Julian Love, the work’s chief combat designer, assures that the experience of the video game will be deeper than that of its ‘predecessor’
One of the fundamental pillars of the Diablo saga is undoubtedly its endgame content . Referring to the series of activities that players can perform once they have completed the main and essential aspects of the adventure, this fraction of the video game is the one most desired by those who feel the most passion and dedication for Blizzard’s proposal . Therefore, it is important for the company to make this segment an iron base for its work, and the intention remains with respect to Diablo Immortal.
Even according to Julian Love, the play’s chief combat designer, the focus has been such that the mobile game will have a more vast endgame than the IP’s third-listed installment. In an interview with Pocket Tactics, specifically, he noted, ” Oh no, we have a much richer endgame experience [ than Diablo III ]. One of the things we really want is for players to have a lot of different things to do for the sake of it. to advance his characters. “
Similarly, regarding the level caps, he added: ” We have enabled the Paragon system and other things like that, allowing you to explore the endgame and endgame activities. The point, in large part, was to explore those endgame systems and let that people go into them and see things like ‘Cycle of Strife’ [team PvP] . So there will be a limit, we just aren’t sure exactly what it will be . “
Diablo Immortal , we recall, will go on sale at a yet to be determined date of 2021 for iOS and Android.