Requiring materials to engage with end game bossing is one of the worst design decisions this Dev team came up with.
It’s just a way to force players to engage with systems they don’t necessarily like as individual players. Not everyone wants to engage with whispers or helltides but we are forced to if we want to the main endgame content we were given.
Hours and hours of farming just to spend a few minutes one shotting bosses is the pinnacle of disappointment.
The beast in the ice dungeon setup is perfect. Just put all bosses at the end of dungeon that requires you to kill all the monsters in it to fill a bar to unlock the boss room.
Stop gating bosses behind mindless material farming chores.
only the mats user should have a chance at uber unique (to avoid RMT/ PAid run)
90+ tier NMD Dungeon end boss should have a chance at dropping uber unique (like 0,2% or something since it wouldn’t require mats)
and if they would reduce the cost of mat by two they should reduce the drop rate of uber unique and regular unique by 2
also : if they remove mats they should make it so bosses are at the end of a dungeon and only have 0,2% chance at uber unique and like 25% at regular unique.
Lets face it - most classes can kill Duriel under 30 seconds, barbs one shoting him - if it no material (or prep-steps) involved he would not be end-game boss :D. Or you prefer alternative? Like Lilith? the boss you can’t beat w/o optimized built and well learned script?
Another alternative is to remove mats and significantly decrease the drop rate to compensate. Get rid of the guaranteed regular uniques off boss killing and turn off smart loot.
You can’t do this unless you notably buff Duriel and second if I got it right you suggest replace one grind with different grind. If you ask me what is more fun - do hell tides - death tree - grigorii - varshan - duriel cycle OR do just Duriel that have low % uber unique drop … well first option win hands down.
Basically you postulating that only HOTA Barbs should have access to the uber unique - nah, thanks thou lol
how so ?
you still get free 925 items, a nice unique (albeit not an uber one) and kill duriel very quickly.
i’d say it’s pretty huge.
but i guess it doesn’t go well with the agenda of players wanting to get paid run (and get uber without farming for it…in a farming game…) or be paid for it.
eitherway, if they want to remove the existing paytowin , along with bound mats it has to be either this (only mat user get a chance at uber) or EVERYONE has to pay mats to get in the run.
otherwise it’s RMT and wallet warrior fiesta as it is currently.
and considering gauntlet and leaderboard is coming, that’s pretty bad.
I dont want the materials to be non-tradeable, incase I want to give my clanmates 1-2 mats so they can run Varshan. But i would say to maybe limit the quantity tradable so trading at higher quantities is aggravating for those RMT folks.
I only play with a friend of mine and our shared duriel runs is the only thing that gives us a little dopamine anymore in the feature-barren game D4 is.
Free 925 items, great, no need for those one week into the season.
A nice unique that we have seen drop 37 times already and that will not improve our build the slightest?
You would say it is pretty huge? really?
I could not care less about desperate players paying for their gear, I don’t compete against them, I’m trying to enjoy a game.
Remove shared duriels runs and you will kill p2w (but to win what exactly? leaderboards dominated by account sharing streamers with their armies of simps?), but you will also kill legit MP, and there is one thing this game needs, it’s stuff we want to do.
and i still fail to see how it would kill that shared run.
in case number 1 : only the mat user have a chance at uber unique
: you would still have overall more item that playing solo, and considering how quick duriel is to kill (30s or so) compared to the gathering of the mats themselves i truly fail to see how it would be problematic…30s kill for XXmin of farm for the mats…yeah …how bad 30s can be…
in case number 2 : everyone has to pay mats :
Well you are still playing together, it’s just that everyone has to pay for it and not get carried, it’s still teamplay though and content you enjoy together.
both option wouldn’t change how i play with my pals and how they play too , we often discussed about it.
considering how unique have a lot of various roll possibility, and how important lv 925 ancestral rare are especially if perfectly rolled : yes.
what they could add though , is as i said : alternative in high NMD to be able to get uber without needing to farm mat.
Well think about it. Summoning mats like likely the reason the drop rate are so high. Ubers are uncommon at best. So by the OPs logic instead of getting 2 weeks of gameplay per season it would be like D3 where you get 4-8 hours.
There needs to be chase items and tbh doing 15 min of helltides for the 2 275 chests by mowing down monsters isnt bad. I dont get why people would want to play an arpg without some type of grind.
Everythings become so casual there isnt even enough to do. I had to move to a different game weeks ago just to fill the void before midseadon comes out.
Yeah, just like you can do in literally all Diablo games. Where there are entry fees like say Cow level or Uber Tristram, it’s either a quick fetch or you’re guaranteed the drop.
30 seconds for items I don’t need = run is useless and uninteresting. Even if it takes 30 secondes, or 20, or 10. Endless hunt for +1% efficency on 925 items is not valid content, as has been discussed to death. Your are effectively halving the rewards (the good ones, uber uniques, the only thing that makes a difference, the only part of itemization that brings joy) for people playing in duo (even worse for people playing with 2 or 3 friends). If I want a batch of 925 garbage I’ll just run a crappy 90+ NM.
Option 2 sounds okay is the mat cost is split and not increased.
Not sure if we are on the same page. I am against on single mob end-game activity since its terribly boring. Even if you are not buying Duriel mats it’s not THAT hard to collect enough during leveling up/glyph leveling up process. Now you also have an option - either work as oneshot HOTA barb to carry people over (and not farm mats) or you can farm mats and get 4 member team to have 4x runs with same number of mats.
Been really old guy who played Ultima Online and Diablo I - I can tell that biggest killer of MMORPG is need of grind, let me correct myself - need of mindless and boring grind. And what is the biggest driving force? - well new content (which is D4 giving via Seasons). You see most of players aren’t seeing MMORPG as a second job hence a bit of the grind is fine but turning entire end game into “The grind” is not.