Quote (Henrik @ Jul 20 2023 07:01pm)
when u reach a point where u hit 100 and dont find item improvements anymore every other hour, youre way above the playtime the devs planned for the average casual "GaMeR DaD" per season. Better start a new character at that point or play smth else.
S1 is a bit slower than preseason so you might get bored later.
It's not just about finding fewer improvements reaching late game. It's the itemization itself that is garbage tier and boring. Sifting through thousands of rares with no immediate functionality of being able to identify garbage from upgrades is a repetitive low iq design. Other arpgs are designed in a manner where you can tell if something is an upgrade just based on it hitting the ground with certain words to describe the item type and it's tier, whether that's socketed, unique, etc. That way you're not spending more time in game picking up items off the ground looking at modifers and spending more actual time dunking on monsters.
When all items can be legendary nothing is special. That's another major issue. Think of it as a slot machine that's constantly spewing out shit that you actively have to sift through for prizes that don't feel creative by design at all. That's why more static unique designs work so well. Those staticly lopsided items have more gauranteed modifiers and less random rolls. You know what you're getting when the item flops on the ground before it's even identified.
Side note about the garbage itemization design. The modifers aren't creative. It's just a bucket damage simulator. Sure you can have damage modifiers, but you also need secondary modifiers that create a dichotomy in the choices. Rares should have a chance to be godly, but people also want those static uniques that they can depend upon being an upgrade. They had a hole in one crafting system with runewords and chose to forsake it. No real crafting and no real chase items. Of course the game feels like shit once your character hits it's stride late game. And by chase items i'm not talking about things that drop plentifully. I'm talking mid to high rune levels of rarity.
Personally I'd ditch aspects altogether. It's a bad system overall. Just fold them into a bigger skill tree. Then make some truly unique items that change gameplay with a majority of their mods static. Having an aspect system means being forced to sift endlessly through rares, like I stated. That's just aggravating gameplay. Give players things to hunt that are a sure thing upgrade when it clanks on the ground. Better overall slot machine without having to dig through turd prizes endlessly. You may not see upgrades as often, but when something does hit the ground you are stoked about it rather than just rolling your eyes thinking "oh could this be an upgrade after making my eyes bleed looking at the 10,000th rare".
Any real arpg fan would have been able to point out these problems to the developers if they were on the team. That's why I don't believe this team really ever even played good arpgs. They put themselves in a position that requires an expansion level overhaul to fix. They also fucked the game over from having any good randomizer maps, a staple of a good arpg. I'm not talking about maps as in poe end game. I'm talking about how the level design is distinct each play through for replay value.
This post was edited by BlakeXeal on Jul 20 2023 07:38pm