Hi,
I see many topics about various QoL suggestions: infinite stash, stackable gems/runes, charms inventory, personal loot, loot filters, easier respec, etc…
I really understand the arguments behind each of this ideas, which are mainly about the famous “Quality of Life”. However, I think a big part of D2 soul, success and longevity, is precisely not having too much QoL. It’s an important difference with more modern games, including D3.
Everything must have a price.
-
Why not an infinite stash, since we can mule ?
Because handling mules (by creating characters, switching between them, moving stuff…) is the price for keeping a lot of stuff. -
Why not stackable gems ?
Because the storage of hundreds of them must have a price higher than a few cases in the stash. Otherwise, we could even imagine to store them outside stash, through a no-limit counter :-/ -
Why not a charms inventory ?
Because it’s up to each player to fill his inventory and to use the “hold item + exit game” trick, or to free enough space to pick 1 item then to TP, or to free more space for more items and identification book or single scroll. That way you choose the QoL price you want to pay for power. Or the power price for QoL. -
Why not infinite skills respec ?
Because leveling a new character or farming essences or trading for a token is the price. -
Why not personal loot ?
Because loot competition is the price to pay in a multi-player game where you also benefit from other players power / auras / MF / increased XP. -
Why not loot filters ?
Because a ground with many white crap is the price for enjoying unique drops.
This “price” concept can also be applied to potions rather than health or mana globes, to TP scrolls rather than infinite TP key, to items identification (which could be removed for QoL), etc…
QoL is about making things easier… but do we really want D2 to be easier ? Probably not. And not too much “comfortable” either.
Let’s take an absurd example. Gambling was boring due to enter/exit interactions with vendors, so a refresh button has been added. That’s QoL. Now, we can find a specific item type more easily by refreshing several times. So, we could also imagine to choose the item type through a drop down list, avoiding multiple refresh. And we could imagine to enter a number of times we want to gamble it… This looks like QoL too. Then maybe we could just choose the item we want then pay a gold price calculated from the probabilities to get it. And finally, just replace “Gamble” word with “Buy” ^^
What I mean is that each of the many possible QoL improvements can alter the game experience. It can change the feeling with loot drop, the items we pick or not, the value of stuff we trade, and so on…
To be honest, I think it’s too hard to predict if the consequences of this changes would be really good or not for the game. So I would prefer Blizzard not to take the risk.
The Devil wants sacrifices, not QoL.
Thanks for reading.
Regards.