Every new season, you fire up a new character, rush through to 70 and get a free set.
Over time, you will have accumulated a long list of characters with repeats of the same class, soon to be forgotten once the new season hits, so you can do it all over again.
This is a hard concept to wrap my head around, because I simply can’t see how this is fun in an ARPG game. I know there are rogue-like games out there, where dying and starting over is part of the deal, but it works for those types of games.
For ARPGs, and especially for Diablo, I like to focus on one character for the long term and I have to imagine others like this concept also. The problem is that it’s hard to find games if you wanna do bounties, or GR push with others in non-seasonal. Everyone’s playing seasons, and this game was designed for group play, so much where playing solo you are at a disadvantage (less xp, etc). Maybe this is more of a problem of the game not being played as much in general these days, it’s really sad.
But back to seasons, that’s development time spent on a portion of the game that non-seasonal characters won’t experience. I remember in Diablo2, there were season specific runewords, so if you wanted one of those for your build, you rolled a seasonal and built that runeword, because you knew eventually when the season ended, that character would roll over to a non-seasonal character, and you’d have that awesome runeword. This was a great incentive to play seasons. Now it’s portrait frames and cosmetic items.
I’m just saying, maybe they could have done something different with seasons, or maybe make them last longer, etc. But I also think a big part of the problem is the core mechanics of Diablo 3 and how it was designed from the start.
I really hope the next Diablo game addresses these issues.