![]() This concept is used to progress through the story and quests. Enemies are split into monster families which are defined by a theme, combat style, and their location. Each family contains different archetypes that hold different roles allowing for synergies of specialty abilities between family members. To differentiate between them, they have unique silhouettes, stances and weapons. In order to achieve this, the plot revolves around the simple folk of Sanctuary rather than "politics, kings, or another high-fantasy theme." Ĭreative director Sebastian Stepien explained that the goal was to create a more "grounded" story than Diablo III. The playable character's effectiveness in combat is determined by their attributes and their boosts from equipped items. Offensive attributes include attack and critical chance which increase damage output. Defensive stats include elemental resistance and defense which increase how much damage can be taken. Diablo IV introduces three new attributes: Angelic, Demonic, and Ancestral Power. Angelic and Demonic Power alter the duration of beneficial and negative effects respectively. ![]() Ancestral Power increases the chance of effects being applied to another entity. ![]() Weapons and gear have increasing rarity which are a general indicator of their power. The rarest items have unique effects that alter more than just the character's parameters. Gear can be further customised with runes and runewords. These items allow players to upgrade selected items with additional effects.
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