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Tag: Character class

  • Diablo IV: How To Pick Your New Character

    Diablo IV: How To Pick Your New Character

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    If you’re jumping into Diablo IV for the very first time, you may not know which class to start with. And since each season in Diablo IV requires you to make a new character, if this isn’t your first rodeo you might want to check out a class you haven’t played before.

    Either way, it can help to brush up on some basics, review what your class options are, and take a look at some solid builds.

    How to pick a Diablo IV class for the very first time

    Diablo IV is a game with a lot of numbers and choices, but don’t be too intimidated by the wide variety of builds and opportunities available to you.

    Read More: The Best Classes For Diablo IV Beginners Whether You Want A Challenge Or Cakewalk

    To start, be sure to read our general guide on the overall differences between each class, including which ones are best for beginners and which ones will throw a challenge your way.

    Also, if you’ve never played Diablo IV, check out our guides on how to be a better player, the things the game doesn’t tell you, what settings to adjust, and—for the most daring—how to survive hardcore mode.

    How to build a Diablo IV Necromancer

    The Necromancer is an excellent first choice for beginners. We’ve got a list of three solid Necromancer builds that give you a variety of options for commanding the forces of the undead.

    Read More: Diablo IV: Three Grotesque, Exquisite, Necromancer Builds

    Between the exploding Corpse Necromancer, Summoner Necromancer, and Bone Spear Necromancer, you’ll get a solid grasp of how to build out and wield this class.

    How to build a Sorcerer in Diablo IV

    The Sorcerer is a satisfying and approachable class to jump into a new character with. We’ve put together a list of three different Sorcerer builds focusing on different elements for your consideration.

    Read More: Diablo IV: Three Essential Sorcerer Builds For Mastering The Dark Arts

    Whether you pick the Fire, Lightning, or Frost sorcerer, you’ll be able to take your character to level 50 with our builds, bending elemental forces to your will.

    Great Druid builds for Diablo IV

    The Druid is a wildly fun and dynamic class that gives you incredible strength plus the ability to shapeshift. Check out our list of three solid builds for the Diablo IV Druid here.

    Read More: Diablo IV: Three Go-To Druid Builds That’ll Crush Everything

    Our guide covers the Storm Druid, Pulverizer Druid, and Shapeshifting Druid with specific considerations for werebear and werewolf form.

    Barbarian builds for Diablo IV

    The Barbarian might be a very straightforward, kill-everything-in-your-way class to pick, but don’t let that fool you: Like other classes, they’re surprisingly versatile. But if you just want to cover your basics, take a look at our guide for Barbarian builds. We focus on the Whirlwind, Bleed, and Upheaval Barbarian in our list.

    Read More: Diablo IV: Three Barbarian Builds to Rip and Tear Everything

    The extreme amount of damage output makes the Barbarian an essential role in just about any party. But even if you’re playing solo, you’ll have a blast mopping up room-fulls of enemies.

    Rogue builds for Diablo IV

    It’s true: The Rogue is a complicated class for beginners. Rogues need to rely on a ton of tricks and surprises in order to outsmart their numerous enemies. Refer to our guide on three solid builds for the Rogue in Diablo IV if you’re looking to get sneaky.

    Read More: Diablo IV: Three Rogue Builds for Kicking Ass with a Tricky Class

    But don’t let the Rogue’s steeper learning curve turn you away from what can be a very fun class to throw down with. You might stumble a bit in the beginning, but once your Rogue starts demolishing their foes, it’ll feel that much more rewarding.


    Diablo IV’s multiple options for character builds, which can combine to create some unique synergies in a multiplayer party, might be complicated to understand at first. Once you build your first character, however, you’ll get a better sense of what ability types to focus on and will find more opportunities to experiment with future builds.

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    Claire Jackson

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  • Blizz On Diablo IV Uproar: Won’t Do A Patch Like That ‘Ever Again’

    Blizz On Diablo IV Uproar: Won’t Do A Patch Like That ‘Ever Again’

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    The last 48 hours of Diablo IV has been a little chaotic following wildly controversial changes to player power level in the game’s first pre-season patch. Now, developer Blizzard is doing a bit of damage control, taking to a livestream on July 21 to try and explain its decision-making process, as well as what changes it’s making in response to the overwhelmingly negative feedback.

    Diablo IV’s latest patch, 1.1.0, dramatically reduced player power across the board. Changes include reductions to XP earned for various activities, as well as a diminished role to status effects like Vulnerability that have played a central role in class builds. It was a tumultuous set of changes to say the least, all documented in an exhaustive list of alterations via the official patch notes. As promised, Blizzard held a livestream today to address these changes, as well as provide some updates on future changes to the game—particularly in response to the negative feedback on the previous patch. You can watch the whole stream here:

    Blizzard / Diablo

    Reducing player power: ’We know it is bad. We know it is not fun.’

    On the stream, Blizzard’s associate director of community management, Adam Fletcher, immediately responded to the overwhelmingly negative feedback in response to the patch, acknowledging that missteps were made and that the reduction to player power has wrecked the fun of the game for some players.

    While Fletcher stated that Blizzard had specific goals in mind with the most recent patch and that it wanted an opportunity to explain why it made these changes, some good news is that the team doesn’t “plan on doing a patch like this ever again.”

    Blizzard plans on ‘always providing patch notes well beforehand’

    While the most recent patch did dramatically reduce player power and strike at the heart of the developing meta, one of the most chaotic elements of it all was how suddenly the patch notes arrived, how lengthy they were, and how it felt like there was absolutely no heads up as to what was going to happen going into the game’s first season, which started on July 20.

    As a way to get ahead of future issues like that, Blizzard has promised to provide patch notes “well beforehand,” estimating that notes will hit about a week before a new update. The game’s next patch, version 1.1.1, is expected to arrive sometime soon, and Blizzard will discuss the specific details of that patch in another livestream chat next Friday, July 28.

    Changes to player power explained

    Though some may find Blizzard’s explanations for the dramatic, across-the-board nerfs lacking, associate game director Joe Piepiora explained that the reductions to player attributes like cooldown rates and status effects like Vulnerability were done to try and amplify player choice. On the cooldown rates specifically, Piepiora said:

    [Cooldown reduction (CDR) is the most powerful stat] in Diablo IV, and the reason for it is obvious: When you’re able to get CDR to a certain point when using certain class mechanisms, you’re able to get effectively instantaneous active skills. That can give you unlimited resources, can give you unlimited movement speed, can give you unlimited damage resistance, and it begins to dwarf the effectiveness of other options when you start trying to take these things into account.

    During the stream both Piepiora and game director Joe Shely recognized that overpowered builds and mowing down tons of enemies is core to the action-RPG power fantasy. However, the team is presently concerned that player choice in builds is dying in favor of go-to metas, meaning that if you don’t emphasize cooldown reduction, or optimize builds to send foes into Vulnerable status, you’re operating at a disadvantage.

    Vulnerability, which saw its damage modifier reduced significantly in patch 1.1.0, according to Piepiora, became the only way to really start dealing damage to enemies at certain levels of play. This, the team said, is not in line with their vision of the game, and in many ways they believe it’s the result of the outsized influence of high-level Nightmare Dungeons, which Piepiora said is one of the areas of endgame content that tends to demand very specific builds without much room for customization and choice.

    The reality is that Nightmare Dungeons are dramatically overtuned from where they actually need to be based upon the role they fill in the game itself. So Tier 100 Nightmare Dungeons are excruciatingly difficult for most classes to be able to actually get through and as a result it begins to winnow the opportunities and options that players have when they begin to engage with content at that Tier. You need to lean on very, very specific builds, very specific setups with access to things like near-instantaneous cooldowns for some skills in an effort to actually make it through those spaces. And that was never really the intent of that content.

    Apparently Nightmare Dungeons will see changes on at least two fronts: The density of hordes will be increased to play into the power fantasy of destroying vast amounts of enemies and, in respect to Piepiora’s statement that the crushing level of difficulty they pose is having too much of an effect on build choice, difficulty will be reduced, bringing Tier 100 Nightmare Dungeons down to about the current difficulty level of Tier 70 Nightmare Dungeons.

    Patch 1.1.1 is expected to address some of the concerns

    During the stream the team stressed that the goal was not, in fact, to reduce the speed of the game and slow progress, though many have felt that changes to game systems like an increase in the amount of time it takes to teleport out of dungeons seems to suggest otherwise. Commenting on that very change, Shely said the team will continue to evaluate changes like this, but stopped shy of saying why, exactly, that specific change was instituted in the first place.

    The next patch, 1.1.1, is expected to address a wide variety of the issues present in the current build of the game. Blizzard revealed some such changes, like an extra tab in stash size to mitigate concerns over inventory management, and a 40 percent reduction in respec costs so players can more adequately respond to changes in the game’s meta while also having more choice over build variety as the game progresses. Other specific details, such as changes that have wildly reduced the power level and strength of certain classes more so than others, will be explored more in depth in next week’s livestream.

    The team stressed that it doesn’t want to take powerful skills and items away as abruptly as it did with the most recent patch, and pledges to offer more alternatives when potentially sweeping changes come about in the future. A hotfix is scheduled to arrive later today (July 21), with patch notes expected to hit Diablo IV’s website shortly before it goes live.

    It’s not uncommon for live-service games to make sudden changes like Diablo IV did here, but community frustration over poorly communicated and executed changes can easily build up over time to create burnout and resentment. Time will tell how quickly Diablo IV recovers from this latest kerfuffle.

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    Claire Jackson

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  • Sorry Necromancers, Diablo IV Is Nerfing One Of Its Most Popular Classes

    Sorry Necromancers, Diablo IV Is Nerfing One Of Its Most Popular Classes

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    Diablo IV is still a couple of months away, but Blizzard is already stomping down some of the game’s most popular classes ahead of its June 6 release date. The studio posted a new blog on its website reflecting on the game’s recent beta, and shared what’s basically a full set of patch notes it will implement ahead of Diablo IV’s launch. While there aren’t a lot of hard numbers to go off of, you can at least get a sense of where some of the game’s character classes will be by the time fans get to play them again.

    What is Blizzard doing to my precious baby angel Necromancer?

    At the end of March, Blizzard said Necromancers and Sorcerers were the most popular classes among beta players. This was especially significant for Necromancer, as the class was only available during one of the game’s two test periods, while the Sorcerer was available for both. Kotaku’s own Levi Winslow used Necromancer most, and said the class was “truly busted” thanks to its ability to revive dead skeletons to fight alongside them. While Blizzard’s new blog says these dead minions will die more often, there are no specific numbers or any mention of a smaller skeletal headcount being forced upon players. The developer notes the dead’s increased vulnerability will make raising them “a more active component” in playing the Necromancer, rather than something you can just set and forget.

    The Sorcerer’s debuffs seem less all-encompassing, with Chain Lightning dealing less damage and specifically reduced effectiveness against boss characters. But beyond that, the class is getting some buffs with abilities like Charged Bolt and an increased Lucky Hit chance for Meteor Skill’s Enchantment bonus.

    While players will be getting some changes in the final game, some enemies will, as well. The Butcher, an enemy who gave some players a tough time during the beta, may be getting some kind of rework before the game launches. The blog states that the team has “re-evaluated” the enemy for difficulty, and it will “present a greater challenge in World Tiers III and IV.” So it sounds like it might become easier on lower difficulties, but even harder on higher ones.

    What’s happening in the Diablo IV pre-release patch notes?

    Beyond balance changes, Blizzard is also tweaking Diablo IV’s dungeon layouts to avoid backtracking, which it says was a common complaint during the betas. Here is the full list of patch notes for those curious:

    Dungeon Layouts

    • One of the most common pieces of feedback Blizzard received is that players felt they were doing a lot of backtracking within certain dungeons. The team has 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.

    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.

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    Kenneth Shepard

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  • Battlefield’s Classes Are Finally Coming Back To 2042

    Battlefield’s Classes Are Finally Coming Back To 2042

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    Image: DICE

    While Battlefield 2042 is getting better with each update (or at least closer to the game it could and should have been at launch), there’s one thing that has annoyed a lot of long-time players ever since its release and continues to do so: Specialists, a bunch of “hero” characters designed to replace the old “class” system.

    Rather than let players choose from a nondescript grunt with an assigned role—assault, engineer, recon, etc—2042 brought in cocky characters instead, each with their own gadgets and unique skills. It is kinda the same idea, only expressed with some more flexibility and personality, but loads of fans hate it. If not for their annoying catchphrases—which have been toned down—then for the fact you can never tell at a glance what kind of gear your teammates (or opponents) will be packing.

    DICE were made very aware of this very quickly, which is why they announced back in August 2022 that development on the game was basically going back to the drawing board, and that a lot of stuff that had been cut or changed for 2042 was going to be brought more in-line with what the series was known for.

    The most important of those changes was a reversion to the “class” system, which is finally on the way in the game’s 3.2 update that is out later this month. While it won’t go as far as many fans would like—it doesn’t ditch the Specialists entirely, just rearranges their gear and lumps them into classes—it will at least bring the same spirit.

    I’m glad DICE is doing something about this, because the louder fans were right, the game has been a little lacking without what the devs call a “sense of role”, but as someone whose favourite Specialist (Mackay) is about to lose access to my favourite gadget (SOFLAM) as part of the class rearrangement, I want to try the new setup out myself before getting too excited.

    If you want to read more specifics on how the class system will affect loadouts and gadgets, beyond me just using this platform to make a personal complaint, you can check it out on DICE’s blog.

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    Luke Plunkett

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