You have to level each character up to 70 individually but then all the paragon is shared, so you can start a level one alt with thousands of paragon.
We always talk about the QoL stuff that we WANT, but did anyone ever question if this was a good idea? Maybe this is one reason people play so many alts and are always running out of stash space?
Imagine if we had to level paragon on every character? Just wondering if anyone had ever thought of this before or if it had been previously discussed.
They have watered everything down for the new “players.” Shared paragon, gems, gear, gold, shards, power leveling, gem of ease. How long does it really take to level a new character. I would prefer if nothing was shared. “Hardcore” players would not go for this.
They want to relevel a new character really fast, so is it really “Hardcore” anymore? The same can be said with a new season, just run the challenge rift after you start and you will have all of the NPCs leveled in no time, you will also have your mats and gold.
I really hope that D4 does away with this give everything away mindset. Why in the world should a level one new toon be entitled to all of the paragon and everything in your stash? It is because of speed, D3 is all about speed, speed, speed. Some people do not want to play the game they want to play the clock.
It’s way too late to make any large changes with shared paragon, but I agree. I can see sharing paragon/stash space by class but sharing across the board does not make much sense to me.
When paragon was first implemented, the max level was 100 and it was individually based, meaning each character had their own paragon level. During that time, I think the highest paragon my character (wizard) had reached somewhere from 50-60, my monk on the other hand was about a 13.
But it does make me wonder: How much of the game’s flow would change if paragon was individually based instead of account shared? Season would probably be a bit of a odd as some folks wouldn’t be able to rely on playing one class in order to increase their paragon as to benefit another class. In short, to actually reach the leaderboards for a class, you’d actually have to play that class for a significant portion of the season.
Nope. In fact paragon was never a really good idea either. But they screwed the game up so bad that in an attempt to fix it they started by fundamentally changing everything about it and this was one of those things.
Wilson was against stat points, and it’s one of the first things they sort of added back. Although the first iteration of paragon had a cap (100 points). It also had “Magic Find” but that’s another story.
Every change they made to the game after seemed to be about keeping players playing and extending end game content.
Since itemization could never be really fixed in this game, due to the fact that all damage relies 100% on main stat, there is only so much they really could have done, except keep going in that direction. More paragon = more damage = higher technical player ability = keep the players playing longer. If there is no obtainable cap maybe they will stay forever. Then they added seasons. It sort of worked because many of us are still here off and on.
What if Paragon was still shared but didn’t become available until your hero reached level 70 (i.e. the point at which you can start gaining additional paragon levels)?
It was an amazing idea and caused me to stay with D2. This is an RPG. You want to save your achievements and accumulate them. Every level I gain is a permanent achievement in D3, unlike D2.
I don’t have to imagine it, as I played it. That’s how it was in Paragon v1 pre-ROS. back in those days paragon was 1-100, and each level not only granted you 3 main stat, 2 vit and 1 to off-stats, it also increased your Magic Find by 3%. That meant that a max-paragon hero had an innate 300% Magic Find to add to whatever Magic Find values they had on their gear. This meant such a hero had a way better chance of finding good gear drops than one with a low Magic Find.
And that was a massive problem if you wanted to play alternative heroes, i.e. not only did that hero have worse gear, and lower main stats, you also went from a hero with 400+ Magic Find that got (comparatively) lots of drops to one that got almost no drops. It was incredibly antithetical to people playing more than one hero. That’s why it was changed to account-wide in Paragon v2.
When you create a seasonal character you always start from scratch. If paragon really annoys you, you’re free to start two or more new characters at the start of each season (preferably with different main stats) to progress with them almost equally.
Shared paragon is not entirely a good idea as it will funnel you to the best character regardless for progress but not a bad idea too. Non-shared paragon won’t give your mediocre characters a chance like in shared paragon either. The only thing holds you down from playing your alt characters is the comparison and worries of time efficiency where everything watered down to time loss in a game with constant latency.
Paragon system from the start was just a mindless repetitive task to gain power level slowly and mitigate bad randomization when you start to push yourself. At the very edge player finally meets something that he can not beat with his own wits; randomization, so they cater to the repeat until perfect route.
Is paragon system really innovative? No, not really. I can find similar systems to it at the mobile/idle games.