Returning to the point of keeping true and faithful to Diablo, Wilson noted that replayability was an essential element to the experience Diablo 2 Resurrected Items. Randomness is central to creating an enjoyable RPG, the chief designer stated in his presentation, pointing out that environments, monster encounters.
All of the items play into this idea. This isn't the only method to give a game replayability. Wilson added more difficult levels ("we are planning to bring back hell and nightmare difficulties") as well as staged events or adventure.
In keeping with Diablo, epic heroes were identified as crucial for Diablo. "We are looking to bring the most monsters on screen as feasible, and then make massively powerful characters that pound them to the ground," said Wilson, and triggering a cheer in the crowd. As Diablo previously, Diablo will focus on the smallest number of classes that operate in a completely different manner from one another.
Even Blizzard has caught the unconventional gamer bug, and Wilson stated that being approachable was also an important element of the squad. "If you can click the mouse, you're able to participate in Diablo," mused Wilson and said in a way that was quickly to become a cliche even his non-gamers wife loved enjoying the Diablo experience.
The lead designer of the game also emphasized it's "simple to master, challenging to master" gameplay, a principle of the series and the importance of a smooth and easy learning curve. "In diablo's standard mode it was actually a fairly easy game" He said.
Wilson confirmed that Blizzard is currently working on the next version of Battle.net to allow for collaborative play cheap d2r items. "We aim to get rid of all barriers for players to play together and chat with one another," he said.