Of course, D4 is still under early development, so I believe that now it’s the point to give the feedback, before it’s all set in stone. I’m aware that things are subject to change, but they have expressed their intentions and the master lines of the game’s development, and I believe that there’re many misunderstoods.
To me, apart from the mood/atmosphere, where they’re nailing it, I feel like D4 is falling again in the same issues that caused D3 to fail:
Trivialized leveling: a max level easily reachable (60 at vanilla, 70 at RoS) where the game starts. It used to be a big level pretty much unreachable that took a lot of time to get there, so you decide to stop at a certain point high enough. D3 also had the issue that leveling was an empty experience where what you do while leveling is completely pointless, causing devs to shorten it and making you able to do in 1h with your first char, so a warning about that. In previous entries you could get endgame-capable gear while leveling, side quests that gave you extra skills, stats, permanently raised your resistances, … According to last infos, D4 will follow D3 way, having a trivial max level 40, so I’d expect that leveling to also be an empty experience.
Trivialized customization: if there’s just a skill tree in the shape of a trunk, and it’s everything max-able, everyone will have the same filled skill tree. Paragon without being able to choose between stamina and mainstat, so even worse.
Trivialized gearing: in D3 you can gear yourself in 1 week. It needs to be that way in order to grant everyone being able to push GRifts. Drops too high, guaranteed endgame set… You get your desired items too early and after that you’re just looking for minor numeric upgrades. Given that the intention with D4 is having a limited trading, drop rates can’t be low enough to make items feel exciting, so devs need to find a way to make obtaining items exciting. You don’t want trading because of 3rd parties etc? OK, give an alternative, because the only I can imagine is weekly cooldowns on some monsters/dungeons, and that’s WoW, not Diablo.
Trivialized gear: gear has completely gone out of the focus. a) It’s obvious that inventory Tetris is very annoying to manage, but gave protagonism to the items, allowing to show big and in detail. The change to same-sized items clearly solved one problem but was a step backguards regarding putting the items at the center of the game, and this is also the intention with D4. b) “Loot 2.0’s 4/2”, “legendaries instead of uniques”, “huge bonuses to specific skills”: 4/2 means a quadfecta where all other attribute but the optimum ones is a bad attribute, while previously your BiS was an item with many stats, so some were optimal for you, but could come with others that could be useful (or not) for you, without being optimal. Legendaries are basically a bit bigger yellow item with a legendary power while uniques were items with mostly fixed attributes and very different from yellows, so they had their own personality without being so obvious about how you should use them and allowing you to experiment and theorycraft. Many QoL features that came with the objective of removing different annoying things are just a proof of that: we all felt that having to ID the million of blues and yellows was a pain, so they now all drop identified. Why? Because blues and yellows were trivialized. Not enough with that, now we can mass salvage them, and there’re people even asking for salvagin all non-ancients. D4’s itemization seems to be following the same way, with simplistic stats making the items boring. Waiting for the new dev blog, which is supposed to drop soon, but I can’t figure any way to solve this with their current master lines.
I mean, I get why you’re opposed to trading or Tetris and been said a million times the reasons. What I’m looking for is a solution to the issues caused by the removal of trading or Tetris and warning about potential movements that were done with D3.