
Asmongold Responds to Diablo 4 Fanboy Defenses
- Breaks down reactions to Act Man’s Diablo 4 review.
- Debates labels (ARPG/MMO), scaling, and endgame value.
- Argues fun should start before “endgame,” not after.
Asmongold reviews community pushback to The Act Man’s Diablo 4 critique, calling out gatekeeping and circular arguments. He stresses that a game should be engaging before level-50 “endgame” and questions design choices like level scaling.
He contrasts casual and hardcore expectations, notes how prior Diablo entries solved problems D4 reintroduced, and emphasizes that differing playstyles—solo campaign vs. seasonal grind—should both be respected.
What’s in the video
- Gatekeeping: dismissing critiques unless the reviewer hits hardcore, NM100, or level-100 milestones.
- Labels debate: ARPG vs. MMO framing used to invalidate specific design criticisms.
- Endgame premise challenged: if pre-50 play isn’t fun, players won’t “earn” enjoyment later.
- Level scaling: convenience for co-op, but flattens world progression and risk–reward incentives.
- Stats design: too many conditional affixes feel shallow compared to clear, impactful bonuses.
- Paragon vs. skills: over-complex Paragon and over-simple skill trees push players to copy builds.
- Series lessons ignored: systems Diablo 3 solved reappear in Diablo 4, creating frustration.
- Casual vs. seasonal grind: rapid resets clash with casual audiences D4 appears to target.
- Subjective vs. objective: opinions are valid without “prove-you’re-elite” prerequisites.
- Constructive critique: acknowledging good parts doesn’t preclude calling out core issues.
Receipts
“we talking about practice man”
“that’s the dumbest thing I’ve ever heard”
“I’m a single player Enthusiast”
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