Let me add my voice. I consider myself casual as well. I have the time, but not the desire to play pro and not the math-mind either ![:slight_smile: :slight_smile:](https://d3sh8v238hy4ki.cloudfront.net/en/d4/images/emoji/twitter/slight_smile.png?v=12)
I am glad to see a thread like this, I just fear that it will die now that Public Test Realm is over, because of its placement on the forum. I hope that is not the case. A thread like this should be alive for Blizzard’s insight ![:slight_smile: :slight_smile:](https://d3sh8v238hy4ki.cloudfront.net/en/d4/images/emoji/twitter/slight_smile.png?v=12)
I am sorry if my post is longer than the rest of you guy’s, but I thought it would be silly and indecent to create several posts after each other simply to make it feel shorter.
And y’all are touching on some really great points, which I want to applaud and share my own thoughts on in the hope that Blizzard listens just a tad more =)
Without further wasting of time and text:
I absolutely agree that whatever is in the seasonal journey should be doable by any player and any build.
The tormented versions are an interesting challenge but I am sad to hear them being part of a requirement. I know you can skip like 2 or 3 of the requirements to get to the next level, but I guess that is poor comfort if you want to feel the completeness of it.
I agree that it is misleading do have Echo of Lilith be a priority quest.
It gives the casual player the idea that this should be doable, but after patch 1.4, with the boss health buffs… Well… I lost all hope. My rogue (and only my rogue) would get her to 50% of healthy but having looked at maxroll.gg immediately after I could no longer even kill a pustule with the same build, I realised that I was never ever going to defeat her. And apparently, I am not the player that is supposed to.
But then why have a priority quest leading to it? Any meta-player (or pro) would know where it was, so that cannot be the reason ![:thinking: :thinking:](https://d3sh8v238hy4ki.cloudfront.net/en/d4/images/emoji/twitter/thinking.png?v=12)
While infeasible for an online game, I wish there were two lanes of the game but with the same content (season/non-season has big content-differences)
One lane for the meta-people and one for the casual people.
The meta-lane would continue to develop like it is now.
The casual-lane would slow down to longer seasons between 4 and 6 months in length, but with the same Quality of Life update cadence as the meta-lane.
To be clear, casual lane would get the same seasonal content, but slower and it would be a more polished version of what the meta-lane would get, because the team would have more time to work on it.
Hopefully the casual-lane would have different balance focus, because of the vast difference in play-play.
In short it would be a casual version of Diablo IV.
Alas… That is completely unrealistic. But it could have the potential to remove all the stress and fear of missing out (FOMO) from the game, which would also make it healthier to play =)
On Diablo III’s Paragon System
The system stopped being good when choices stopped to matter, which they did because you could eventually max everything out and only focus on main stat and vitality. But until then, it was a system I really enjoyed.
I think the upgrading of glyphs would be the equivalent of that for Diablo IV? Especially if we include tempering and masterworking? I am posing this as a question, because I feel like it is, but I am not sure =)
I have yet to really get into masterworking, mind you, so my experience with it could be lacking.
I agree with all the casuals on the problems meta-builds pose to everyone who does not want to use them.
In Diablo III I ended using them, because the game basically threw them at you with set items. I am glad they fixed that design flaw with the legendary / unique combination for Diablo IV =)
The pace of the game feels faster than from launch, but not yet as crazy as Diablo III
I am sad to see Diablo IV pick up the combat pace to the point where it starts to feel like Diablo III. Especially because the devs were very aware of that issue along with the issue of power-creep originally.
If you go back in time on Rhykkers website for D4 to listen to his analyses or, if you prefer, just read the the Quaterly Updates before release, you will see that. You will also see many other fun tid bids ![:slight_smile: :slight_smile:](https://d3sh8v238hy4ki.cloudfront.net/en/d4/images/emoji/twitter/slight_smile.png?v=12)
In short David Kim, the (original?) lead systems designer said that Diablo III had power-creep because they refused to nerf, but Diablo IV would do nerfs - but in a non-destructive way. It is from a 2019 interview with Rhykker, but I think what he talks about back then is what we are seeing today, but just not enough nerfs because the team was afraid to take power away from players five years later - ?
But now… Now it feels like they would rather balance towards the meta-players, as I guess more players want that?