Quote (Goldcheeks @ Jul 23 2023 02:58am)
The most boring itemization I’ve probably ever seen in a game. Also their dungeons backtracking, is it a form of padding or did they think that players would group up through an external site to clear dungeons whille everyone is split up? Do they know the difference between an 8 player party and a 4 player party. Obtuse blizzard.
It needed something like breakpoints or a crafting system involving runes. They had it all teed up for them and still have no clue what parts of the franchise to tap into.
Breakpoints allow for goals behind gear slots and balancing itemization weighing stats against each other in order to reach said bps, rather than just stacking raw damage mods or cdr. Even if bps were created as a means to overcome hardware limitations, they were still an incredible design.
Runewords: best arpg crafting system ever created.
Chase uniques + free / open trade. Makes items worth the pursuit because they have a tangible value to trade for other pieces you might need. Encourages community activity rather than an entirely solo experience.
None of these things are in the game but any one category would drastically improve replayability tenfold.
The easiest thing for them to do moving forward is just add more chase uniques that are superior to all legendaries, but have slot machine drop rates, and work on all classes. That would buy them some time to fix the rest of the core that is basically rotted and needs to be changed completely. Make them tradeable. Create an economy with a currency. Something like slam items from poe or pd2. You can have class specific uniques obviously, those are fun too, but a good portion of them should work across the board. They already have several in game, but the uber uniques are at an drop rate where they practically don't exist. Fire the person who came up with that idea and make them more of a high rune drop type. I'm sure more barbs would love to play the game if they knew they could trade for a grandfather, or potentially find one, rather than it being a pipe dream. Early D2 seasons people went ape shit when they found a GF or windforce. The feeling was incredibly satisfying.
That's another reason I can think of where it seems like the devs DO NOT play arpgs. They don't understand the concept behind rolling triple 7s or cherries, whatever to symbolize getting incredibly lucky after trying thousands of times to win. There's a literal high to having appropriate drop rates and incentive structure in this genre. It's paramount to having a successful arpg because players will chase that high.
This post was edited by BlakeXeal on Jul 23 2023 05:32am