First of all, I’m assuming that they announce the right changes, Crit gets some wrench, Vuln no longer is the “go to” thing to combine with it, there are some other affixes that gain traction, new affixes are added to “mix things up” a bit
And say that itemization perhaps isn’t as much improved, but definitely much better than it used to cause now more affixes can be worked with, so IYO what would/should the question/focus of further improvements/discussions be ?
In other words - assuming we get another source of power/progression in endgame other than re/running NDMs and itemization becomes well/decent represented for each possible build, what would the “next big thing to fix” be ?
Well, to me gets kinda obvious in statement at least addressing the “frustration” of the (end)game. But that also implies a simple fact - in order to determine the right decisions, we have to understand where that “frustration” comes from in the first place
Perhaps people might not agree with this statement but I’ll start my analysis from it as a ground-point:
- Getting stuck at one place is frustrating, getting stuck at 2 is a hint for learning opportunity, getting stuck at 3 is the real opportunity
(Well it’s kinda a reverse thought from a known sentence that “having one choice left is bare survival, being stuck with 2 is exploit, but having 3 or more choices is a freedom of choice”)
Right now if (say you haven’t but if you did) get stuck in D4 what was the main/common reason for it ? - was it cause your build was bad ? (I’d argue no), was it cause you played bad ? (maybe at an occasion but that does not explain the potential high frequency of struggle at times)
That being said - the reason is most likely 99% the following:
- Got stuck cause not enough DPS to break the “threshold” to 1v1 kill a “greater” elite (and even more so - struggle vs 1 also implies struggle vs all of them (or at least the majority)
Perhaps one might say just get more damage - well, that goes against the abovementioned “formula” for fixing things and reduces the importance of increase of difficulty in the late game
In other words - to fix the frustration and turn it in a real-opportunity learning struggle have to add 2 more sources of it to the mix, and perhaps there could be more ways but these 2 kinda seem obvious (at least to a point) to me:
1 - different source of struggle (other than high HP your chosen way of DPS can’t overcome)
2 - different source of struggle in combat category (other than being unable to win 1v1 vs a high-HP elite)
1st one may be partially fixed relatively easily - add different “upgrades” to mobs… Instead of increased HP - increase armor, resistances, regen, aggressiveness, or cast rate… That could be enough to “break” the monotony of what “characteristics” we struggle against, but the second is a bit more tricky
Namely the “problem” with D4 seems like shared/inherited (seen/experienced it in Grim-Dawn for example)… The fact that you kill 99% of mobs in first 5 seconds, and then play 1v1, 1v2 or 1v3 for like next 3-5-10-15 minutes… SAME PROBLEM with D4, not enough DPS (or not enough over a minimal threshold required) results in a long “skirmish” against a few that may or may not end up well (depending on how often you’re forced to disengage or even how much the mob endured and it itself just disengages)
What if we could make it so that there are other reasons ? (more or near-equal monsters spawn at the rate you can kill), or some mobs are really well equipped vs what you’re trying to pull off in your build ?
The differences in the latter case may be subtle but can be distinguished… The first one is obvious - need an alternative/advanced re/summoning mechanism in the game
TLDR - yes, talked about this before but would like to summarize it in few steps really:
1 - Remove Increased HP. Add Increased Armor, Increased Resistances, Increased Regen, Increased agressiveness, Increased cast rate…
2 - Revert density increase and add proper summoners (improved if need be), but more importantly - especially at the end game add “summoner factories” (i.e. “buildings” that will churn-out new mobs at a near-clockwork rate)… But in order for this to work perhaps have to think of a way to reduce the effectiveness of AoE a bit
3 - Think of diversifying challenges (therefore sources of struggle) in general… Let’s say that there are 3 sources of assets that the player can use/capitalize (single-target snipe, interrupt with CC, interrupt - or keep interrupted - by using Overtime)…
Think of new ways how to make each of these relatively common assets at a player’s disposal “shine” at a time where the other wouldn’t (or at least wouldn’t as much), here are some examples to try:
- Barrier that’s channeled on another mob (CC the source/caster to prevent it)
- Buffed stat that is interrupted under CC (increased Armor/Res/Regen or other defensive buff being negated from/under CC)
- Growing buff-sources that can channel a buff to another mob nearby (such as growing blood boils increasing damage to a certain Vampire nearby but being shrinks based on duration of that engage (overtime has the advantage here, as it’s the only way to target-dps multiple targets at a time hence keeping most of those “buff emitters” reduced/downgraded/shrinked…)
- Snipeable utility/ies (for ex. Nangari Oracle Eye that stuns becoming Snipeable or the larger Missiles that say Succubi launch) - by adding things like this rewards both - single-target gameplay as well as player’s focusing skills
By doing these 3 changes - gameplay (or at least the sources of struggle) will get diversified, people will no longer get stopped (if/when that happens) by the same source of struggle over and over again, reasons will differ (and therefore will the respect for the game)
That’s IMO like the next “must fix” feature for the game before things get really much better and worthy of a long/lengthy journey and challenge…
BUT, keep in mind, still kinda vouching for the “what’s not broken don’t fix”, so these mob-buffs/changes would be something intended either for WT5 or for WT4 (with exception of “summon factories” buildings/units, those could, and probably should, occur here & there but at smaller numbers somewhat early)
Whaddya think ?