Notes from Blizzcon #DiabloV unrecorded Diablo Partner / creators interview, my comments in ()
CLASSES
- three confirmed: Demon Hunter, Monk, Plague Knight (new)
- "more classes than other Diablo games" (D2 has 8, D4 soon 9)
BUILDS
- "deferred complexity" towards endgame: easy onboarding for leveling/campaign, opens up later
- (D2-style inventory and itemization from what we can tell so far)
- (we saw all the D2 rarities, runes, etc.)
COMBAT
- fast-paced, speedy flow that still allows room for tactics
- "embrace crunchy ARPG gameplay"
- D3-inspired (still unrivaled in the genre)
LORE & WORLD
- 100 years "Golden Age" after D4, then Diablo won, world overrun by demons (sounds cool)
- desolate, grim & dark setting
- no towns, lone survivors
- you build a caravan that grows with deep characters as you go, offers craftsmen etc.
- "we'll learn how we lost" (Diablo front and center from the start)
- aspiration: "best campaign ever", D4: LoH as the role model (which was badass)
- fog of war continuously shrouds the world again for "constant adventure & discovery" (vs. D4's one-and-done map exploration)
- co-op: easy to jump in and play together (I expect crossplay D4-style again)
- (seems like not full open-world this time)
ENGINE
- evolved from D4
- can do a lot more to support a modern game
DEVELOPMENT
- how to avoid repeat of D4-spaghetti-code disaster: they have new and improved development processes, built on D4-foundations, this time they have a clear vision from the start (that was my question, my expectation is that this is true and the game won't be born crippled like D4 because the dev cycle is much more focused instead of starting over multiple times)
- "a lot of the team worked on D4" (the best point, we have fresh & now-experienced people instead of a decade of brain drain between games, that's usually how good sequels are made)
- communication: ramped up during D4: LoH, probably even more than that
- "get out of the way of what players want", e.g. overlay map can be expected from day 1 (and most likely other long-overdue D4 upgrades like stash, UI, endgame, etc.)
- D5 announcement early enough to gather community feedback for launch starting NOW
- (What about D4: this was mostly not part of this interview but they're not done yet, looks like we still have years of development ahead of us, some key devs are still on D4 for now, potentially leading straight into D5 or even beyond)
NOT ASKED/TALKED ABOUT
- PvP (I don't expect much)
- D4 transmogs carrying over to D5 (highly unlikely)
- endgame systems/content
- competitive systems
VERDICT
- I see reason for optimism, the team is young and JUST dealt with all building a modern ARPG, feedback/problems from D4 etc. for years and it's all in recent memory. Building on that foundation sets HIGH expectations for the next game vs. decade-long wait between D2-D3 or D3-D4
- Plenty of D4's problems are beyond saving (e.g. stash, dev processes, bug fiesta...) because they are so architecturally ingrained, taking the existing momentum to a blank slate project seems like a smart move
- They are seemingly going for the "greatest hits": D3 classes & combat, D2 items (incl. runes), modern D4 co-op - if that works out it could be great
- For now it's wait & see until we get more info, alpha/beta announcements, blog posts, etc.
- I expect D4-style playtests (alphas 2027/early 2028, closed beta mid 2028, open beta late 2028/early 2029)
Diablo Discussion w/Devs: Diablo V, Season of Hell's Legacy, and The Amazon | Official XBOX Podcast
Timestamps:
00:00 - Blizzcon and Diablo V introduction
00:59 - Diablo V Announcement
02:28 - New era of Diablo
03:49 - How do you craft a world where the heroes have lost?
06:19 - Guiding principles for Diablo V
07:49 - Diablo animated series on Netflix
08:40 - Diablo IV introduction
09:23 - Community reactions at Blizzcon
09:51 - Diablo IV Season 15 - Season of Hell's Legacy
11:58 - Splinters of Evil
13:02 - Mephisto and Moophisto
13:43 - New Class Announcement - The Amazon
16:17 - What skill or ability are you most excited about?
16:51 - Outro
https://t.co/8vIsaPxpbF
New Diablo V | Details
Story & Setting
• Diablo has won, and Sanctuary has been devastated. The player begins in a world where humanity has essentially lost.
• Diablo 5 takes place around 100 years after Diablo 4.
• Following the Age of Hatred, Sanctuary experienced a golden age where humanity prospered. A century later, Diablo invades Westmarch and takes control of the western continent.
• The story will explore both what happened in the past and the player's efforts to change the future and potentially save Sanctuary.
• Deckard Cain was mentioned, but the developers did not reveal how he fits into the events.
Combat & Movement
• More comprehensive movement-and-shooting mechanics are something they are exploring.
• They specifically said they want to innovate on Diablo's combat system while preserving its visceral, snappy and satisfying moment-to-moment feel.
Classes
Three classes were specifically revealed:
• Demon Hunter — returning class
• Monk — returning class
• Plague Knight — completely new class
The developers also confirmed that Diablo 5 will have more classes than any previous Diablo game, including additional classes introduced through expansions and post-launch content.
World & Exploration
• The world will be procedurally generated, returning to an important aspect of the original Diablo's design.
• The goal is for the world to feel handcrafted despite being procedurally generated.
• Different tile sets, visual palettes and points of interest can be combined to create much greater variety.
• The developers want constant discovery to remain a major part of the experience, allowing the world to change and surprise players over the long term rather than becoming completely static.
• Familiar Sanctuary locations will return, including areas associated with Westmarch, Tristram, Lucain and the Dreadlands.
The World Is Constantly Under Siege
• Players will have to establish and carry their own safe area with them.
• The player's caravan acts as this moving sanctuary.
• Players can return to the caravan to perform activities such as crafting, interacting with vendors and managing their builds before heading back into the dangerous world.
Visual Design
The developers describe three major visual/story concepts:
1. The Past — discovering what happened and seeing the devastation.
2. The Present — Diablo's Dread Commanders have affected different areas with their evil.
3. The Future — the player is attempting to prevent Hell from completely breaking through.
Each Dread Commander and their armies will have distinct visual identities, with different palettes and environmental designs.
Character & Story Focus
• The team wants to put significantly more emphasis on memorable characters and personal storytelling.
• The caravan characters will play a major role in the story.
• They say their cinematic storytelling and rendering technology have been substantially improved.
• The player will have a more personal connection to the world, including the concept of potentially being the heir to a kingdom.
Player Feedback
• The developers deliberately announced Diablo 5 early because they wanted to start a conversation with the community.
• They want player feedback to influence development rather than simply collecting feedback after the game is finished.
• The team is studying why different types of players enjoy Diablo, using that understanding to determine where they should innovate and where they should remain authentically Diablo.
Platforms
No platforms have been announced yet.
Joe Shely (Senior Game Director) says “We want to be playable by as many people as possible.”
Release
Spring 2029
via: Destin Legarie
https://t.co/RFj3xCwZVe