So Diablo 4 will have many more exciting legendaries than we've seen in the open Beta. Blizzard just confirmed many more ongoing changes that we should expect for the full launch, including legendary drop rates, XP rates, class balance, and more.
More Legendaries Confirmed
Starting with the legendaries, one of the game's directors had this to say about them. Folks must realize how many more legendary powers exist beyond what was displayed during the Beta. There are a lot of bizarre, exciting, and balanced legendaries to discover when the game goes live in June.
When being questioned about XP rates, I fully expected the leveling speed also to be adjusted not only because it just took a couple of hours to reach 25 in the Beta alone, but it also makes sense if you look at the whole map in Diablo 4 and the fact that the Beta was merely a fraction of it. Most exciting is that part about the legendaries and the fact that the full game has many more interesting options. I believe that the Beta skewed a lot of new players' perception of what this genre has to offer in terms of interesting effects, especially since the ones we've seen in the Beta so far were usually boring and uninspiring, like low-level stuff, percentage increases, boring effects, and whatnot. But yeah, this genre, like Diablo as a whole, has many very interesting effects that you can take from the previous games. Again, fully expect the endgame ones, which we have yet to see a fraction of, to change that completely.
Class Balance Late Game
That being said, a few Blizzard reps also talked about class balance, especially now that classes like the Druid or Barbarian are being trashed in most conversations for feeling weaker than the rest of them, at least at these lower levels. Now, one thing these two classes had in common in the Beta was that they needed full access to their specific class facilitations, which the Rogue, Sorcerer, and the Necro all did for the most part. For example, Barbarian wouldn't even get to unlock the technique slot. Yet some players could pull off crazy damage numbers with certain builds at just level 25. I'm talking about nearly half a million just in the Beta Druids, even less so since this is the only class with no access to its specialization.
The Spirit Attunement, since its class-related quest, was on a completely different side of the map. For all we know, max levels could look completely different. And Druid was pretty good once you reached level 25 and got more gear going. For example, the overpower pulverized build was one of my favorites. Great range, stunt potential, and significant damage, especially if you get it to 60% damage buff from one of its legendary aspects. There are some interesting, unique legendaries this class has, too.
Some of them were already data mined. And it seems that there are, in the later stages of the game, ways to permanently change Druid forms and stay in those forms to get the benefits out of them, or some of them that change entirely certain skilled categories to new ones, like one of the werewolf attacks to become a storm attack instead. So interesting to see the direction they go in with this hybrid kind of veil in the endgame.
Bad News on Respeccing
Now, one thing that's slightly worrying to me is Blizzard's stance on character respeccing, which they want to be prohibitively expensive once we've reached the true endgame. I wonder if they still have the same opinion, but given that this interview they mentioned it in is just a few months old, they likely still are.
From what I understand, Blizzard will let us change builds around as we level up and let us experiment with different low routes and different aspects. But once we reach the true endgame, this is when things will become prohibitively expensive. Some 1 million per respect was mentioned, an arbitrary number. Still, they want us to dedicate a whole character to one single playstyle, which has many more drawbacks than upsides. So much so, that it's probably going to be better, in their opinion, to relabel the same class again than to dedicate resources to respecting.
Now, I'm not sure about you, but if true and not just miscommunication on their part, that sounds counterintuitive to everything they've been trying to do with the skill tree in the first place. Sometimes you want to switch things up and try other builds. Why must you restart the whole process for something so basic?
Plus, what happens if they decide to nerf your build eventually? Does that mean you're now going to be forced to start a new character? Because I can see many players not being too happy about such a decision. Again, the wording may be nonsensical. I don't see Blizzard forcing people to reroll in the same class again whenever they try a new build.
Maybe it's going to be super expensive. However, I'm still expecting it to be possible on the same class via farming since things will be expensive anyway in the endgame and require tons of farming.
Other Changes and Bug Fixes
In any case, other details and changes are coming up, some for the skeletons, for example. In this case, they will be fine-tuned, not gameplay-wise like nerfs or bust the damage, but just visual changes, if you can believe that.
So this is mainly to reduce the glow that makes them super unappealing, but also, there's a bug that caused Necroskeletons to show up in town, so that will be fixed for launch as well. There's more info on the world player limit, so limits will differ depending on the area, as this tweet confirms, with world bosses being limited to twelve people per instance. Still, the number can be smaller in the overworld or larger in town. Also, for the ultra-widescreen peeps, yes, this will be fully supported, but not the super ultra-wide, which will have the black bars on the decide.
So this will be intentional and not an engine limitation, as confirmed by a different thread. I wonder, however, if this has anything to do with a busted source or teleport that benefits a lot from ultra-wide screens covering much longer distances and sometimes even completely skipping over inaccessible terrain. A bug was discovered during the recent Beta that will likely be addressed in the full launch, but I'd like to know if there's anything related to that for the super ultra-wise that they cannot do.
In any case, many other fixes are coming too, such as the Eastern Gate in Kyovashad, for some reason, would not let many players get out of the town via that area, so that's a common bug that Blizzard is looking into at some point. It was also discovered that the installer also had support for direct storage, and we already know that we had the Lss and the Beta, so direct storage is really interesting because it helps a ton with loading times on the PC. It might not sound like a big deal, but when you're trying to optimize farming runs, not having loading screens longer than needed will make things a lot easier. And before you ask, no mouse and keyboard support for Diablo 4 on the console will not be a thing. At least everything is what the console already supports natively.