
Asmongold Reacts: Why Diablo 4 Feels Too Easy
- Debates level-scaling and why early game lacks real challenge.
- Calls for more build flexibility, loadouts, and meaningful difficulty spikes.
- Praises art/enemies; says endgame should benchmark real power.
Asmongold watches a critique of Diablo 4 and weighs in on why much of the campaign feels trivial. He argues scaling helps casual co-op but blunts progression and zone identity.
He wants clearer power checks, better loadouts, and smarter endgame benchmarks—without losing the strong art direction and enemy variety Diablo 4 already nails.
What’s in the video
- Level scaling keeps everything “samey,” dulling progression and zone difficulty.
- Campaign bosses feel easy; real challenge arrives too late for many players.
- Asmongold defends scaling for co-op but says endgame scaling punishes growth.
- Calls for objective endgame benchmarks rather than bigger-number rifts.
- Limited hotkeys and no loadouts restrict build expression and experimentation.
- Art direction and enemy variety are praised as S-tier execution.
- Wants an ultimate on a dedicated key and cheaper, faster respecs.
- Endgame should feature fixed-difficulty bosses to feel true power growth.
- Campaign design compared to PoE/Elden Ring highlights missing difficulty spikes.
- Conclusion: Great feel, weak progression feedback; endgame needs identity checks.
Receipts
“Diablo 4 is a casual game made for casual players.”
“I want objective benchmarks, not just bigger numbers.”
“Art direction is amazing; the gameplay needs real power checks.”
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