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[其他] U4GM Diablo 4: What Is War Plans in Lord of Hatred

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Diablo 4's Lord of Hatred expansion feels less like a simple add-on and more like a hard shove into a different rhythm. The Lilith thread has more or less run its course, and Mephisto steps into the mess with a nastier kind of charm. His Akarat disguise works because it's not just moustache-twirling evil. He shows up in places like Nahantu and Skovos, performs wonders, wins people over, then slowly turns faith into rage. The campaign takes about eight hours if you don't rush it, but most players will be thinking about builds, farming routes, and diablo 4 items long before the credits settle.

The big talking point is War Plans, and honestly, it's the kind of system Diablo 4 has needed for a while. Instead of bouncing between dungeons, whispers, bosses, and whatever else happens to be efficient that week, you can now set up a proper activity chain. Nodes let you nudge monster density, rewards, and dungeon behaviour in ways that actually matter. If you've only got ninety minutes after work, that's huge. You're not wasting half the session deciding what to do. You load in, follow the plan, and get paid.

Of course, players found the broken bit almost immediately. The Gauntlet node can hold enemy souls during a shrine buff window inside Nightmare dungeons, then release them when the buff ends. On its own, that sounds weird but manageable. Then people started using it with blue treasure goblins, the Gelatinous Syruses that split into smaller copies. That's where things got silly. The node catches the chain, the goblins duplicate, and suddenly the dungeon looks like somebody spilled a loot piñata factory across the screen.

I've seen clips of runs pushing well over two thousand goblins, and it's funny for about ten seconds. After that, the game starts begging for mercy. Frames drop, inputs feel sticky, and piles of lower-value loot begin vanishing because the server can't keep everything around. The smarter play seems to be stopping at a few hundred goblins, somewhere near the four hundred mark. You still get a ridiculous haul, especially salvage materials and charm dust, but you're less likely to lose the drops you actually care about.

The two new classes land on opposite ends of the screen-readability scale. Paladin is sharp and easy to follow. You throw hammers, line up beams, move with intent, and punish packs without turning the whole screen white. It has a bit of Rogue timing and a bit of Barbarian weight, which works better than it sounds. Warlock is the messy one. It's powerful, probably too powerful right now, but the demons, fire pools, curses, and explosions stack up fast. Fun? Absolutely. Comfortable for a five-hour grind? Not really.

Nobody should be shocked if Blizzard shuts down the goblin loop soon. It's too much loot, too much server strain, and too easy to copy once the route is known. Until then, players are going to test every War Plans setup they can, especially with the cleaner skill tree making respecs less painful. If you're chasing diablo 4 season 13 uniques while experimenting with these farms, keep your expectations sensible: cap the goblins, lower the effects, and don't assume the wildest method is the best one.

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