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Asmongold Reacts: Why Diablo 4 Feels Too Easy

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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