Also erstmal dauert leveln da deutlich länger, hab da jetzt 50h und bin lvl 91-92, geht bis lvl 100.
Dann kann man schon umskillen, nur muss man die skills erneut hochleveln, das dauert sicherlich auch nochmal 2-3h, die passive kannst du für Gold neu erlernen. Dann müsste man die Blessings erneut farmen, wenn dein anderer Spielstil andere Blessings braucht als dein vorheriger build. (aber hier fängt schon das minmaxen an würd ich behaupten, also selbst wenn deine Blessings alle falsch sind ist das game spielbar)
Also in LE kann man nicht mir nichts dir nichts kurz umskillen und gear switchen und loslegen, aber man braucht auch nicht einen neuen char machen wenn man nen anderen build von derselbem Klasse spielen will. Man muss eben dafür ein wenig „arbeiten“. Jedes Level ist auch stark beeinflussend auf deine Stärke, also macht schon nen Riesen Unterschied ob du lvl 74 oder 91 bist.
Kann jedem auch die fixe review von LazyPeon ans Herz legen um mal „reinzuschnuppern“ Last Epoch in 2023 - YouTube
„Right now, the battle pass, when you’re figuring in completing the season journey alongside doing other content in the game, you’re looking at roughly 80 hours worth of time invested to complete the entirety of the battle pass. To level a character to level 100 could take a little longer than that based on how you play,“ Piepiora said.
Und Diablo 4 spielt 50! Jahre nach Diablo 3 :D Diablo on Instagram: "Sanctuary’s history is a long and bloody one. #DiabloIV"
1286 kam Malthael und Diablo 4 spielt im Jahre 1336
Ich will Mal schwer hoffen, dass es deutlich länger als 80 Stunden dauert, um auf 100 zu kommen
Statuen werden nicht zurückgesetzt
Das Magazin führte ein Interview mit Associate Game Director Joseph Piepiora und Lead Game Producer Kayleigh Calder. Gefragt wurde darin auch danach, was mit jeder Season zurückgesetzt wird und was nicht. Darauf antwortete Piepiora:
Von Season zu Season wird es einen Hard-Reset geben, aber dieser Reset beinhaltet nicht die Eigenschafts-Punkte der Altäre von Lilith. Tränke und Skillpunkte werden zurückgesetzt, der Bonus des Altars wird permanent an alle Charaktere gebunden sein. Es gibt verschiedene Systeme, die dafür sorgen, dass sich das Ruf-System nicht repetitiv anfühlt.
Players will start to engage with end-game systems around Level 50. Depending on playstyle, players will need roughly 150 to 180 hours to reach Level 100.
Dann ist der pcgamer Author natürlich sehr gut informiert lel
Naja, er meint ja mit den 80h den Battle Pass:
„Right now, the battle pass, when you’re figuring in completing the season journey alongside doing other content in the game, you’re looking at roughly 80 hours worth of time invested to complete the entirety of the battle pass. To level a character to level 100 could take a little longer than that based on how you play,“ Piepiora said.
Ich persönlich gehe mal von realistischen ~120h für Level 100 aus. Finde ich in Ordnung.
„A little longer than 80h“ bedeutet für mich irgendwas bis maximal 100h
z.B.
Minimizing backtracking
The first thing changing is dungeon layouts, with Blizzard saying one of the most common pieces of feedback it received was around backtracking within certain dungeons. Multiple dungeons have since been optimized to reduce this, including Caldera Gate, Defilied Catacombs, Derelict Lodge, Forbidden City, Hoarfrost Demise, Immortal Emanation, Kor Dragan Battacks, Maulwood, and Rimescar Caverns.
„Our primary goal with the layout changes was to reduce certain kinds of backtracking which detract from a player’s experience,“ Blizzard said. Structure objectives that previously existed down side paths have now been repositioned to the main area, for example.
Das mit dem Backtracking find ich super.
Zusammenfassung
DUNGEONS
Dungeon Layouts
One of the most common pieces of feedback we received is that players felt they were doing a lot of backtracking within certain dungeons. We have optimized multiple dungeons across all zones to minimize the need for backtracking. Here is a list of dungeons specifically in the Fractured Peaks zone which received layout updates:
- Caldera Gate
- Defiled Catacombs
- Derelict Lodge
- Forbidden City
- Hoarfrost Demise
- Immortal Emanation
- Kor Dragan Barracks
- Maulwood
- Rimescar Caverns
Developer’s Note: Our primary goal with the Layout changes was to reduce certain kinds of backtracking which detract from a player’s 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.
Dungeon Events
- The chance for an Event to spawn inside of a dungeon has increased from 10% to 60%.
Dungeon Gameplay
- To reduce the need to backtrack, small numbers of straggling monsters will seek out the player to help complete the Kill All Monsters objective.
- When Animus is gathered, the player and nearby allies will:
- Gain 10 Resource.
- Reduce all active Cooldowns by 1 second.
- Depositing Animus channel time was reduced from 3 to 0 seconds.
- The time to Rescue was reduced from 3 to 1.5 seconds.
- All Rescue objectives now drop a Health Potion upon completion.
- While carrying the Ancient’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.
- Pedestals have had their channel time reduced from 2 to 0 seconds.
- Returning a Portable Object to its Pedestal now fully restores Health, Resource, Potions, and resets cooldowns for all nearby players.
- All doors will now generate a minimap ping when they are opened.
- All Structure Objectives in dungeons now have additional combat mechanics players must overcome.
Developer’s 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.
CLASSES
General
- Effects like Stun and Freeze can be applied to Elite Monsters twice as long before they become Unstoppable.
- Reviewed class skills to confirm that all classes have access to sufficient skills that remove control impairing effects.
- Many Legendary Powers have had updates to their effectiveness.
Barbarian
- 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.
- The Whirlwind Skill now deals more damage and consumes more Fury.
- The Double Swing Skill Enhancement refunds its full Fury cost when used on Stunned or Knocked Down enemies.
Druid
- Companion Skills will now deal heavily increased damage.
- All Ultimate Skills have had their cooldowns reduced.
- Usability improvements have been made to Maul and Pulverize.
- Using a non-Shapeshifting Skill will transform a Druid back into their human form.
Necromancer
- Summoned Minions will die more often, requiring players to utilize Corpses more often.
- Many bonuses in the Book of the Dead have had their stats increased.
- The damage dealt by the Corpse Explosion skill has been reduced.
- The brightness of the Skeletal Warriors and Mages has been reduced.
Rogue
- Upgrades for Subterfuge Skills have had their bonuses increased.
- Multiple passive Skills have had their bonuses increased.
- All Imbuement Skills have had their cooldowns increased.
Sorcerer
- Charged Bolt’s damage was increased and the Mana cost to cast has decreased.
- Decreased the damage of Chain Lightning and reduced its effectiveness against Bosses.
- Decreased the cooldown for the Incinerate Skill’s Enchantment bonus.
- Firewalls will now spawn underneath enemies more frequently when using its Enchantment bonus.
- Increased the Lucky Hit chance for the Meteor Skill’s Enchantment bonus.
Developer’s Note: Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful—your 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’ve made some changes to help in this regard, with one example being the Necromancer’s Minions. We’ve made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer’s gameplay.
Launch is just the first step of our Class balance journey, and you can expect further updates that iterate on this pillar of Diablo IV.
UI
- Fixed an issue where the built-in Screen Reader was not reading key prompts, game options details, and other UI text.
- Fixed an issue where actions could not be bound to the mouse wheel.
- Fixed an issue where Evade couldn’t be bound to the right Analog Stick on controller.
- Chat will now display on the left side of the screen when using the centered action bar configuration.
- A character’s stats will be displayed by default when players click the Materials & Stats button within their Inventory.
- The Move and Interact inputs can now be mapped to one button while the Primary Attack input is mapped to a secondary button.
- The sans serif font used in-game has been replaced with a new serif font.
ENCOUNTERS
- Fixed multiple issues that allowed bosses, like the Butcher, to become unresponsive.
- The Butcher has been re-evaluated for difficulty and will present a greater challenge in World Tiers III and IV.
- Bosses such as T’chort, Malnok, Vhenard, and others were reevaluated for melee character difficulty, resulting in changes to attacks and fight mechanics.
- Fixed an issue where Vampire Brutes using the Shadow Enchant affix would chain-cast Impale.
CELLARS
- Increased the chance for a dungeon Event to occur in Cellars.
- Cellars will now consistently reward a chest upon completion.
- Fixed an issue where Cellars would prematurely be marked as complete.
- Fixed an issue where the guaranteed elite monster would be absent from a Cellar.
GENERAL QUALITY OF LIFE
- Fixed an issue where players could increase attack speed by move-cancelling attacks early.
- Fixed an issue where characters weren’t immune and untargetable after loading into an area.
- The Reset Dungeon button has been disabled.
- 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.
Hört sich ja alles erstmal recht positiv an, weiß aber irgendwie trotzdem nicht was ich davon halten soll wenn man so stark aufs Feedback eingeht. Ja ich weiß, hört sich komisch an.
You slayed the Diablo® IV Open Beta, DerKiLLa, and we’ve got the stats to prove it.
Sanctuary extends its deepest gratitude to you for committing over 12 hours to completing 30 story quests and slaying 10,773 monsters during testing. The local denizens greatly appreciate the sacrifices made to keep them safe, earning you 920 Renown while in the Fractured Peaks.
This may be a time of great pain for Sanctuary, but you still made impressive gains and collected 226,719 gold while adventuring. Whether locating missing villagers or tracking down Lilith’s unruly worshipers, little excuse was needed to send you underground to conquer 25 dungeons. Protecting an entire realm is no walk in the dark, however, you kept the Necromancers in business by dying 6 times.
Du hast die offene Beta von Diablo® IV mit Bravour gemeistert, BVLGARI, und wir haben die Statistiken, die das beweisen.
Sanktuario ist dir zutiefst dankbar für die 27 Stunden, die du in der Testphase verbracht hast, um 85 Story-Quests zu meistern und 28,969 Monster zu töten. Die Bewohner wissen zu schätzen, was du zu ihrem Schutz geopfert hast. So konntest du 2,369 Ansehen in den Zersplitterten Gipfeln sammeln.
Auch wenn diese Zeit in Sanktuario viel Leid bedeutet, konntest du einiges gewinnen und bei deinen Abenteuern 670,422 Gold anhäufen. Ob du nun vermisste Dorfbewohner aufgespürt oder Liliths unbändige Anhänger verfolgt hast, es war nicht schwierig, dich in die Tiefen zu locken, wo du 52 Dungeons bezwungen hast.
Am 20. April um 20:00 Uhr MESZ kehren Mitglieder des Entwicklungsteams von Diablo IV zusammen mit Gastmoderator Rhykker beim nächsten Livestream mit Entwicklerupdate für Diablo IV zurück, wo sie näher auf unsere geplanten Verbesserungen eingehen. Außerdem stürzen sie sich in die Flammen und geben zusätzliche Details zu unseren Systemen für Langzeitinhalte preis.
Das ist unfair, ich hatte die ganzen Quests ja schon ne Woche vorher gemacht
Du hast die offene Beta von Diablo® IV mit Bravour gemeistert, michOe, und wir haben die Statistiken, die das beweisen.
Sanktuario ist dir zutiefst dankbar für die 41 Stunden, die du in der Testphase verbracht hast, um 111 Story-Quests zu meistern und 37,147 Monster zu töten. Die Bewohner wissen zu schätzen, was du zu ihrem Schutz geopfert hast. So konntest du 2,766 Ansehen in den Zersplitterten Gipfeln sammeln.
Auch wenn diese Zeit in Sanktuario viel Leid bedeutet, konntest du einiges gewinnen und bei deinen Abenteuern 1,477,795 Gold anhäufen. Ob du nun vermisste Dorfbewohner aufgespürt oder Liliths unbändige Anhänger verfolgt hast, es war nicht schwierig, dich in die Tiefen zu locken, wo du 88 Dungeons bezwungen hast.
gut gesuchtet Leute :D
Bei mir gings leider recht bad - ICH, die Einstellungen und meine Graka haben nur ruckeln rausgebracht, aber Jungs ich will alles lesen auch:
Ein ganzes Reich zu beschützen ist nicht einfach und so hast du auch die Totenbeschwörer gut beschäftigt, denn du bist 20-mal gestorben. ;)
Frage: was hat es mit dem „Ansehen“ auf sich?
Das Renown-System von den Gebieten.
Ein ganzes Reich zu beschützen ist nicht einfach und so hast du auch die Totenbeschwörer gut beschäftigt, denn du bist 28-mal gestorben
Developer’s Note: While Diablo IV’s Sanctuary is home to over one hundred dungeons, the Open Beta only had the subset offered in Act I’s Fractured Peaks for players to explore, and a level cap that isn’t a full representation of the experience at launch. There are many reasons to complete a variety of dungeons, including collecting powerful affixes in the Codex of Power, and players will still be able to repeat dungeons by partying up with others and having them start the dungeon. We also wanted to make sure that resetting the dungeon wasn’t a way for Hardcore players to avoid death when experiencing a challenge in a dungeon. Still, we know it can be fun to repeat a specific dungeon and the team is looking at a more permanent solution to this, like having some reasonable cap on how many times the same dungeon can be completed in a row to better support that style of play. In fact, in the full game, players will acquire Sigils that will unlock Nightmare Dungeons which are specifically designed to be completed repeatedly and are optimized to be highly rewarding and replayable. We’ll have more to share on this in the future.
Irgendwie ne lame Lösung … Glaube eher, dass sie einfach wollen, dass man nicht immer den gleichen Content macht. Denn ansonsten könnten sie es ja einfach für HC deaktivieren.