Due to the constant power creep of development, you could have found something completely amazing at the time, but the value of that item will constantly diminish over time until it’s pretty much worthless. Much the same goes for experience gained. When you gain a lot of experience through an investment of time and dedication then realize months or years later that you can gain an equivalent experience in minutes which once took you months. That sure is depressing and makes you feel as if you were robbed, especially when you consider bots and a ban policy which only takes repurchases into account. It’s as if their only objective is to trivialize everything you do over time.
It’s design stifles creativity and promotes clones
It feels like just about every possible choice in the game is taken away from the player and designed right into the game. Due to a lack of depth, missing progression systems, the imbalance of items\skills\character building, the foolish implementation of sets, and the insane drop rates, the game funnels you into cookie cutter builds which feel dictated and conforming to developer design and do not feel like they are constructed by a process of building and creating by the player.
The Endgame is a mindless Hamsterwheel of RNG
The endgame is infinite scaling and is completely lacking progression other than clicking main stat and gambling for upgrades to complete the exact same content with higher numbers attached. The character is completely neglected in favor of a tedious repetitive grind. There is no excitement to find that rare item because nothing is rare. Just roll the dice again and maybe the numbers will roll right. The game feels like a casino full of mediocre rewards and little to no choice and consequence associated with anything. The game is a slot machine where the only choice is to pull the lever again, and again, and again.
What little substance this game once had has been trivialized into hours of game play followed by an activity that feels more a chore than a game. Integrity, Diversity, Longevity. Next time Blizzard, bring it.
If you’re content with endless power creep, rampant botting, OP sets, and a single viable endgame option for future Diablo games just keep on not caring.
Yeah right…
If you can’t think of, or enjoy playing, anything other than a single build, then you are creating your own problem. Creative people can always find ways to be creative, this game’s design does not stifle that at all.
If you want more out of this game then you might have to change the attitude that you approach it with.
The trick is, voting with the wallet - or, not presenting yourself as a MAU - is a popular idea, it doesn’t work this way.
If I’m getting bored after exhausting my options at playing content with the three sets I enjoy (Firebird, Marauder, Tal Rasha), I’ll quit. However, there are others who stay. These people like the idea of endless, free power creep, low chance gambling and what not. Blizzard learns that they have to serve these people, who come back day after day to repeat the same things over and over. Preferably also on their phones while sitting on the tram, or walking on the street, stepping in puddles and hitting lampposts.
So here it comes, Diablo 4, the Nightmare… or is it Hell?
Three classes: a tank, a bruiser and a glass.
Two sets per class, one for survival and one for damage focus.
Two skill options per button, because who uses anything but Multishot or Impale anyway. One for screen clearing and one for single target.
Two runes. One (ice) adds CC and the other (fire) increases the damage by 50%.
No story mode, because people don’t care. No bounties, because people don’t like it.
There is only a random generated dungeon with the overall shape of a rectangle, every 3rd level is a boss. You must clear 80% of creatures in each level to unlock the stairs to proceed down. Two modes, one where all creatures drop loot and another where only the bosses do, however twice as much and valuable.
No music, because who cares.
50 shades of gray, because people don’t like colors and brightness.
ps.: The difference between designing a game for those who currently like it vs for those who don’t. WoW is a great example, they kept changing it to make it more attractive and appealing to those ignoring it, losing their original audience in the process.
This is basically why I never hang very long in the fresh season. Up to some point the game has potential and is quite interesting maybe even diverse. When Greater Rifting hits, well IDK, it becomes boring very fast. Yep, a hamsterwheel indeed which promotes higher numbers and thats it.
Well, to each their own. Anyways, it’s not as if somebody forces me or you to play so have fun while you are having and then put it on the shelf.
I like this, is spicological perfect
No, no, this is not true
I do care a little alone, but I care
My question is ? so if you compare Diablo with a Casino like Las Vegas or Monte Carlo, tell me why there are so many casinos
There is more and more
And they succeed in their games of chance where they always win the house
No need to answer, I already have the answer
Thank you
On the other hand, if the game were as special as you explain, or if you want it special for you in a personalized way
Do not ??? do you think we would have a tendency to globalization like what we have now
As you describe, cookie boxes
Those cookies if they are loose, they want to be together
If these cookies are together, they want to be loose
You may not understand certain laws of life
Or you may not like the game, nothing more
If so, nothing happens
I like strawberry cakes more than cookies boox
For tastes colors there are full rainbow
Quiet, one day you will find a game that you like
Have a lot of luck, and always attentive to the news of the games that are in the market
I believe this is a common misconception about evolving game worlds in general.
Months or years later a character might be able to gain in minutes what it took you a long time to earn in the past, but that doesn’t change the fact that you got to enjoy the power of what you gained at the time. Unless a game is built with a definitive “GAME OVER” / “Roll Credits” finish, power creep is a feature, not a bug.
If a game is designed to be constantly updated with new or evolved content, the numbers have to get bigger so there is something else to attain, and the time required to reach those big numbers has to be skewed. Otherwise, it would take too long to reach the next level of play. Your definition of “too long” may vary, but this is an unavoidable consequence of this type of game.
It’s design stifles creativity and promotes clones
I think what you meant to say is "Playing at the highest level stifles creativity and promotes clones. I happily play weird, non-Icy-Veins-approved builds to see how far I can take them. Many, many other people do this as well. But if any game involves numbers and calculations, it will always have a definitive “best” combo based on gameplay. Is this news to you?
The Endgame is a mindless Hamsterwheel of RNG
Yes, and I really enjoy the mindless hamsterwheel. This is the type of relaxing gameplay that appeals to me and many other people. Other examples include Borderlands and Monster Hunter World. What on earth is your point other than you obviously don’t enjoy this type of game and should have been playing something else?