The low opponent density has long been a problem for fans of Diablo 4: too few enemies, too sprawling dungeons. Blizzard has made several adjustments here and apparently found a good point now, at least in some of the dungeons.
What kind of dungeon is this?
- The Tunnels of Domhainne are a dungeon in Scosglen where you mainly encounter goatmen.
- Since Season 1, the tunnels are one of the nightmare dungeons, thus part of the endgame content.
- Also praised are: Sarats Hideout, Decline of the Dewrime, and Uldur’s Cave.
What has been improved in the dungeons: In a thread on Reddit, a player praises the opponent density in the dungeons after a multi-week break and receives a lot of support. In fact, this problem has significantly improved since the release of Diablo 4.
Blizzard completely changed the nightmare dungeons some time ago and reduced the difficulty, for example. In summary: The difficulty is now about 30 levels easier. Additionally, the number of opponents in the dungeons has been increased several times – at least in nightmare dungeons.
At the same time, the amount of experience gained there has been increased. Leveling up in this endgame content is now significantly faster and more pleasant, without annoying players at lower levels with impossible dungeons.
Season 1 also had to deal with criticism:
“Even if they’re not optimal, they’re fun”
Players praise that the design of these dungeons is simply fun. Even if, as a hardcore min-maxer, one might not be able to get the most XP per hour here: the dungeons are enjoyable. The thread creator himself says:
Dude, activating a connection shrine and just jumping through the WHOLE dungeon from pack to pack is new. Normally I get one [shrine], float through empty space for 30 seconds, and then kill a pack before [the buff] disappears.
Other players agree, and they have even nicknamed the dungeon “Dopamine Tunnel”. The design of the mentioned dungeons is simply successful as it is now: little backtracking, many opponents, constant action.
Blizzard had to face a lot of criticism shortly after the release due to features that are actually characteristic of an action RPG. The loot was boring, and there was a lack of enemies to kill in the dungeons.
The dissatisfaction of the players went so far that one even took the trouble to statistically evaluate the dungeons – only to conclude that actually more running was done than fighting: