Yeah I'm surprised they allow for stacks of up to 50 per slot, seems ridiculous and might as well make it infinite ala D3 at that point, which is why I'm thinking it's just temporary and they haven't really thought about it too much.The potion system is still dead simple, without mana potions. A stark contrast with Path of Exile. They do spice it up taking the on-drink effects bonuses to unique items. Still a far cry from the flask system, a far more ellaborated and thought-out system.
The right-click seems to always be resource dependent and have no cooldown. The other abilities all seem to be cooldown based except for the Sorceress who has Blizzard and Meteor without cooldowns, I assume the lack of cooldowns is her class gimmick.Use of spells is massively limited by cooldowns, not by mana/rage etc. On multiple streams I saw all the abilities being on cooldown except the basic one. This, along with the lack of mana potions feels like players are much more limited on how they can choose to cast spells compared to Diablo 2,
During Rhykker's stream David Kim spoke a bit about this. This is all very early (he said the demo is literally everything they have, and even the reason why they didn't allow people to pick skills is because they didn't have finished effects and whatnot) so it is subject to change.Regarding the leveling side.. talents are a step forward compared to Diablo 3, they don't seem fleshed out at all, with two lines per class (it's not even a tree) it looks like a big step down compared to more modern arpgs, but nothing is known about how picking spells and powering them up works.
Kim also mentioned 'Dungeon Keys', which work similarly to PoE's maps. They will be based on an existing dungeon (but scaled up) and then affixes will apply modifiers to the mobs, bosses, etc. It seems like that will be D4's alternative to D3's Greater Rifts and will provide with more variety/longevity.The open world can be good, the terrain doesn't seem to be randomized at all, which is a shame, although understandable. It will be interesting to see how that drives the multiplayer interactions (it's pretty clear that the game is designed to be always-online) The longevity of the games seems like it will be driven by randomized dungeons, we'll see how that compared with the imaginative design of PoE I fully expect Blizzard to pump content in the form of dungeons for a very long time.
This is actually one of the most regrettable gameplay regressions going from 2 to 3.The spells themselves are obviously thought to mesh well with gamepad controls, and seeing how the point and click spells have evolved on the moba genre it makes me sad that none of the ultimates they showed had a very innovative way of controlling it, with a pointer.
I mean yea I'm aware it can be fast, but my point wasn't that fast = good either, and that in PoE is usually specific end game builds which I've never gotten to (partially because those weren't the builds I wanted to try). The game for most of the pre-farming stage is slower I just don't think the "build" mechanics of PoE are very good, objectively, and it succeeds because the other competition is equally flawed in other ways.I have given PoE honest tries multiple times over the years and pretty much always the same conclusion.About slow poe though
But what this boiled down to was Blizzard really not caring about the audience of Diablo games that just wanted to play on their own.