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The possibilities are endless: you can take a bounty for assassinating a high-level target, complete a series of quest steps – each step having a chance to drop a certain card – and kill a certain number of enemies while waiting for one. If it is implemented in Diablo 4, players would be strongly encouraged to visit regions, looking for maps. Path of exile The card system is a great example, as players have to venture into areas to earn cards, which can then be used in the Atlas of Worlds to access specific instances. The Greater Rift system shouldn’t be completely phased out, but it should be more involved. With a more connected world, Diablo 4 could present tons more variety at its endgame. Perhaps other variations of this weapon could disappear into end-game activities in the future, but the important thing is to give that last drop to the player after working for it. Not only does this create more attachment to the weapon, but there is a special experience the player could have instead of just gaining it from a Rift race or through Kadala. Yes Diablo 4 has a more connected world, so I’d love to see quest chains that reward you with a special weapon. If you liked to use a particular weapon, then it was possible to increase its level rather than throwing it away. Of course, you also receive Smithing Texts later to create your own version of some of these weapons which might be superior to what you received. In Nioh, Completing missions earns you special weapons that are completely unique to the ones you collect. Diablo 4 should stick to the same approach but remove a few pages from Nioh manual. You often received something better than what you already had, and it felt natural and right.
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In Diablo 3, Publish- Soul Reaper, the loot was on a steadily increasing progression curve. I’m very reluctant to take a sandbox approach, but maybe such encounters could pop up spontaneously and motivate players to explore the world more late in the game. Additionally, enemies from one area could potentially affect another – perhaps there could be different climate changes or modifiers that could cause enemies from one region to migrate to another and wreak havoc. This doesn’t mean that a huge open world needs to be created, but it would be nice to have a smoother progression between areas. There’s nothing wrong with this approach – each map was large enough to have enough activity while still feeling unique enough with their enemies, surroundings, aesthetics, and overall mood.įor Diablo 4, I would like to see the world be more connected.
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However, it also meant that the world looked more like a series of self-contained areas than a unified whole. This resulted in each significant story section being separate, with a beginning, middle, and end before moving on to the next chapter. Assuming the next big sequel does indeed arrive, here are a few things Blizzard might consider changing, especially given the landscape of action RPG / looter games at this point.ĭiablo 3 the story was divided into Acts. Wwith Blizzard’s notorious silence on all things Diablo, we have to assume a couple of things: (a) A remaster of Diablo 2 happens at some point, (b) Diablo 3 receives a massive new update, whether paid or free, and (c) Diablo 4 is in development.