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Diablo 2: Resurrected's Accessibility Options Include Plenty Of Quality-Of-Life Changes

Blizzard wants Hell to welcome everyone with all of its new accessibility features in Diablo 2: Resurrected.

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Diablo II Resurrected is aiming to introduce more than just a more modern visual touch to the updated sequel, as Blizzard has gone to great effort to make the game more accessible than ever before.

In a new blog post, the studio revealed how it introduced new quality-of-life changes that were designed to create a smoother and more accessible gameplay experience. Some of these new design elements that have gone through testing include auto-gold pick-up, larger font sizes, user interface scaling, and options like gamma and contrast settings to enhance readability.

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Now Playing: Diablo 2 Resurrected (Alpha) vs Diablo 2 Gameplay Comparison

Auto-gold pick-up was originally added to help out players who using a controller, but Blizzard quickly discovered that the option could alleviate physical stress without compromising the core gameplay experience. Another improvement to the game was the option to enable miss text, a feature that would provide visual feedback for when a player's attack missed while reinforcing the RPG element of the game.

Beyond that, Blizzard has added heavy amounts of modification for controllers, a long list of bindable actions for mouse and keyboard setups, new bindable neutral skills like interact, and twelve bindable keys that allow for actions and skills to be assigned in a specific manner.

Diablo II: Resurrected gameplay options
Diablo II: Resurrected gameplay options

"Diablo II is primarily a game about picking up and holding items and persistently clicking," design and UX accessibility lead Drew McCrory explained. "We know that prolonged holds and repetitive actions can be a significant barrier for some players, so we've added quality of life features to help mitigate the fatigue caused by many of these actions. We also allow many controller abilities to continuously trigger if the button is held down for players who can't repeatedly tap buttons quickly."

Diablo II: Resurrected audio options
Diablo II: Resurrected audio options

On the audio side, Diablo II: Resurrected allows players to manually augment their sound channels and cut sounds out that aren't essential to them. Sliders for voices, UI cues, footsteps, monster hit impacts, weapon noises, ambient objects, combat gore, and more can be adjusted. Blizzard said that more optional accessibility features are in development ahead of the game's upcoming release. Diablo II: Resurrected preorders for PC, Switch, Xbox One, Xbox Series X|S, PS4, and PS5 are live and offer entry to an early-access beta for all platforms except Switch.

Other changes coming to the classic RPG are plentiful and minor in nature, but Blizzard has stressed that it aims to keep the gameplay of the original Diablo II intact as it adds a number of updates to the game. There's also Diablo 4 to look forward to, although Blizzard said that the game won't be coming in 2021 and hasn't yet revealed a launch window for it.

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Xammblu

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Put the game on a ***** physical disc

That's accessibility

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Pyrosa

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@Xammblu: It's as if you think this is still a Blizzard game... This is all ATVI now. No need to buy it at all.

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DList4ever

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Since I work with disabled kids-- frankly, I'm always happy to hear about accessibility options in games because it lets people play the same games as their friends.

I will never understand people who complain that even knowing that option is there for someone less able than us somehow "detracts" from their "enjoyment" of a game. Honestly? It's obvious that they just like the idea of being able to feel superior to someone else and normally, I'm okay with that. I mean, you do you and all of that.

That being said, I do have a problem when someone decides that they want to feel superior at the cost of disabled kids who just want to play the game too. We're adults for crying out loud-- it's high time we learn to just share our toys already and let the kids play. So, yeah, always happy to hear about more accessibility in games.

A game isn't a game unless it's played and shared after all so, definitely glad that they have another game that the kids I work with can play too.

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Pyrosa

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@dlist4ever: There are general gaming benefits too -- IMO, 100% remappability needs to be utterly commonplace.

For example, it doesn't matter how potentially good a game is; if jump isn't remappable to A, and dodge/roll isn't remappable to B, then I'm uninstalling it.

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DList4ever

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@Pyrosa: That's another thing: the curb cut effect is indeed real.

Countless times in the past we've learned that creating an accessibility option for the disabled has had serious benefits elsewhere to other groups of people so, there is honestly no telling what benefits to games and gaming in general that experimentation in various types of accessibility will have when all is said and done.

I mean, take what you mentioned: mappable buttons. Combine that with adjustable UIs and suddenly what a lot of companies are still pushing for folks to be able to do with games moving back and forth on hardware like already do with movies suddenly becomes much more seemless:

Start playing a game at home on your console and then, play a little more on your phone while on the bus and then later that night, play some more while over at the in-laws on their computer while you're hiding out to let the spouse catch up with the parents.

All three jumps/shifts to different hardware requires different key mapping and different UIs size which are just accessibility features.

Gatekeeping isn't just mean, it's stupid and mean. smh.

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Tiwill44

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Edited By Tiwill44

This will probably sound silly, but having to manually pick up each little stack of gold is part of the soul of Diablo to me. In co-op, if I'm playing a melee character, I often leave some gold behind so that my friend can grab some pocket change too. With auto-pickup, that conscious decision is taken away. Unless each player gets their own loot in this one, in which case, bleh.

To give context on why I feel this way, I generally play games for their atmosphere. So whenever I play Diablo 2, I take my time and savor each moment. Act 1 is my favorite anyway; no sense rushing it. Well, it feels more real if we kill something and it drops an item/gold and we have to decide who gets it, rather than everything being automated. These modern conveniences make games feel artificial.

I don't really play RPGs "optimally" like most gamers do. The build I end up making is often more for roleplay and style than for sheer min-max power. I don't care about what's meta or not, because I don't want to feel like I'm playing someone else's character.

- - -

I'm torn on gameplay QoL options in RPGs, because they can be used by people who don't even need them and just want to go faster, faster, faster. You can say it shouldn't matter how others enjoy their games, but there is a lot to unwrap there. A game designer is supposed to have an intended experience in mind for the player. If you allow the player to customize that experience too much, you're essentially telling the player you don't know how to properly balance your game. Not only that, but the player will potentially worsen the game for themselves without realizing it. I mean, look at the custom difficulty settings in Dishonored 2. The player is practically designing their own game at that point.

That said... not every game has to be rigid in difficulty. For example, some games are more story-heavy than others. If a player doesn't enjoy your intended difficulty, giving them a way to make it less tedious can sometimes allow them to enjoy the rest of the game. For example, in Persona 4, I find the dungeons repetitive, but I love everything else about the game. Well, in P4G, they let you tweak the EXP you receive, so you never have to grind and can instead focus on the story. It allowed me to finish the game, as I would have otherwise dropped it out of boredom. Atlus understood that some players wanted to play that game for the story and music, not for grinding.

On the other hand, and this is meant to be a response to @buzznugget below, I knew when I got into Dark Souls 3 that the whole point was to overcome static challenges, through sheer willpower, knowledge and determination. Co-op buddies are an integral part of that experience, too; if a boss is too hard, you're never totally stuck. You can place a sign and someone will come to help. Or you can ask online for help. Overcoming a real challenge with another person is a much more valuable experience than overcoming a non-challenge, because you can observe your friend, learn some tricks, as well as learn the bosses' patterns at a safe distance. Then, the next time you face that boss on a subsequent playthrough, you might just win on your own. Or not, that's okay too. The point is, there are player stories there, and making the game easier would dilute the experience completely, not just for you, but for anyone wanting to guide others who are struggling. If the overall game is too difficult for you, it's unfortunate but not every game needs to be for everyone.

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Aiglos1978

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Edited By Aiglos1978

@Tiwill44: Nonsense. Accessibility doesn't detract from YOUR experience of the game. Most of these are optional adjustments. A game that's challenging because it requires "sheer willpower, knowledge, and determination" isn't the same as eliminating or minimizing some physical impediment to actually playing the game. That's what accessibility seeks to address ...if a game is difficult because it's literally difficult for someone with a disease or disability which impedes fine (or gross) motor function, but that can be alleviated by making remapping universal or any of a million other *accessibility* changes, how does that impact YOUR experience of the game in any way?

...and if other people are using those options to in some way alter the experience that they are having of a game, individually, which doesn't mirror YOUR experience of that game, why does this matter to you? If people could play Dark Souls in an entirely different fashion that eliminated the *difficulty* curve but maximized their specific enjoyment of the game, why is that something you would spend even a moment intellectually agonizing over?

You're right that not every game needs to be for everyone -- at least not thematically, narratively, or even gameplay-wise. But why would you be bothered if a company could give everyone the same FUNCTIONAL opportunity to approach a game and determine whether or not the game IS for them? Accessibility options vastly increase the number of folks who can approach the hobby. Isn't that always a good thing? Shouldn't that be something we strive for?

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Tiwill44

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Edited By Tiwill44

@aiglos1978: My point is that it depends on the creator's intent.

I explained why a game designer with a strong vision might not want to provide gameplay accessibility options in their game. Especially in a game with online functionality, each option that directly changes the game can have a negative impact on the experience. It can give certain players unwanted advantages, affect the intended mood or pacing of the game, and create an unneeded divide in the community. When everyone plays under the same uncompromised rules, it creates a consistent, timeless experience for all players.

Keybinding remapping is different. It's a basic feature that just about every PC game should have so that everyone can control the game comfortably. Automatic gold pickup, on the other hand, is a deliberate gameplay change. If you keep changing a game's mechanics in an attempt to be more inclusive, your game will eventually be something else entirely. Game designers can't please everyone, so they might as well please the players who agree with their vision of the game. Unless they're purely looking for whatever makes the most money. In which case, count me out.

You see, the people working on Resurrected are not the same people who created Diablo 2. I'm not personally outraged by these gameplay accessibility options, because I know this game was made for a new generation, not for me.

Most importantly, Diablo 2 will always exist.

Unfortunately, the same can't be said of all online games. Often, in an attempt to appease displeased individuals, developers will update their game to the point of unrecognizability, and the original game will be lost to time. It rubs me the wrong way when people claim that these changes are always good. They can be destructive.

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Aiglos1978

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Edited By Aiglos1978

@Tiwill44: "If you keep changing your game to be more inclusive..."

Ah, so your point was always really just, "Hey, not everybody should be able to do everything..."

I get that games are a hobby, but like ...there's literally nothing to actually be won here. Diablo 2 isn't inherently competitive (not when played solo and even seasons aren't competitive in the traditional sense). You lose absolutely nothing vital about the game or YOUR experience by VV including accessibility options. I'm well aware that VV didn't make Diablo 2, my guy. I've been playing the game in various iterations for twenty years.

I mean, I get it that you're not necessarily trying to be mean spirited, but you seem to feel like you're making some kind of nuanced argument and ...you're just not. Automatic gold pickup -- modded into the game a billion years ago. It's part of multiple mod packages you can download. And you really think *this* "changes the game"? Like it alters the gameplay so substantially that Diablo 2 just isn't Diablo 2? It's a different experience entirely somehow because of an addition like this? Nothing about the core gameplay loop is changed. Nothing. There's one build in the entire history of the game this would directly benefit ...goldfind barb. Highly obscure, not feasible for comprehensive gameplay, magic find, or any other format. All it does is Travincal runs and it's only used to fund rerolls and blind vendor purchases.

None of this *divides* a community. These options can all be included as toggles. No one's forcing you to run in colorblind mode, right? No one's forcing you to run large font for your text, right? No one's forcing you to remap keys -- which is NOT different, and is absolutely an "accessibility" feature which just so happens to benefit able-bodied folks just as much as disabled folks. Why do you think people wanted to remap keys to begin with? To make the game EASIER for them to play by limiting the distance they had to reach multiple keys. Remapping represents a massive efficiency increase in just about every game where it's available and you perform repetitive gestures.

Come on, man. Just really consider -- I mean REALLY consider -- your position here. It's inherently exclusivist and gatekeeper-y. Why would you not want everyone to have the same opportunity to enjoy a given game? Even if the game they're playing is somehow iteratively different than the game YOU are playing?

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Tiwill44

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Edited By Tiwill44

@aiglos1978: Let me give you other examples. Aim assist in shooters. You don't have to use it, right? But if everyone else uses it because it makes life easier, you kinda have to as well, if you want to play the same game as them.

Or here's a very specific example. The Grand Exchange in RuneScape. It's a place they added where you can put all your things for sale and it sells them in a split second. You can buy any item in the game from there instantly. Your argument would be that you don't "have" to use the Grand Exchange if you don't want to; after all, the trade functionality still exists (except now every item has a fixed value and they added trade limits for "security"). But who would you even trade with? No one, because everyone still playing that game uses the GE to buy/sell stuff. So the game went from a bartering MMO to a pointless clicker game in one update, all because a loud fraction of the community cried that trading was too hard and time-consuming. But it was like that for a reason.

I realize auto gold pickup is a smaller gameplay change than those two examples, but it's to illustrate my point. You may not think it changes anything to the game, but I do. Each small change like that adds up. I mean, why do you think people want remakes to begin with? Diablo 3 made many changes to the formula in an attempt to streamline the game for a wider audience, and they lost many of the original fans of the series in the process. If your argument is that it's possible to please everyone at once, mine is that it's not. It's all about preference. In essence, this is a Diablo 2 envisioned by people who weren't satisfied with Diablo 2 and had to use mods to get the game they wanted. It has a reason to exist, but it's not a direct upgrade for everyone.

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Aiglos1978

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@Tiwill44: Auto Aim and the Grand Exchange aren't *accessibility* features, my guy. You're straw-manning the absolute shit out of this. We're talking about accessibility in terms of making the game FUNCTIONALLY more playable for folks with disabilities and you're over here pissing and moaning about auction houses and sticky aim? Auto aim is available to all players who may choose to use it in any game where it's available. It's not something which renders the game PLAYABLE ...it's mostly useful to console players in crossplay when they're competing with PC folks, because controller inputs will never be as precise as K&M.

Auto pickup for things like gold, while possibly making the game more efficient for able-bodied players as well if they choose to use it, might LITERALLY be the difference for disabled folks who suffer from musculo-skeletal issues, severe hand injuries or deformities...

We aren't even talking about the same thing.

You don't even seem to actually understand what's being discussed here. No one is talking about GAMEPLAY EFFICIENCY. That's not what accessibility is.

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Tiwill44

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@aiglos1978: If someone has a disability that prevents them from rapidly clicking, they can use a mouse with a rapid fire button. They'd still have to aim at the gold to pick it up, but they could hold the rapid fire button instead of spamming clicks.

So if no one needs auto gold pick up, it's just there for "convenience". This is why I compared it to the Grand Exchange. Each little convenience update like that slowly changes a game.

Auto-aim is a more complex discussion because of cross-play, I hadn't thought of that. But on the same console, you'd be handicapping yourself by turning it off. Point being, if an option exists, it's not the same game as if it didn't.

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Aiglos1978

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@Tiwill44: You understand that picking up gold in Diablo II isn't some *performance* issue, right? Given enough time, any given player could pick up literally every pile of gold which ever dropped ...singularly ...by individually manually clicking. It doesn't determine life or death; it doesn't have anything to do with actually being *good* at the game -- it's an ancillary function with, really, one use: gambling. Also, why are you so hung up on this? Diablo II isn't competitive outside of PvP. The main game can be played entirely solo, and auto pickup doesn't pose any type of competitive advantage even on the ladder where players are vying to be the first to level 99.

As I said earlier, it's *generally* valuable in the sense that at the END GAME, the more you have the easier it is to gamble items and charms. But it's not like auto pickup somehow fundamentally changes the nature of the gameplay. It doesn't do ANYTHING really except make one mundane function more efficient.

Why on Earth would you be opposed to creating a function which makes the game infinitely more playable for folks with handicaps. Also ...using a *rapid fire* mouse? What's the difference? Isn't that also inherently changing the game? It's available to anyone, right? Anyone with enough money can buy a mouse with an automatic press function. What in the ever-loving hell is the difference? Why would you even possibly care about this or begrudge someone with a disability the OPTION to make a game more playable? If everyone else is so concerned about some PURE EXPERIENCE nonsense, by all means ...play the way you like. ADDING OPTIONS doesn't detract from YOUR ability to experience the game in whatever way you choose.

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Tiwill44

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@aiglos1978: I never implied grabbing gold took any measure of skill. All I'm saying is that it was a deliberate design choice meant to make the game feel grounded. You're the one talking about Diablo as if it was some sort of competitive game where we need to go at mach speed and grind infinitely until our hands disintegrate. That's the sort of mentality I get hung up on.

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Aiglos1978

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@Tiwill44: This is just going to be snarky and cynical, but I just have to say that I'm not honestly certain what *precisely* your argument is. But I certainly am not the one arguing that Diablo is "some sort of competitive" grind. I mean, I've literally said the exact opposite at least twice in this conversation.

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Tiwill44

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@aiglos1978: Diablo, as a game, was a very specific set of actions.

In Diablo 2, the gameplay loop was this:

#1 - Moving your character

#2 - Attacking and casting spells

#3 - Drinking health and mana potions

#4 - Grabbing loot and gold dropped by enemies, chests, stashes, etc.

#5 - Managing your inventory (including potion belt and scroll count)

#6 - Allocating stat and spell points upon level-up

#7 - Sharing loot with your friends

In Diablo 3, it became this:

#1 - Moving your character

#2 - Attacking and casting spells

#3 - [Automated: There are now health orbs.]

#4 - [Automated: Gold is now grabbed automatically.]

#5 - [Automated: Potion belt is gone; town portals are infinite.]

#6 - [Automated: No more points to allocate upon level-up.]

#7 - [Automated: Each player gets their own drops.]

In Diablo 2 Resurrected:

#4 is now the same as Diablo 3. This also affects #7, because melee characters will be like gold vacuums, leaving no gold behind for their allies. Yes, it's "only" 15% of the gameplay loop that is affected, but it still results in a game that is 15% worse than the one that came out 20 years ago.

Auto gold pickup seems to be enabled by default, meaning the vast majority of players will leave it on. Finally, in the screenshot in this very article, the setting is under "Gameplay", not "Accessibility".

I hope this clears up what my argument is.

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PrpleTrtleBuBum

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@Tiwill44: yeah there are tons of things done in the name of accessibility ( and not the thing intended for disabled people but just "its easier to approach for everyone") that just remove depth layers from a game. tons of things from medpacks to autocrouch.

quantic dream games are the most accessible games there are. i dont play them.

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Atzenkiller

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So many people are now struggling to click a mouse continously, huh? Life sure has gotten tough. One can only wonder how past generations managed to survive this long without all these modern conveniences.

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mogan

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Edited By mogan  Moderator

@Atzenkiller: Don't be a douche.

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Edited By squishytia

@Atzenkiller: I had to create a controller setup for Diablo 2 twenty years ago because I was developing RSI from the constant repetitive motions and clicking. I had to play that way for nearly a year before I recovered enough to go back to using a mouse and keyboard. Add in that I have a deformed right arm and this becomes a very welcome feature. This is also why I use a controller/mouse combo for World of Warcraft even to this day. I can't do full spread keyboard binds + mouse w/ my deformed arm.

You assume everyone is normal when not everyone is. And RSI is very, very real.

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Atzenkiller

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@squishytia: Oh yeah, I always assume that everybody is 100% the same. No exceptions.

There's always people with disabilities and all kinds of special conditions. But in today's world these people seem no longer to be the exception but rather the norm.

But what's the issue with clicking in Diablo games anyway? You never have to click non stop like a maniac in those games. I had a friend back then who used to do that and I never got why, because you can just click and hold the mouse button to keep attacking. Is it still a problem then? To some people, sure, but it shouldn't be for most.

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kgsg-19-2

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@Atzenkiller: Or you know, it's called accessibility for a reason so people with a disability can play?

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buzznugget

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I assume those of you who hate the idea of easy difficulty in Souls games would hate these options as well. Because Gatekeeping and all that.

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Atzenkiller

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@buzznugget: Because what? If you don't wanna play a Barbie game then don't do it. Same thing applies to very difficult games that are designed or a certain kind of people. If you want easy mode, use trainers and other cheats on PC. It's what all the kids asking for an easy mode usually do.

Or, you know, actually man up and try to get better at a game. I know, it's a foreign concept to many folks nowadays but trust me, even you can beat a Dark Souls title if you just keep trying long enough. But if that's not your thing, then why do you wanna play those kind of games anyway? So you can say that you're part of the cool kids now?

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@buzznugget: Honestly though the Souls game aren't even hard. They're just grindy and you can't run through them but have to be slow and deliberate.

Any problem in a Souls game can be overcome with Leveling stats of your character, your weapons/armor and just exploiting the AI and attack patterns.

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Atzenkiller

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@dragonsama: Dumbest thing one could ever say about the Souls games. Have you ever actually played any of them? If you did you'd know that you can never just outlevel the game. You'll always die if you're reeckless or just suck, even at max level.

And because they're so heavily skill based there is never a need to grind. I never did. Only back when I played Demon's Souls on the PS3. The game that started it all. And back then I sucked and also thought that it would make a difference. It doesn't. What makes a difference is paying attention and trying to get better with every attempt, and avoiding to keep making the same mistakes again and again.

It's true though that these games do become pretty easy at some point. In the same way that you would be able to beat up any guy if you only spent enough time practicing any martial art. Getting really good at something through lots of practice tends to do that.

And then there's that comment about "you just gotta exploit the AI and its attack patterns". Man... Is there any game out there where this is not the case? Sure, it's that easy. You just watch an enemy for a few seconds and now you know exactly how to deal with him. No way for you to die anymore, right? Yeah, you clearly have never played any kind of difficult games. Nor have you any clue what you're talking about in general. Just trying to look cool or something by talking crap about the Souls games, only because you seem unable to handle them.

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dragonsama

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@Atzenkiller: I spend tons of time grinding the early game. Once the Soul farming becomes too inefficient I move to a better area to farm. Once I get the best weapons/Armor for my playstyle I level them all to +10. My playstyle is mostly "Spell Sword" meaning I put a lot into STR and INT to do tons of damage and bow snipe as much as possible for the more annoying areas.

I usually get STR, INT, Stamina, HP, to 50+ I level Equip load where I'm not fat rolling. Once I do this the game becomes a ton easier.

You can out level most of the game as long as you're not a complete dumb ass and fight head on. Dodge roll/run and with few quick attacks and most things go down hard.

I don't like how folks say "Souls games are the hardest ever" because they are not for the reasons I already stated.

I've played

Demon's Souls PS3

Dark Souls Remastered

Demon's Souls PS5

Dark Souls 2 - playing this one right now. Killed Vendrick and doing the Crown of the Old Iron King DLC

I do "one and done" with all of them. I do know that NG+ makes things very difficult though.

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Shinnok789

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Edited By Shinnok789

How about adding text coloring and item sorting options, for the items on the ground? So that you can hide some item types and have the game display only the items you choose. It's been done for years by maphacks on the original game, and it's an extremely useful QOL tool to have. Don't need stuff like Pickit for items, cause those definitely break the game. But item sorting is a definite must have, i think any who played the original can agree with this.

Same question about adding any key to an action... like using the Space key to open a TP - so damn easy and useful.

Same question for having the option to display the full Act map once the player finished it once, for example. So useful for farming when you've already finished Hell with that character and you start grinding for good items.

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Atzenkiller

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@Shinnok789: How often do you have to open portals for it to make sense to put it on the spacebar? Are you sure it's not even better placed on a mouse button if it's that vital?

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Shinnok789

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Edited By Shinnok789

@Atzenkiller: How often do you have to go to town to unload because the inventory is too small to fit more than a handful of items? Especially if you keep charms on you.... And especially since Blizzard doesn't seem to have any intention of making the inventory larger.

Besides, for me is not just about "often", it's also about "fast". I like to farm for items as fast as possible, and having TP on Space makes it very easy and fast to use with the left thumb. The option is offered in hackmaps, you can try on single player or a private server and see for yourself. While not as crucial as Item sorting, it's still a QOL setting i'd like to have officially integrated in the game.

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Atzenkiller

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@Shinnok789: Well, I'm not a farmer and so I never bother to grind in the most efficient ways in any game. But if I did, I'm sure I'd get used to pressing any random key a million times and do it just as effectively as if I was pressing the spacebar. But I guess for "pro grinders" every split second counts.

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dragonsama

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Very nice options but Why not do Diablo 1&2?!?!?

Makes no sense whatsoever not to also do the first game at the same time.

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cugabuh

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And yet, no local co-op. :(

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ddesroches

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I have recently been playing Torchlight 2, and it still holds up (to me anyway), and this looks like a step-up from that. As for the accessibility, I'm glad it's there, it should be ubiquitous soon, and they should not have to point it out.

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