I’m a big believer in the red-team-blue-team concept of brainstorming. You need someone who is willing to argue the opposing case in order to really understand the issue under debate, and I’m going to attempt to do that here for the sake of discussion.
Ancients are the result of two key systems in the game:
- Build-defining legendaries (which are generally popular)
- Solo self-found
After the disaster that was the RMAH, the development team recognized there was a huge flaw in the concept of trading, and that is that players very quickly figured out that the fastest way to gear up their characters and progress was to go to the AH and buy whatever you wanted. Why spend literally weeks farming for a good weapon when you can go buy it (or trade for it) right now? This is not what Diablo is about. You’re supposed to enjoy playing.
This is how we got the solo self-found concept. You played your character. You ground your gear. Smart Loot was added to make sure you had a reasonable buffer against the inherent chaos of RNG and players were generally happy with it. You could in fact have seasons where players could gear up and play the end game within a few weeks and a 3-month season seemed good. Players played. You could find good items. You could try out new builds. Players benefited, even the casual ones.
This situation created a problem in that you could relatively quickly get a decent legendary and sure enough, you’d have nearly maxed out your character very quickly and got bored, with no reason to keep playing. Enter the Ancients and Primals. These were added to give endgame players a source of power and progression in the endgame - a reason to keep playing.
Ultimately, you need a system that allows players to reasonably quickly get access to the core gear that defines a build. No one wants to sit there and endlessly grind with substandard gear just so they can get enough gear to try out a new play style. And stash space is never going to be large enough to allow players to collect 1 of every build-defining legendary and set item in the game. Players will react to rarity by hoarding - but if you could quickly get a new one on demand (even if it’s lackluster), you don’t need to.
You also need to give players a reason to play the endgame, and it needs to provide enough power to justify the endless grinding. That’s what ancients and primals are for. They’re an incentive to keep playing even after you’ve mostly min/maxed your build and are happily enjoying it.
Alternate solutions and why they’re poorer choices:
Increase Legendary Rarity 10x (or More) and Enable Trading
As any player who played those games knows, the player experience was similar to that with D3: Vanilla’s RMAH. The best items that you needed for your build were too hard to find and so you just sat in trade all game (if you were legit). SSF was a painful and miserable experience. Then we got the duping. Because players figured out how to beat the system and make the items you needed more available. Players are creative. And they will cheat to find the items needed to play the way they want.
Even if you were able to perfectly secure the game from duping, you’re going to end up with a “wealth gap” problem just like in the real world, where a handful of skilled traders and exploit the lucky and end up controlling the majority of the good items. They’ll be able to enjoy the game. The rest will have to pay their prices (40 SoJ, lol!) or grind using whatever the RNG drops. The incentive to the player is to beat the system, not to play the game.
Increase the RNG Search Space for Affixes (removing Smart Loot)
The idea here is to give players the one legendary buff, but gate the rest of the item behind a much wider search space, more like in D2. Essentially, you’re reversing D3’s Smart Loot. The idea is that you can get access to the “build defining” part of the legendary, but you’ll have to keep playing to find one that doesn’t have its stats clogged with affixes like +1 light radius.
This solves both problems of making the gear accessible and giving players a reason to keep playing, but it does so by baking in a system where players will intentionally and deliberately be given crap items over and over and over. When you get a weapon, you know you want high damage, attack speed, and crits on it, but this system is designed to give you +life, +armor, +anything other than what you actually want. Ever try rerolling a quiver and going up against the literal army of +skill damage for skills your build doesn’t use? Same concept, and it’s not fun.
The WoW Solution
The idea here is gate access to items behind the ability to kill bosses, make the drops reliably good with fixed stats, make the drop rates high, but restrict the number of times you can kill the boss over time to control the rate of power progression. Endgame push requires strict adherence to the schedule and continued progression from tier to tier of next-level bosses. Casual players can kill whatever their skill level and time commitment allows, and get appropriate gear, but will never have the same gear as the hardcore player. Catch-up mechanics to can be implemented to help for players who get too far behind the curve of progression.
This solution works. WoW makes boatloads of money and has a loyal player base which loves the game and keeps playing. The catch is that it is not Diablo. Diablo has always included an element of RNG. Removing it in favor of this type of solution would be met with the same sort of reception that Diablo: Immortal’s mobile-only rollout received. It should not be considered because it is not consistent with the Diablo IP.
Conclusion
You need a system that gives players access to the endgame and to one of the best selling points of the game design. You need a system that enables the RPG part of the ARPG, accommodates those of us with jobs and limited time to play but who still want to have a Diablo experience, while always giving the player a reason to come back and hack and slash more demons. Ancients are a compromise system born from years of experience with player behavior and power systems that accomplishes the compromise of competing interests above.
Feedback and counterargument, of course, is welcome!
Final Addendum
I do not actually support ancients or primals. They should be removed. A system of item augments should be in place for endgame players to progress with diminishing returns similar to the Caldeann’s Despair concept in game. Lots of possible implementations here without making “Legendary” mean “substandard”.