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Diablo 4 Director: “Existing Classes Are Also Powerful, No More Sorcerer Dominance”

TL;DR (2-3 Sentence Summary)
Diablo 4 is set to reach a new turning point with the upcoming new expansion, 'Lord of Hatred,' on the 28th. This expansion will not only feature the final confrontation with Mephisto but also promises a massive update including new content, classes, and skill tree revamps. In particular, the story and presentation, which received significant criticism in the previous expansion, have been substantially improved, heightening fan interest. Amidst this, Blizzard's Associate Game Director, Zaven Haroutunian, visited Korea ahead of the expansion's release.
디아블로 4: 증오의 군주 대표 이미지 (사진제공: 블리자드)
▲ Diablo 4: Lord of Hatred Key Art (Image courtesy of Blizzard)

Diablo 4 is set to embark on a new chapter with its upcoming expansion, 'Lord of Hatred,' launching on the 28th. This expansion not only promises the ultimate showdown with Mephisto but also heralds a host of new content, a fresh class, and a revamped skill tree. Notably, significant improvements to the story and presentation, which were points of contention in the previous expansion, have generated considerable buzz among fans.

Amidst this anticipation, Zaven Haroutunian, Associate Game Director at Blizzard Entertainment (hereafter referred to as Director Haroutunian), visited South Korea ahead of the expansion's release. At a media roundtable held on the 27th, Director Haroutunian shed light on the expansion's design philosophy and detailed its various features. He emphasised that 'Lord of Hatred' is intended to be more than just an addition of content; it's a foundational overhaul for the game.

미디어 간담회에 참석한 블리자드 자벤 디렉터 (사진: 게임메카 촬영)
▲ Blizzard Associate Game Director Zaven Haroutunian at the media roundtable (Photo: Gamemeca)

Q. Compared to previous content, the story and presentation have seen significant improvements. Were there any specific areas you focused on?

Director Haroutunian:We aimed to concentrate on the series' core themes, such as the conflict between Heaven and Hell, and the confrontation between the Great Evils and the Horadrim. In particular, we focused on the player's relationship with Mephisto. As Diablo's fourth instalment and second expansion, we've strived to meaningfully expand the world of Sanctuary and enrich it with more narrative.
Q. What is the direction for seasons following the release of Lord of Hatred?

Director Haroutunian:With the expansion introducing a wealth of new content, we believe players will need time to digest it all. Therefore, the first season will not feature major seasonal content additions beyond the expansion's offerings, but the expansion itself provides a sufficiently rich experience. From subsequent seasons onwards, we plan to deliver seasonal content at a level consistent with previous seasons.
Q. The new season, 'The War Games,' following the expansion, feels like it streamlines the end-game content. What role do you envision The War Games playing in the future?

Director Haroutunian:The War Games serves as a foundational system for future seasonal and end-game content. We are exploring ways to continuously evolve The War Games, not just at launch but as seasons progress.
확장팩 핵심 콘텐츠 '전쟁 계획' (사진제공: 블리자드)
▲ 'The War Games,' a core content piece of the expansion (Image courtesy of Blizzard)

Q. The Sorcerer in Diablo 4 is depicted as the most powerful class in the series. What were your considerations for differentiating it from the Sorcerers in Diablo 2 and Diablo Immortal?

Director Haroutunian:We aimed for an evolution while retaining core characteristics, much like the Paladin. However, unlike the Paladin, the Sorcerer's updates across Diablo 2, Immortal, and this expansion have been relatively close in timing, leading to extensive internal discussions on how to create distinct differences. Our focus has been on identifying unique elements specific to Diablo 4 while maintaining the Sorcerer's identity, and presenting them in an evolved form.
Q. There's a concern that existing classes might be overshadowed by the power of the new Sorcerer. Do you have plans for balance patches?

Director Haroutunian:With the expansion's launch, we've completely reworked the skill trees for all classes. You could practically consider it as eight new classes emerging. Not only the new class but also the existing classes possess significant potential through new unique items and revamped skills. We've balanced everything to ensure all players can find enjoyment with their preferred class.
신규 직업 '악마술사' 스크린삿 (사진제공: 블리자드)
▲ Screenshot of the new 'Sorcerer' class (Image courtesy of Blizzard)

Q. Many fans expressed disappointment that the Amazon, despite the appearance of her homeland 'Scosglen' in the game, is not a playable character. Are there plans to add the Amazon in the future?

Director Haroutunian:While there are no immediate plans, we are aware that many fans are eagerly awaiting the Amazon. The appearance of a specific region does not preclude the possibility of a specific class being added. We are considering all possibilities with an open mind and will strive to provide updates through continuous monitoring.
Q. The Legendary Aspects previously obtained as rewards from Nightmare Dungeons have now been integrated into the skill tree. What was the reasoning behind this change?

Director Haroutunian:Previously, players relied on dungeon rewards or randomly acquired Legendary items for these Aspects. By placing core Aspects within the skill tree, we've improved accessibility, allowing players to naturally complete their builds during the leveling process. This aims to reduce the pressure of repeatedly running specific dungeons and support more flexible character progression.
Q. The newly added Set Amulets appear quite potent. What was the design intent behind them?

Director Haroutunian:Set Amulets were designed with a focus on visual impact and mechanical changes rather than purely numerical enhancements. For instance, Druids can summon companions that weren't previously available upon activating certain sets. Furthermore, they are designed for broad utility across various builds, rather than being tied to a single one. Unique Amulets also enhance customization flexibility by allowing the effects of Unique Items to be applied to other slots.
세트 부적과 고유 부적 스크린샷 (사진: 게임메카 촬영)
▲ Set and Unique Amulets added in this expansion (Photo: Gamemeca)

Q. The ability to Temper Unique Items is also a significant change. What led to this decision?

Director Haroutunian:Player feedback played the most decisive role. After reviewing the existing systems over successive seasons, we determined that Tempering Unique Items would offer players more choices and enhanced enjoyment. This decision aligns well with the ongoing changes to our item system.
Q. In a recent developer video, the team wore t-shirts featuring a cow-like drawing, reigniting speculation about a 'Cow Level'.

Director Haroutunian:The drawing on the t-shirt isn't a cow, but rather a sea monster found in the Skellige Isles. Think of it as a mythical creature depicted on a medieval map. It was a marketing element to enhance the atmosphere of the Scosglen region and does not carry any deeper meaning.
지난 24일 게재된 개발자 영상. 티셔츠에 젖소를 닮은 그림이 그려져 있다 (사진출처: 디아블로 공식 유튜브 채널)
▲ Developer video posted on the 24th. The t-shirt features a drawing resembling a cow (Image captured from Diablo's official YouTube channel)

Q. Compared to other content, fishing seems to have a smaller role. What was the intention behind its design?

Director Haroutunian:Fishing was added as a relaxing activity for its intrinsic enjoyment. It complements Diablo's focus on item collection, and we wanted to provide an element of downtime that players could engage in while waiting for friends or World Bosses. It's intended as a stress-free leisure activity rather than a system with deep secrets.
Q. What was the reason for formally introducing 'Transmutation' using the Horadric Vault, similar to Season 11's 'Hallowed'?

Director Haroutunian:Player preference for Hallowed was very high. However, rather than simply reintroducing the existing system, we've adapted it to be continuously enjoyable across multiple seasons by linking it with the Horadric Vault. This reflects our intent to view item crafting and farming as an extension of the campaign, ensuring players' efforts are not in vain.
Q. Are there specific criteria for reintroducing past seasonal mechanics, like Hallowed?

Director Haroutunian:We review all seasons to identify elements that have permanent value. In fact, the 'Chaos' system from Season 10 influenced the Spirits and Amulets, and elements from past seasons like Season 2 'Blood Lure' and Season 3 'Creatures of the Deep' have partially returned in The War Games. We believe The War Games will serve as an excellent avenue for users who miss past content.
다양한 기능을 가진 '호라드림의 함' (사진: 게임메카 촬영)
▲ The 'Horadric Vault' with its various functions (Photo: Gamemeca)
This news was translated by AI.