Diablo 4 has, as expected, a much higher production value than Last Epoch – all dialogue has voice acting, the game has plenty of the trademarked Blizzard cinematics, there are very detailed character animations, and so on. Considering the behemoth company funding D4, this is only to be expected, and is not the kind of thing EHG could possibly compete with.
Diablo 4 is also superior from a technical point of view: the game is incredibly well optimized, it runs greatly even on old machines, and it has very few noteworthy bugs. Even now, with the influx of players from Season 4, servers have been very stable, and I have never seen downtime or even a queue. This is something I don’t really expect EHG to mirror, but it’s something they could improve in Last Epoch.
But Diablo 4 has a much, much worse skill system. I have seen D4’s skill tree being called a “skill twig”, and that’s a very apt description – it’s incredibly shallow, with little room for variations or personalization. In comparison, Last Epoch’s skill system allows a huge variety of builds – the unique skill tree for each ability is really something that outshines everything D4 has.
Diablo 4 also has an open world, unlike Last Epoch, but honestly the open world feels like a failure. It’s bloated and repetitive – the same handful of events everywhere, enemy types are very similar in all regions of the game, even the environments are bland and almost monochromatic. I’m very happy that Last Epoch has not wasted their time with something like this.
And the Diablo 4 campaign is arguably as bad as LE’s one – the world is filled with uninteresting NPCs that all feel the same, the main storyline is incredibly shallow, and there are very few unique scenarios. Last Epoch’s campaign lacks polish, but at least it has far more variety than D4’s one.
The only aspect in which I think Last Epoch could learn from Diablo 4 is, ironically, the itemization – which is funny, considering that D4’s “loot reborn” season appears to be inspired by LE’s crafting system. The newly implemented system in Diablo feels better than what we have in EHG’s game:
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Upgrades in Diablo (such as legendary aspects and temper manuals) are unlocked, rather than spent. This means that even at low levels we can find an item that helps us through the entire game (by unlocking good modifiers). In Last Epoch, upgrades are spent, not unlocked – so items we acquire through the campaign are largely irrelevant, and will have no impact on what we use at the endgame.
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Diablo 4’s system is more forgiving. Most of the RNG in their crafting comes from using manuals to add new modifiers to items – each attempt adds a random modifier from the small list available at each manual. However, if we don’t get the desired modifier at first, most items allow for a few retries. Compare this with legendary forging in Last Epoch – we get one try, and if it fails, that’s it.
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Modifiers in Diablo 4 are more interesting than those in LE. While both games have the boring, basic ones (increased health, armor, resistances, etc), Diablo has (mostly through tempering using the crafting manuals) a significant list of unique modifiers that really help to define a build. The closest Last Epoch has are the experimental mods, but those are very limited (cannot be crafted, only found) and few in number.
In conclusion: Diablo 4 has flawed systems filled with bloated, repetitive content. The game is very polished, sure, but its foundation is a rotten one; unless they do more massive reworks like the current “loot reborn” update, it’s not really going to improve.
Last Epoch, in other hand, has a lot of flaws, but its foundation is solid. I believe the game can grow and become a huge success if EHG caters to LE’s strengths – not huge cinematics or an open world, rather a very robust skill system that gives a lot of flexibility and replayability.