>\n<li>Upgrades for Subterfuge Skills have had their bonuses increased.<\/li>\n<li>Multiple passive Skills have had their bonuses increased.<\/li>\n<li>All Imbuement Skills have had their cooldowns increased.<\/li>\n<\/ul>\n<p>Sorcerer<\/p>\n<ul>\n<li>Charged Bolt\u2019s damage was increased and the Mana cost to cast has decreased.<\/li>\n<li>Decreased the damage of Chain Lightning and reduced its effectiveness against Bosses.<\/li>\n<li>Decreased the cooldown for the Incinerate Skill\u2019s Enchantment bonus.<\/li>\n<li>Firewalls will now spawn underneath enemies more frequently when using its Enchantment bonus.<\/li>\n<li>Increased the Lucky Hit chance for the Meteor Skill\u2019s Enchantment bonus.<\/li>\n<\/ul>\n<blockquote><p>Developer\u2019s Note: Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful\u2014your feedback has helped us uphold this ideal. Some players have adeptly noticed that certain Skills were too powerful. One of our goals for Skills is to have them be interesting to wield and interactive in terms of itemization and combat feel. We&#8217;ve made some changes to help in this regard, with one example being the Necromancer\u2019s Minions. We&#8217;ve made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer&#8217;s gameplay.<br \/>\nLaunch is just the first step of our Class balance journey, and you can expect further updates that iterate on this pillar of Diablo IV.<\/p><\/blockquote>\n<p>UI<\/p>\n<ul>\n<li>Fixed an issue where the built-in Screen Reader was not reading key prompts, game options details, and other UI text.<\/li>\n<li>Fixed an issue where actions could not be bound to the mouse wheel.<\/li>\n<li>Fixed an issue where Evade couldn\u2019t be bound to the right Analog Stick on controller.<\/li>\n<li>Chat will now display on the left side of the screen when using the centered action bar configuration.<\/li>\n<li>A character&#8217;s stats will be displayed by default when players click the Materials &amp; Stats button within their Inventory.<\/li>\n<li>The Move and Interact inputs can now be mapped to one button while the Primary Attack input is mapped to a secondary button.<\/li>\n<li>The sans serif font used in-game has been replaced with a new serif font.<\/li>\n<\/ul>\n<p>Encounters<\/p>\n<ul>\n<li>Fixed multiple issues that allowed bosses, like the Butcher, to become unresponsive.<\/li>\n<li>The Butcher has been re-evaluated for difficulty and will present a greater challenge in World Tiers III and IV.<\/li>\n<li>Bosses such as T\u2019chort, Malnok, Vhenard, and others were reevaluated for melee character difficulty, resulting in changes to attacks and fight mechanics.<\/li>\n<li>Fixed an issue where Vampire Brutes using the Shadow Enchant affix would chain-cast Impale.<\/li>\n<\/ul>\n<p>Cellars<\/p>\n<ul>\n<li>Fixed multiple issues that allowed bosses, like the Butcher, to become unresponsive.<\/li>\n<li>The Butcher has been re-evaluated for difficulty and will present a greater challenge in World Tiers III and IV.<\/li>\n<li>Bosses such as T\u2019chort, Malnok, Vhenard, and others were reevaluated for melee character difficulty, resulting in changes to attacks and fight mechanics.<\/li>\n<li>Fixed an issue where Vampire Brutes using the Shadow Enchant affix would chain-cast Impale.<\/li>\n<\/ul>\n<p>General Quality of Life<\/p>\n<ul>\n<li>Fixed an issue where players could increase attack speed by move-cancelling attacks early.<\/li>\n<li>Fixed an issue where characters weren\u2019t immune and untargetable after loading into an area.<\/li>\n<li>The Reset Dungeon button has been disabled.<\/li>\n<li>Fixed an issue that caused Gale Valley and Serac Rapture to have less monsters than intended until the campaign quests in those territories were completed.<\/li>\n<\/ul>\n<p><a href=\"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/04\/game-update-news.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-30115\" src=\"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/04\/game-update-news-300x197.jpg\" alt=\"Patch Update \/ News\" width=\"300\" height=\"197\" srcset=\"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/04\/game-update-news-300x197.jpg 300w, https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/04\/game-update-news.jpg 400w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>As a third party, I find it impressive to see how much effort the game developers put into improving the player experience in their latest update. The changes made to the dungeons layout and gameplay mechanics, especially the reduced need for backtracking, the increased chance of dungeon events spawning, and the bonuses granted for carrying certain objective items, are all aimed at streamlining and varying the experience of completing objectives, which is a step in the right direction.<\/p>\n<p>Furthermore, the class updates that the developers have introduced to the game, such as the Barbarian&#8217;s flat 10% passive damage reduction, the Druid&#8217;s heavily increased Companion Skills damage, and the Sorcerer&#8217;s increased Lucky Hit chance for the Meteor Skill\u2019s Enchantment bonus, are all aimed at making each class feel impactful and powerful, while also being interesting and interactive.<\/p>\n<p>It&#8217;s also worth mentioning that the UI updates are important as they aim to fix various issues, including the screen reader not reading key prompts, actions not being bound to the mouse wheel, and chat being displayed on the wrong side of the screen.<\/p>\n<p>Overall, it&#8217;s clear that the development team is working hard to address player feedback and improve the gameplay experience, and their efforts are commendable. It&#8217;s exciting to see how these updates will change the gameplay experience, and I&#8217;m looking forward to seeing what other improvements they will bring to the game.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The changes made by the developers since the previous beta event weekends are listed below. Dungeons \/ Dungeon Layouts After receiving feedback from players, the development team of the game realized that many players were feeling frustrated due to excessive backtracking within certain dungeons. To address this issue, the team optimized multiple dungeons across all [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":30115,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[123],"class_list":["post-30114","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-patch-notes"],"yoast_head":"<title>Diablo 4 Dev Team Listens to Fans: Here&#039;s How Player Feedback is Shaping the Upcoming Game<\/title>\r\n<meta name=\"description\" content=\"The changes made by the developers since the previous beta event weekends are listed below. 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