The core formula for the series’ gameplay revolves around gradually obtaining stronger equipment by defeating increasingly difficult enemies. Enemies are fought using different character class skills which can be customized by equipment and talent trees. This concept is used to progress through the story and quests. Enemies are split into monster families which are defined by a theme, combat style, and their location. Each family contains different archetypes that hold different roles allowing for synergies of specialty abilities between family members. To differentiate between them, they have unique silhouettes, stances and weapons.
Creative director Sebastian Stepien explained that the goal was to create a more “grounded” story than Diablo III. In order to achieve this, the plot revolves around the simple folk of Sanctuary rather than “politics, kings, or another high-fantasy theme.”
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