Yes, plenty of talk these days about class balance, or balance of builds within classes etc, but I’d like to talk about another type of balance entirely.
I would like to see some focus on the balance between boredom and frustration. The good news is I’m happy to say I see D4 living comfortably close to the center on this scale, BUT “it could be better”
My biggest complaint about S5 was that I completed the season journey on day 2 of the season leaving nothing to really do aside from endlessly farm ladder bosses in the hopes of the improbable 4-star Uniques and Mythics.
After that experience, I like the general direction that the game has gone in for S6! it feels more challenging, and I am able to spend more time actually enjoying the game. However, … I am beginning to get annoyed that my main char with over 300 hours of play time still only has one of 5 aspects at max and only 1 other beyond the max non-ancestral cap, meaning after a month and a half or so and 300 hours played, 3/5 of the aspects I am using have not dropped any upgraded value whatsoever for me. This does not feel good.
In S5 I was able to farm mass amounts of MW materials in the hordes and get a stockpile to where doing 1-2 hordes per day was enough to replenish and prevent me from having to worry about running out even with many characters (i think i had 8) needing mats
In s6 i have had to decide to abandon some alts as i cannot afford to MW their gear. this does not feel good.
I would like to propose that we add an additional dimension to drop rate scaling and apply both dimensions to all drops not just Uniques and Mythics. Why not scale either the frequency or volume of other drops in higher tiers where more resource is being consumed?
Now for something completely different! - I fully get the idea of extending the fun! So i can understand why we would not like to see a return to S5 loot raining from the heavens everywhere, but… what if there was a time-based progressive scaling, where resources gradually became less rare and more voluminous over time through the season? It seems to me that this would not cause god mode in week one, but would give season long payers a better shot at getting any kind of upgrade within a play session late in season when they already have everything easy to get and only mass resource requirements and RNG for high end items stand in their way. Not to mention better chances of completing characters to their desired end state.
Ok D4 community over to you. /flame /agree or w/e it is that you want to do