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My Thoughts on Diablo II: Reign of the Warlock

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My Thoughts on Diablo II: Reign of the Warlock

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131 segments

0:00

Hi, I’m Chris Wilson.

0:02

As you probably know, I'm a huge Diablo II fan,  to the extent that I co-created Path of Exile  

0:06

as an homage to it. Well, last week, Blizzard  shadow-dropped a new character class in Diablo II,  

0:11

for the first time in 25 years, in an  update called Reign of the Warlock.

0:16

This is a unique situation for me  because it's the intersection of  

0:19

my lifelong love for Diablo II and  my career, where I had to design,  

0:23

scope out and release almost 40  expansion updates to a live Action RPG.

0:27

There's a lot of feedback online about Reign of  the Warlock, and I want to present my personal  

0:31

point of view on it. I want to talk about some of  the decisions that the developers likely faced,  

0:35

the various choices they had available,  and the consequences of those choices.

0:39

I've got nothing but respect for the  Diablo 2 Resurrected team at Blizzard who  

0:42

are pushing hard to bring us new content for  the game we love. They may watch this video,  

0:46

so I want to make it clear I've been  having a great time in Reign of the  

0:49

Warlock so far and I'm just trying to  provide a fellow developer's perspective  

0:52

on what it's like trying to thread  the needle on an update like this.

0:56

I should make it clear that I am not affiliated  with Blizzard, and these opinions are my own.  

1:00

While some people on Reddit may have decided  that the Chris Wilson on the Diablo team is  

1:04

the same person as me, that's actually not the  case. It's just a popular build in this meta.

1:09

When working on changes to Diablo II, you need  to be so careful. This is a very special game.  

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It launched the entire Action RPG genre. It  feels like wherever I go in life, I can ask  

1:19

someone if they have played Diablo II before,  and they not only say yes, but have incredibly  

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fond memories of playing it as a kid, a teenager  or while at university. Diablo II is a common,  

1:28

shared memory among all of us. And that's  why it must be treated with the utmost care.

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And it's very clear that the D2R team does  deeply care about this. This is most clear  

1:37

when you see how they have partitioned off the  changes into a new era that you can choose on  

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a per-character basis. If at any point a change  is made that hurts the game, players still have  

1:47

the original pre-Reign of the Warlock era of  Diablo 2 Resurrected available to enjoy forever.

1:52

I've seen people comment that various quality  of life improvements in Reign of the Warlock  

1:56

are "paygated" behind the purchase of  this update. I suspect that the intent  

2:00

wasn't about selling more copies, but about  preserving a museum-piece baseline. To me,  

2:05

those features being only available in the  new era is the ultimate sign of respect to  

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the original game. The team seems fully aware  of the care that needs to be taken around this  

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important piece of gaming history, and are  treating it with the respect that it deserves.

2:18

So, Reign of the Warlock includes a new character  class, but doesn't include substantial new  

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exploration content, like a new act for example.  I think this may actually be a strategic mistake.  

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Now it may sound a bit rich of me to just wave  my hand and inflict the expectation of dozens of  

2:34

developer-years of work on their team. I'm  fully aware of how much effort it takes to  

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produce an entirely new act for an Action RPG.  It would take a year plus of development and  

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millions of dollars. But I feel this would very  much have paid for itself several times over.

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I suspect the most likely reason that this  update didn't contain a new act is that the  

2:51

extra year of development would push it out  from being able to be released this month,  

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where Blizzard is celebrating the 35th  anniversary of the company, the 30th  

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anniversary of the Diablo franchise, and doing  the marketing for its new Diablo 4 expansion.  

3:04

It may not have been possible, due  to this timing, for them to consider  

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the dramatic increase in scope that a  new act would entail for this update.

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My issue with the update is that without an act,  it essentially boils down to a new character  

3:15

class, some quality of life features, and some new  endgame content. But the quality of life features  

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and endgame content are only really relevant for  enfranchised players who are actively playing  

3:25

and will benefit from them. Most people don't  re-engage with a game just because it now has  

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a materials stash tab or an uber variation of the  ancients fight. They want new experiences from it.

3:35

A new act would pretty much have guaranteed  that everyone who had a chance of re-engaging  

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with Diablo II would have purchased and played  the update. Without new exploration content,  

3:44

it's down to the Warlock to sell the  update. But I have some concerns with  

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one of the aspects of how the Warlock  was showcased at its announcement.

3:52

Several of my friends were hyped by the  announcement stream and then immediately  

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found and watched additional videos that  showcased late-game Warlock gameplay using  

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pinnacle runewords like Enigma. Getting to see  the character dominate the game's hardest content  

4:04

took away some of their desire to play. This is  something that I learned the hard way with Path  

4:08

of Exile. You want to show enough to interest  people, but if you show everything, some people  

4:12

may skip playing that update entirely because they  have seen it all already. My recommendation is  

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to show the fantasy of the character, and a fair  demonstration of its abilities, but to try as hard  

4:22

as possible to encourage players to discover new  end-game builds and their rewards by themselves.

4:27

Something interesting to consider with  the Warlock is that it probably wasn’t  

4:30

the result of someone sitting down and asking  what class would be best to add to Diablo II.  

4:35

It was simultaneously announced for Diablo 4,  Diablo: Immortal and Diablo II. Because Diablo  

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4 is Blizzard’s current flagship Diablo product  and is generating a lot more money than Diablo II,  

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it’s very likely that the priority was finding  a class that fit in perfectly with Diablo 4 and  

4:50

could essentially be ported to the other two  games for marketing benefit. As someone who  

4:54

cares deeply about every change to Diablo  II being in its absolute best interest,  

4:59

the idea of a class being added because  it was in Diablo 4 did upset me a little.

5:03

But despite this, I think the Warlock  class itself is cool. Thematically I  

5:08

don’t have any concerns with it. It fits  in with the world well and is fun to play.  

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I feel that the D2R team did a great  job putting a D2 spin on the class.  

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Things like binding Demons really feel like Diablo  2 concepts, similar to Iron Golem and Revive, and  

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very likely wouldn’t be the way the class works  in the other Diablo games which I appreciate.

5:25

However, the Warlock was very clearly designed  with modern ARPG sensibilities and decades of  

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genre experience behind the team. As a result,  it doesn’t really have many bad skills and that  

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makes it stand out when compared to Diablo  II's other seven classes. This class is a  

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strong spellcaster, a strong summoner, and  is strong at both ranged and melee combat.  

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It even has a teleport. It feels like it  has been designed to appeal to everyone,  

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and because of that, it doesn't really feel  like an actual Diablo II character class.

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At the time of recording this, which is before  any nerfs were done to the Warlock, its power  

5:57

level is pretty high. People are even saying that  the Spectral Throw build is stronger than a Mosaic  

6:03

assassin. This is one of the difficulties when  designing a new character class in isolation for a  

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game. Developers don’t want to risk undershooting  its power level and having people hating it on  

6:12

release, so it’s very tempting to aim a bit  high with the power level. Unfortunately,  

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release day is when people have had the least  time to actually solve the puzzle of boosting its  

6:20

power using other game elements, so if it feels  punchy on release day to give people a positive  

6:24

first impression, then it’s probably really  broken once built correctly a few weeks later.

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Blizzard faces a difficult problem here, because  one group of players rightly doesn’t like it when  

6:34

certain builds are massively more powerful  than other builds, as it makes them mandatory  

6:38

for competitive players to play. Another group of  players really hates the idea of their fun being  

6:42

ruined by nerfs. They like a powerful character.  So far, the D2R team has been very careful with  

6:47

nerfs, which is sensible, but they are going  to have to take a stance on the Warlock soon.

6:52

Some people have suggested buffing the legacy  classes to be as powerful as the Warlock,  

6:56

but this runs the risk of kicking off a live  service power creep cycle, where class power  

7:00

gets raised, making the game feel easy, so new  harder content is added, and then a new update  

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comes out with even more power that is able to  dominate that content, and the cycle repeats.  

7:08

This is something that Diablo 2 hasn't had to deal  with since version 1.10 in 2003, but if it's going  

7:14

to start receiving continued updates then the  developers will need to be very mindful of it.

7:19

One thing that was immediately disappointing  to me was that Reign of the Warlock removes  

7:22

the ability to switch to legacy graphics  mode. One of the coolest things about  

7:26

Diablo II Resurrected is that it allows  you to toggle between the new remastered  

7:29

graphics and the original legacy graphics.  While its legacy mode somehow feels and  

7:34

looks a bit worse than the original game  did, it is very interesting being able to  

7:37

see how faithful yet augmented the remastered  graphics are, side by side with the original.

7:43

The original game used a 2d engine that had  every frame of every animation, at every angle,  

7:47

rendered out as separate 2d sprites. My  understanding is that this was achieved by some  

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complicated custom tooling where they rendered  out large spritesheets from 3d studio max.  

7:56

This was made even more complex by the presence of  attachments like helmets or weapons that had to be  

8:00

layered onto the characters or monsters correctly.  Properly re-creating this 25 year old pipeline and  

8:06

getting it to generate compatible spritesheets  would be a lot of work. A lot lot of work.

8:11

Allegedly when D2R launched in China,  it didn't include the legacy graphics  

8:15

option. This is likely because the  art required culturalisation changes  

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and they were unable to easily apply  those changes to the old graphics.

8:22

This suspicion was basically confirmed when  Reign of the Warlock launched without legacy  

8:26

graphics support either. Updating the old  art, for the small percentage of users who  

8:30

occasionally flick to it, would be an immense  undertaking and probably not worth the effort  

8:33

from a commercial point of view. While  I would absolutely love to see how the  

8:37

Warlock would look with 2000-era graphics,  I don't blame them for removing the legacy  

8:41

graphics option. At least it's still available  in the original pre-Reign of the Warlock era  

8:45

of D2R. This is why separating the game into  eras makes sense. The current era is not held  

8:51

back by having to conform to the technical  requirements of the original 2d engine. So  

8:55

while I was disappointed by this omission,  I understand it, and am hopeful that it lets  

8:58

them really flex their muscles with more  graphical improvements in later updates.

9:02

Honestly, I found the announcement of Reign of  the Warlock quite surreal. Seeing a few features  

9:07

we designed for Path of Exile come full circle  back into Diablo II felt like a huge honour,  

9:12

regardless of where the inspiration was  actually from. It made me feel that I  

9:15

indirectly contributed a little  bit back to my favourite game.

9:19

If you enjoyed this video, please  like it and consider subscribing.  

9:22

It helps a lot. Thanks very  much, and see you next time!

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