Following the recent Diablo IV endgame overview video shared by Blizzard Entertainment, Wccftech received an invitation to an interview with Lead Game Producer Kayleigh Calder and Associate Game Director Joseph Piepiora focused specifically on that part of the action RPG.
The Q&A happened in a roundtable setting, but it was nearly an hour long and would have been impossible to transcribe as a whole, so I focused on the questions that I was able to ask the developers. As a reminder, Diablo IV is set for a June 6th on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S|X with cross-play and cross-progression. If you pre-order the game, you'll get four days of early access, thus giving you the chance to start playing on June 2nd.
Can you talk about how the Paragon system in Diablo IV is different and perhaps improved over the one you had in Diablo III?
Kayleigh Calder: It is an entirely new system except for the name. The system that we've built for Diablo IV aims to allow you to go beyond with your character to continue that customization journey and to give you more choices in how to build out your character so that two Sorcerer could play and feel entirely differently, not just in terms of skills, enchants, and the legendaries you wear, but also for the choices you make within the Paragon board itself.
Joseph Piepiora: One of the goals of the Paragon system was to make sure that players could regularly earn little bits of power as they progress and that was effectively infinite in nature.
Players can max the Paragon board, but it's an extremely long cycle to go through all of that, and certainly, nothing you'd accomplish in a single season. When we thought about things in the Paragon before, one of the tenets we
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