Came back for S4 - Renown still causes burn out

Besides renown, what account wide bonuses are carried to seasons??

I dont like it that much, but to be fair there are people that enjoy it and play the game for the campaign, etc… So usually in your first run you get most of the system.

Since they changed it to be a only one time thing, I can’t see a big problem with it, like if you didn’t enjoy it, you would never need to do it again.

If you don’t want to do it, then you don’t get the rewards. It turns out you will be fine - nothing in the game requires you to have those last few paragon points or lilith statues. Just do what you enjoy. If the game is fun without the renown, then just play it. If it isn’t fun when you’re not doing renown, it won’t be fun when you’ve competed renown either.

I haven’t done it at all either. I’ll polish off one region for each season where I play long enough, but so far that’s only been preseason, season 2, and probably this season. Maybe I’ll have it done by the expansion? If not it won’t matter.

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Damn, powerful words!! Best summary of this conversation.

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I’m just reporting all the posts at this point. No reason to continue any discourse when I’ve provided the answers.

  1. Form a party
  2. Split up and do dungeons (even in WT1)
  3. All members of the party get Renown/Codex entries upon completion

You don’t even have to port around. It just happens wherever you are. You can knock out a dungeon in 3-5 minutes, and in a party, it’s far less that need to be done. Perhaps “BackWhen” can party with this OP and they can have fun doing it together! Hooray, teamwork!

stop whining and do it once for 3-4 days and be done with it forever. like the other hundred of thousand players.

IDK about carrying from season to season but most of the important things in the game are “unlockable” as opposed to a drop or a “side-reward”… That’s kinda the issue, reduces the game into too many tasks/chores

  • Renown
  • Codex
  • Manuals
  • Horse unlock
  • Glyph leveling

Like, ALL of those things are a “chore” (do something specific to get something specific)

B.T.W. about the 20 Paragon points, that can be all the difference between being stuck at lvl73 or going all the way (happened back at S1 to me, I had only 8 points unlocked and it became a world of difference when added 4 more i.e. attached a 3rd Glyph on the board)

The problem with that IMO is something else. They keep developing and designing the game around highest possible expectations (as opposed to make the floor of the game feel better), as a result the “bad side” of the game doesn’t get the right type of attention

Even today the “failure” in D4 is a tale of 2 extremes:

  • Not being able to kill a single thing
  • Getting one-shot (or near one shot)

The point is failure should be embraced and developed correctly, like, 5% of the mobs should be a problem wayy earlier before either of those 2 extremes come to the forefront

But as is - the game (and sadly the feedback) is always based on highest possible expectations of success and highest possible distance of gameplay (neglecting, and perhaps even ignoring stuff that may or may not happen along the way)

Almost as if people want to have a “time filler” game as opposed to a healthy gameplay one, no wonder people are still being aggravated about the “little things” like Renown, it has never been addressed

The 20 Paragon points shouldn’t come from Renown, should just add some crafting/boss Mats instead, and just have Paragon start at lvl40… In return need kinda redesign mobs in a way where a minority but still some of them will pose some kind of a threat earlier (while also not being a 3 classes higher mob than every other)

TLDR ? - the game is too “busy” and not engaging enough until becomes exhausting… Need dial down on the “busyness” part a bit and find a way to make some specific stuff be trickier/more-threatening earlier and have a fine line where choices can make a difference and that be felt as gameplay evolves

Read the thread champ. He implied several 10-12 hour days to get it done, which just isn’t true.

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I don’t know, I don’t see renown as this big of a problem. If you the feedback of players that are playing the game for campaign and only one time, there are an expressive numbers that love this phase of the game and renown is good for them. Since they made it a one time thing only, I think it is a fair compromise.

I think Manuals and horses unlock are in an ok state, so I won’t extend too much here. I will just add that D4 solved part of the lack of crafting and skill customisation in a way very similar to other games in the market, in the tempering case it is even less deterministic than PoE and Last Epoch for example, tempering has a bunch of space to expand though. Since the big chunk of skill customisation is in items in D4, codex gives you a similar power to PoE gems but less grinding and complex, although I agree it still lacking comparing to Last Epoch for example.

Now glyphs, I agree that they are not in a good state, I have said my view for it before. I think they should be more itemised because in fact they are items, they could be socketable with special effects for gems and we could have unique ones but instead of being something to just raise your power like like in S2, the focus of them could be changing fundamentally the way you gear/feel you char (imagine a thing like Never do Critical Damage, your base Overpower chance is 10% or like igniting a chilled enemy applies frost burn) its levelling could be done by killing monsters of any kind instead of NMDs only, etc.

In summary yes, for Glyphs I think a lot of work to improve it can be done.

Yeah, about difficulty scaling yes, it could be better adjusted and also make a better use of world tiers for that in general too. However, as you said the feedback in this part from a big part of the player base might disagree with us. So it is kind of a miracle already that the Pits even get into a very hard stat for any kind of player at all.

My issue with tempering is it is YET ANOTHER collection. It is too static, stiff, and predetermined

I mean picture this: in S4 all of us have the same:

  • Codex of Power
  • Tempering manuals
  • Uber uniques

How much more stiff than that can things be ?, imagine if Temper manuals were instead an individual drop with much more randomized stats, i.e. stuff like:

Resilience package (1)

Life per hit
Barrier generation
Armor %
Damage reduction while injured X%
** Rolls: 3

Resilience pack (2)

Fortify % [10-15]%
Life per second [130-175]
Equipped aspect of Assimilation gains [25-50]% additional Fortify generation
**Rolls: 2

Resilience pack (3)

Fortify % [20-30]
Life per second [75-125]
Bonus fortify generated by Bash [15-25]%
**Rolls: 7

Resilience pack (3)

Armor % [5-12]
Max HP [800-1200]
Dodge % [6-8]
**Rolls: 1

Destruction package (1):

Basic skills damage increase [33-70]%
Mastery skills damage increase x[25-40]%
Critical hit chance [7-12]%
Conceited Aspect gains [75-125]% damage increase
Rolls: 8

You get the idea

The problem is people are “but we’re gonna hoard stuff in stash again”… Well yeah, convenience and quality of gameplay aren’t really friendly to one another, have to take the bullet there

Some thing it’s possible to find a fine line between the two, I’m more inclined to think that if we want to have a good and quality game should give up on conveniences. And I’m inclined to think even moreover the following - all convenience does is giving a better outside look while adding a portion of “exhaustion” to the game (prolonguing and elongating hurdles)

Regardless, “collections” are a bad design… They pile up, never fail (or if they do they have a built-in mechanism of failure and people will - predictably so - complain about it)… And on top of it all makes the game feel like a long series of “archivist campaigns”, i.e. chores

Need dial down on that and make RNG take over better (make that moment of excitement come from something more unexpected rather than being predetermined, and relatively reliable, sources of power)

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