The other reason why d3 Players don’t want to go town to refill is because of the channeling time to go town.
It’s again a way to control the players with time limitation. I would remove this channeling time and make a scroll cost the player something. Make it cost fatigue, spirit, make scrolls rarer or more expensive or something. But let the player have DECISION-MAKING.
It’s like if your employer make sure your computer takes 1 hour to save and exit to encourage you to stay at work, to prevent you to lunch break.
I hate all these “dictatorship” decisions. Let us leave the game quickly, why waiting wasting everybody’s time? What’s wrong leaving a game? We don’t get more loot if we can’t kill a monster anyway. And the players who can’t beat a monster and leave a fight won’t be competitive in the ladder anyway.
I know d3 developers did not want the players to keep creating games to farm a single monster repeatedly . I agree that it’s too much in d2.
But rather than finding rigid restrictions, I think the devs should encourage systems to let the players stay to stay in a game:
For example, in diablo2 classic, 8ppl games were very popular because they a provide 4times exp and 4times more drop value, and experience was balanced in all areas. Everyone could profit from the game at any level, solo or in party in these games. Everyone wanted to join these 8pple game and stay hours in it.
With lod, magic find gear became too strong and baal exp too good. So 8 people game became very short and not interesting anymore.
So instead of fixing a problem with another problem, encourage the players to stay in the game for other reasons, and give us the freedom and a nervous game without time restrictions.
Blizzard has to stop to set cooldown limiters everytime and they fail to balance properly the game.
Diablo 3 combat is a combat time pattern, that’s why they had to prevent the players from going to town while the cooldowns are recharging.
But as I explained in an other threads, cooldowns should be removed and diversity of spells can be encouraged with resistances of the monsters.
Once cooldowns are removed, going to town is not really a big advantage anymore.
Besides, cooldowns remove decision-making, regardless of the number actions per minute the player has. Cooldowns turn combat into a time pattern, that adds to the rigidity of the system where town portals are also a rigid system.
The franchise used to be a game where both strategy and action per minute matters. It’s currently in d3 more a turn based game where you have to catch the right train at the right time.