When Diablo 4 gets that right and uses a similar loot system

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There's a central loop in Diablo that's the key to making the game work or not. Is it satisfying to step into the dungeon Diablo IV Gold, mindlessly take out mobs and collect loot? If so, then Diablo 4 is halfway to being adored by the community of fans. If the team once again messed with the loot system just as it did in the original version of Diablo 3, then we're in trouble.

Inside the book Blood, Sweat, and Pixels the chapter that deals with the horror of Diablo 3's debut tells the story of how one Blizzard designer played with the game for hundreds of hours before they came across a single piece of legendary loot. When that light in orange finally emerged from an adversary, he tried to grab the loot only to realize that his character class couldn't even utilize it. The system of loot was so fundamentally broken that even the anticipation being a slave to the system for hours before finally getting something of value, was broken.

This was finally fixed to which you could only get certain loot levels that would work for your particular class, and the speed at which early-game legendary items appeared was raised. Also, even though the legendary items you got didn't break the game, you still felt you'd occasionally get a small hit of dopamine, which kept you in the loop.

When Diablo 4 gets that right and uses a similar loot system as Loot2.0 that was in Diablo 3, then we're already worried about how long we'll have to spend playing the game. Diablo 3's disaster is arguably the best event that could have occurred to the series on a continual basis. When you pair this along with Immortal's Immortal controversy, it feels like Blizzard has a fairly simple path to avoid so that it can remain among the best of it's the most faithful players buy Diablo 4 Gold.

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