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hey folks this is Rker and we just got
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the reveal of the 2025 road map for
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Diablo I here's the road map right here
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but I also got an exclusive interview
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with Brent Gibson game director on
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Diablo I to ask him about basically what
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is just a whole bunch of teasers for
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what we can expect for Diablo I coming
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in 2025 and beyond on the road map we
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see what to expect in season 8 Balile's
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return as well as season 9 Sins of the
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Harajum and season 10 Infernal Chaos as
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well as what's going to be permanent
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additions to the game separated out at
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the bottom here so take a moment to take
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in what you're seeing right now on the
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screen we're going to move now into the
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interview with Brent Gibson where we're
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going to talk point by point on what a
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lot of these things could mean so our
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first ever Diablo I road mapap and um
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the first thing that strikes me we are
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seeing content first off all throughout
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the rest of the year but it's not just
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season you know 8 9 10 we're actually
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getting season names here with a few
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bullet points of what to expect i didn't
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realize you guys had season themes
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planned out so far in advance we're
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season 7 now did you guys is this the
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norm or for purposes of building a road
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map did you guys have to commit to stuff
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further in advance stuff that normally
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would be more in flux
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well I think for the first time we're in
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a position where we can do this you know
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when the game released uh the base game
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released we were getting an influx of
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all of this feedback right and so we
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were trying to figure out the right
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order and operation to like uh uh
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continue to iterate on the game and and
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address that feedback so we were very
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reactionary in that state but the closer
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we got to expansion one with Vessel of
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Hatred things started to become clear
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and clear on what we should be going
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after and so we're finally in a state
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where we we have a very strong idea of
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what we want to do with the game um
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which allows us to kind of project out
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and create some fun themes and
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brainstorm a little more freely and
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we're we're finding ourselves in more of
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a proactive state than than a reactive
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state so um largely that's where that
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comes from and then secondarily like we
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we want to hold ourselves to pushing
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this game and continuing to add really
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great stuff to it um we want to be able
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to polish it and and in order to polish
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it we need to know what parts of the
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game need that attention so that we are
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in a great position leading into 2026
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with the expansion which we want to make
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sure we're in a great spot to build upon
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everything that we have you touched upon
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uh being proactive versus reactive
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you've historically been very reactive
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moving forward do you think with a firm
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um road map will it be harder to be
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reactive or are you affording yourself
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some room in there for that reactivity
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in case something were to come up yeah
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that's that's a great question you know
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as you get further into the year um we
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know that we're going to discover
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something and so we want this really to
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be a living document where today we're
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talking about this stuff we have uh we
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have a lot of commitment to going after
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these things but if we get a few months
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down the road and there's something that
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really needs to be looked at we're going
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to do what's right for the game and uh
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so we are we're giving ourselves that
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flexibility while trying to really drive
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towards a target um and so you know
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three months from now six months from
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now we may be talking about some um
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differences on the road map and then
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we'll have something to talk about at
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that point and it's going to be largely
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driven by the fans that are playing the
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game so feeling pretty good that we we
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have a plan that we can get out there
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with and have conversations with folks
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like yourself wonderful all right well
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looking at the specifics in the road map
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uh we see in a couple places a new IP
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collab for those who don't know an IP is
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an intellectual property so like Diablo
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is an intellectual property other games
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other you know it could be a movie
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whatever other universes or other IPs
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evidently you can't speak to what those
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IPs may be but for a Diablo 4 player
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what does a new IP collab mean is it new
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shop skins is it new events what kind of
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scope can we expect
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yeah the the spirit behind a
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collaboration is to find dark fantasies
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that fit really well with our dark
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fantasy right um and so you know first
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off the goal is to make sure that we're
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true to the brand and we're not doing
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anything that is actually jeopardizing
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that that cool dark uh um identity that
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we have uh the other portion of this is
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that we are roleplaying in this game
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these crazy power fantasies and we're
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inspired by things all of the time you
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know we read many books we watch many
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shows we play many games and every once
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in a while you come across something
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you're like "Yeah that fits that fits."
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And so the goal is to come out with a
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whole suite of cosmetics that allow you
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to to um roleplay inside of that fantasy
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uh inside of the Diablo universe and so
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uh you'll see uh you know we got the new
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requery system coming up we'll probably
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talk about that a little bit um and that
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gives us a great platform and
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opportunity to offer uh some of those
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collapse
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so no Hello Kitty Allen Adventure but uh
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the the World of Warcraft skins would
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that be an example of of an IP collab
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the ones that we already got yeah that's
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a good that's like an internal one right
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like it made uh a lot of sense and it's
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inside um it's inside Blizzard which you
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know we know we have fans that play both
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games very deeply um but we we want to
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branch out a little more than that you
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know so I I'm not going to spoil what
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the what the collab is um but we we
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definitely don't want to go down the
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route of um you know rainbow armor and
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French fry swords we got to be uh we
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don't let I say it often like don't
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betray the brand um but there there is a
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lot of opportunity out there that is
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super cool you hit upon reoquaries i
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think we're going to learn more about
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those soon anything you can tease about
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them in the interim
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uh yeah you know looking at the way that
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we were approaching battle passes was
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kind of
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like the old way of doing things it
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didn't give the player a lot of control
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or agency over what they wanted to go
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after and so we are going after
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something a little more modern that
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breaks things up in a way where uh
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players can be more specific about the
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the things that they are chasing from
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from a cosmetic standpoint so uh you
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know whether it be seasonal themed stuff
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that they're chasing or we have a collab
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that's out there uh this will give the
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players a lot more choice along the way
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so we've had loot 2.0 progression 2.0
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reoqueries are basically uh battle pass
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2.0
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that I think that's fair to say yeah
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we also have here a season journey
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update anything you can tease there yeah
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of course you know when we look at the
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season's journey it was so directly tied
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to the battle pass and um with us moving
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to reoqueries it allows us to open up
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growth for the season journey itself and
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so moving forward you know we can we can
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do some um great interesting things like
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nesting objectives inside of chapters
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now so you can have a a a major
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objective that has smaller objectives
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that build up to it uh nested in and we
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can start rewarding you inside of the uh
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season's journey itself um with uh
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rewards along the way and so there's
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there's more granularity to getting
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rewarded so you don't have to finish an
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entire chapter to start seeing some of
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the the benefits from that so it kind of
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breaks the handcuffs off and allows us
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to do a lot more and that's something
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that we'll continue to invest in as we
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go along the way on the topic of the of
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the season journey we've we've seen in
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the past people feeling the need to
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complete content in Torment 4 in order
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to complete the season journey now you
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guys have recently said that the
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objective is for 10% of players to be
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hitting Torment 4 does that mean we're
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going to see a a shift in what kind of
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goals there are in the season journey
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yeah you know one of one of the
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overarching things for 2025 is to you
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know bring challenge back into the game
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now I want to be really specific it is
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not to turn the game up to 10 for
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everybody this is a game that is about
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the way I play i like to log in i like
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to just relax it's my end of the day
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stress reliever um and so we don't we're
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not uh we're not going to do anything
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that jeopardizes that but there are
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players that really like to be tested
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and so getting to a spot with some of
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our activities and uh some of our guided
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systems like this to create those spikes
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in the appropriate places is something
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that we want to continue to look at
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season upon season so it's like what you
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see with what the some of the the power
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adjustments that we're putting into
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season 8 you know we take a look at what
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the boss layers look like is there
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something we can do there we know we got
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a lot of high-end players in that
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activity what does that mean but we also
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don't want to lose the accessibility
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and so it's it's a dance as we go along
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i I heard your uh your stream where
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you're talking about some people like
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cake some people like pie and that is
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the dance we're doing i like cake by the
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way um my brother likes pie um but uh
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you know we we're we're not gonna we're
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not going to sacrifice one for the other
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um and we're going to continue to play
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that dance and getting to the game where
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it needs to be for everybody it's and
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it's a tough dance it's it's a tough
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balance to strike for sure so looking
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forward at uh season 9 here Sins of the
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Harajim um I I know um previously we've
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seen teases or I think it was um uh
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we've seen teases that we'd see a
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familiar face returning uh for a
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previous season given Harajum are people
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that we've tended to know in lore might
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we see any familiar faces or we can't
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talk to that well I can tell you that
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continuity is a is a piece of feedback
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we get a lot m you know if you look at
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season 5 we referenced Lilith and and
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the way that that impacted that faction
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um you know you saw it in the dialogue
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is probably one of our most charismatic
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NPCs we've ever had um and so we know
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that that continuity of like what's
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happening in in the world or what has
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happened in the world is pretty
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important and so season upon season
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you're going to see that connective
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tissue kind of filtering in and uh
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leading us down a road no pun intended
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with the road
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map getting us to the next expansion and
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so I won't share the details but you
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know there it the room is a is a very
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strong theme in the game and I mean
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anybody who played base game clearly
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it's a big part um but for those who
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haven't you know our lore is very deep
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we have some really cool themes that
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have more story to tell that we haven't
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already and so yeah that'll be a pretty
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interesting season we see we're going to
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be getting herric powers with this
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season so we've we've had vampiric
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powers we've had witch powers boss
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powers for all of those we kind of just
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from the name can can know what to
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expect right blood powers you know bats
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and whatnot and you know what a boss
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does what can we expect from a Harajri
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power given the Harajim are pretty
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varied in their powers you know anyone
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can really be a harajum if they commit
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to it
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yeah you know one of the things that
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like we're talking like 6 months out
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right um maybe a little less than that
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uh the the power set itself will make a
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lot of sense as soon as you're inside
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the theme so it's very hard not to spoil
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things by the way and obviously herodric
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power is uh way
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more specific than saying boss powers or
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chaos powers those are big nebulous
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categories i think um you can fill the
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imagination but we're being a little
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more specific with this one and so um
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yeah I I I feel like uh without spoiling
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anything the idea here is that it should
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support the the narrative and the theme
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of that season and there's obviously a
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lot more inside of that banner um that
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would unpack to support that um but
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we're looking at these as as tight
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thematic packages and and so you'll see
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more power along those lines and we see
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dungeon escalation this is presumably
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the seasonal activity um anything you
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can tease there is this like the name to
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me i think of like maybe a progressively
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harder dungeon you keep going deeper and
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deeper am I anywhere close
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well your predictions are always pretty
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close um one of the things that I wanted
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to point out here is the fact that every
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season is focusing on an activity that
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needs some kind of update to shore up
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our foundation to like strengthen our
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core and we've gotten mountains of
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feedback on nightmare dungeons and the
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the situation that they have been in uh
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season upon season so we know they need
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attention right and so this was a really
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good way to say this season we are
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putting our attention here um and so the
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dungeon escalation
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uh uh the new activities that we're
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adding are all a part of the feedback
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that we've been getting from the
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community along the way and so um you
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know what you can expect when you come
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into this season is that you'll be
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interacting with Nightmare Dungeons in a
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different style of activity and we're
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going to see how that goes uh I'm super
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excited about it i'm we're in meetings
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about it pretty much every single day at
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this point um and hopefully that gives
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uh a system that needs a lot of love the
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attention it deserves um the other thing
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to point out is that you know we're not
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only doing this with activities that
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need that attention because of the
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feedback infernal Horde is going great
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you know lots of players play it they
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really enjoy it like the if you if you
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look at all the the numbers it's like
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high sentiment and and tons of daily
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players are in there all the time we are
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still going to invest into those as well
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you know keep keep the shiny jewels as
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shiny as we possibly can and continue to
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provide updates that are going to be
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meaningful for everybody and so what you
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can see with the seasons upon seasons is
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that you know we are we are really
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strengthening the key activities that we
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feel are very important for the game
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creating quality and consistency so we
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can swing super hard in
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26 right so uh that's the goal all right
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so season 9 big big uh for nightmare
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dungeons then season 10 Infernal Chaos
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be big for Infernal Hordes uh which as
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you said you know beloved activity i I
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know I've seen people say like "Oh like
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they added this great thing and then
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they haven't done anything with it
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since." Like so u one thing I noticed
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about the the map is if I'm remembering
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it correctly there's a place early on
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where it feels like it could potentially
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open up into a couple different wings uh
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could we expect either new maps or new
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paths to open or what kind of a do you
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have any idea of a kind of a scope to
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expect from um Infernal Hordes updates
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one of the things that we want to give
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players is a uh more choice right and so
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choice is definitely a part of the
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design uh how that unpacks we'll we'll
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wait until we get to the spot we can
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talk about it but you know the focus
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that we've had on this is like choice
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and variety yeah it already has a a
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pretty good mechanism for that it's like
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but what if we can what if we can take
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that one more step further and so
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instead of like creating um something
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completely different to add to the
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activity set it's like can we actually
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inject that difference into this
00:17:13
activity itself and so uh more choice is
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definitely the the name of the game for
00:17:18
that one and uh you'll see it when we
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get a little closer fair enough fair
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enough and we see chaos powers uh you
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kind of mentioned them before um so
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chaos powers as well is something that I
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don't really I don't know so much what
00:17:31
that means but I guess when I think
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chaos I think a lot of randomness i
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don't know if that's necessarily what's
00:17:35
being channeled or more chaos in a in an
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infernal sense more like evil chaos sort
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of thing uh where were you guys leaning
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with that with that name
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well with the chaos powers uh will make
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a lot more sense similar to the herotic
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powers as soon as we get to a point
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where we can talk about what the
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activity is and how that ties in if if
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you've noticed the uh we have been tying
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the the seasonal powers to an activity
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type to really refresh it so
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mechanically we want things to work in
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concert with the the the powers and the
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activity combined um we also know that
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this is a system that allows us to uh do
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experimentation that hits all classes
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right and so when we're trying to um
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focus in on experimentation
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um we have a single system that speaks
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to many many players um and so uh you
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will see certain things return uh from
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time to time but this is also a place
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where like okay we can ask the team okay
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chaos what does that mean to you and
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then they can be a little more wild with
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it in a safe and controlled place um and
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like I said it also provides that focus
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because there's a lot going on in the
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expansion right now that needs that
00:19:03
attention and so where we can make big
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impact for all players we can do
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something maybe a little more radical
00:19:09
once we get out to the expansion itself
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and we see a couple of teasers for 2026
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new expansion obviously expansion 2 we
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know uh is going to be coming up are we
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going to have to wait until 2026 to hear
00:19:22
anything about it or you know we have
00:19:23
Gamescom up coming up we have the Xbox
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Games Showcase that's all happening this
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summer might we get a summer reveal of
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the expansion
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i can tell you right now we have a whole
00:19:33
team dedicated at what that whole
00:19:36
unpacking looks like um and we're going
00:19:39
to be unpacking pieces
00:19:42
uh over several different events over
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time so I'm not going to reveal what
00:19:48
those events are and what's happening
00:19:49
and what but I can tell you that like
00:19:51
the amount of energy and int uh and
00:19:53
attention that this is getting right now
00:19:55
is far beyond what we did with Vessel of
00:19:58
Hatred and um you know we're crisper
00:20:02
with our designs and what we want out of
00:20:04
the next expansion as well and so that's
00:20:06
putting our team in a really fantastic
00:20:09
spot to start talking about this as
00:20:10
early as we possibly can we're just not
00:20:13
ready yet we see new ranking system and
00:20:16
leaderboards what's the difference
00:20:17
between a ranking system and a
00:20:18
leaderboard are they are they the same
00:20:20
are they married systems are they two
00:20:22
entirely different things
00:20:24
they're two entirely different things uh
00:20:27
that are meant to complement each other
00:20:31
um so we're we're in a process right now
00:20:34
where we know we want to bring
00:20:36
leaderboards back to the
00:20:37
game uh we took a first stab at it uh
00:20:41
early on um after shipping the base game
00:20:44
and we learned a lot from that
00:20:47
experience and so now that we've gotten
00:20:49
past Vessel of Hatred we're looking at
00:20:51
all the the class stuff that we've
00:20:52
injected and we needed to kind of take a
00:20:55
deep breath to bring harmony back to
00:20:58
those
00:20:59
classes now that we're there we know
00:21:02
that uh bringing challenge back into the
00:21:05
game is critical and it actually speaks
00:21:07
to the audience in two different ways um
00:21:11
you have leaderboards that speaks to the
00:21:13
elite right these this is a place where
00:21:16
everybody I was using an analogy the
00:21:18
other day where it was like uh everybody
00:21:20
plays basketball every little kid plays
00:21:22
basketball they all think that they
00:21:24
could become Michael Jordan right and so
00:21:26
the goal is let's make it to the NBA um
00:21:29
and the leaderboards is a place where
00:21:31
the the best of the best can kind of um
00:21:34
show
00:21:35
up uh but we don't want to isolate it to
00:21:38
just those players you know there's a
00:21:42
lot of casual players out there that
00:21:44
just want to have the opportunity to be
00:21:45
like "Hey am I doing good am I going
00:21:46
after these challenges was hey was
00:21:49
beating that activity the way that I did
00:21:50
it considered a good thing?" Uh you know
00:21:53
uh and so what we want to do is have a
00:21:56
ranking system that speaks to everybody
00:21:58
that gives you a sense every casual a
00:22:00
sense of progress and value uh and then
00:22:05
graduating the elite into the
00:22:08
leaderboard and giving them a space to
00:22:11
like really press hard so we're working
00:22:13
on all the details for both of that but
00:22:15
hopefully you know we can we can come up
00:22:17
with a a a match a pair here that uh
00:22:21
speaks to the entirety of the game and
00:22:24
uh give something for everyone to chase
00:22:27
all right you mentioned the gauntlet um
00:22:31
from your view was the gauntlet an
00:22:33
unsuccessful game system
00:22:36
um no actually I think the like I said
00:22:39
the gauntlet taught us a lot um the the
00:22:44
one thing with the gauntlet that I've
00:22:46
reflected on is that it is a separate
00:22:49
activity that sits to the side and um
00:22:54
you know which is a good way to control
00:22:55
a leaderboard and that makes sense but
00:22:58
it would be nice if we had something
00:23:00
that was more core to the game and is um
00:23:04
and speaks to a more broader set of the
00:23:07
things that you're doing in the entirety
00:23:09
of the game and so we've taken that
00:23:11
learnings and took a step back and said
00:23:13
"Hey if we were to go after this again
00:23:15
was the gauntlet the right place to go?"
00:23:17
Um and I think right now we're we're
00:23:19
determining no I think we can do better
00:23:21
and so we're we're going to pressure
00:23:23
test that i really want to be in a
00:23:25
position where I can talk to the
00:23:27
community and and make them a part of
00:23:29
its development along the way and um
00:23:32
yeah hopefully we're back on camera here
00:23:34
soon and can have a real conversation
00:23:36
about it all right so the the goal was
00:23:39
removed from the game was it because
00:23:41
there wasn't enough player engagement or
00:23:42
was it just that you guys reached a
00:23:44
point where you thought we can do
00:23:45
something better than this yeah we
00:23:48
reached a point where we we felt like we
00:23:50
could do something better with this and
00:23:51
instead of like being distracted at like
00:23:54
grinding it out with that we're like
00:23:55
"Hey let's take a pause and refocus that
00:23:59
energy on on the way we feel like it
00:24:02
would uh you know have a better impact."
00:24:05
That's fair i know a lot of players have
00:24:07
been saying from the start oh just why
00:24:09
can't you just add leaderboards to the
00:24:11
pit what are the challenges in in
00:24:13
implementing leaderboards into Diablo I
00:24:16
that maybe you know the average person
00:24:17
might not think about
00:24:19
yeah you know we we've got a game that
00:24:22
allows people to really play the way
00:24:24
they want to play and so you've got all
00:24:27
the progression of your character and
00:24:29
building up your power over time but we
00:24:31
know that the leaderboard needs to have
00:24:34
uh a certain level of control right so
00:24:38
no one likes a cheater we need to be in
00:24:40
a position where we can like avoid
00:24:42
people cheating and creating distrust
00:24:45
for the system uh and we also know that
00:24:49
there's a certain element of skill that
00:24:50
needs to be present and so when we go to
00:24:54
inject something like this if we have
00:24:56
not taken steps forward to addressing
00:24:58
both of those things then uh we're
00:25:01
starting in a bad place and so that's
00:25:03
the heat of the discussion right now is
00:25:05
how do we how do we uh what activity
00:25:08
suits this best and how do we address
00:25:10
those two things as we continue
00:25:12
developing it
00:25:14
all righty well the the last thing that
00:25:16
I can see here on this road map and and
00:25:20
I did a forensic investigation in
00:25:22
Photoshop and this clearly says new
00:25:24
something something SS so that that says
00:25:26
new class all right not fooling me so on
00:25:29
a scale
00:25:31
on a scale of one to paladin exactly how
00:25:34
much paladin will the paladin paladin
00:25:38
wow like the woodchuck wood could chuck
00:25:41
wood
00:25:42
um you know I don't think it would be a
00:25:46
Diablo interview without asking more
00:25:48
questions about the Paladin uh I you
00:25:51
know we've we've heard it a thousand
00:25:52
times um and uh I I think I I'm on
00:25:56
record going heard you loud and clear uh
00:25:59
so we have not revealed anything um
00:26:03
uh but I am really excited about the
00:26:06
class offering coming up for the
00:26:08
expansion i think we're going to
00:26:10
surprise
00:26:12
uh people with what we have in store um
00:26:15
so sit tight keep on talking about the
00:26:18
Paladin every single day and uh
00:26:22
hopefully uh hopefully we get to uh that
00:26:24
day where when we release everybody is
00:26:26
is pretty happy so that was my interview
00:26:28
with Brent Gibson if there's one thing
00:26:30
that I probably should have asked would
00:26:33
have been about endgame meta progression
00:26:35
systems it's something that's been on
00:26:37
the minds of a lot of us myself
00:26:38
particularly i've been I've been beating
00:26:40
a dead horse about this for over a year
00:26:42
now it's just it's not something that I
00:26:44
saw tackled on the road map itself so I
00:26:46
figured it's kind of outside of the
00:26:48
scope of what they have planned but
00:26:50
that's why I wanted to ask okay is this
00:26:53
everything we're getting or are you
00:26:54
affording room for potentially uh
00:26:57
pivoting or changing things as needs may
00:27:00
arise within the community so question
00:27:03
for you folks if you feel as strongly as
00:27:06
me that adding some kind of endgame meta
00:27:09
progression system we're talking about
00:27:10
something like Path of Exiles Atlas of
00:27:13
Worlds or the Monolith of Fates from
00:27:16
Last Epoch if something like that is
00:27:17
important to you make your voices heard
00:27:20
the devs have always shown that they are
00:27:22
very very receptive and open to steer
00:27:25
things in the direction that the
00:27:27
community wants otherwise folks I invite
00:27:28
you to leave a comment below with your
00:27:31
thoughts on the road map on the
00:27:33
interview and we'll thank you for
00:27:34
watching special thanks to my supporters
00:27:36
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00:27:37
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00:27:39
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00:27:41
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