For future reference, this only happens if you are the very next person posting and the post you’re quoting appears just prior to your new post with no other posts in between. In an ideal world this indicates your post is in regard to the preceeding post. In reality it does take away from easily viewable context, which is the entire purpose of quoting. It’s an anti-spam feature that doesn’t really work as well as intended for its stated purpose.
This is actually one of the biggest pet peeves of most players. Timed activities can be a good thing, but having to center your entire session around nothing but timed activities (yes, that’s plural) makes it more like clocking in for work than sitting down and enjoying a game at random. What’s even more aggravating is that both the Helltides and world boss events are on variable timers, so either way you’re still playing whack-a-mole with them unless you look up a specific account on the skewered bird site that “predicts” the next spawn time. Why can’t we have that information in-game? Why can’t we see it on a dedicated Blizzard page? The account currently doling that information out has to be pulling that info from a hidden API or else they’d be wrong a lot. There’s zero reason Blizzard couldn’t have the side areas of their D4 fora with an events feed for example. Pull from the API and slap it in a post on the side of a forum page. Twitter feeds had that functionality for years, long before Diablo 4 even came into development.
Most players’ frustrations with the game can be boiled down to wonky or just outright bizarre mechanics. When a game has a solid core but is failing almost entirely on mechanics, it’s still quite salvageable. Conversely you could have the best mechanics of any game out there but still have the game fail if its core gameplay loop is wholly unappealing to players at large. Diablo 4 is caught in between those two extremes where its has a plethora of questionable mechanics (e.g. “Mythic+” and Helltides are the only real endgame loop), and a mostly solid core gameplay loop that’s hampered by bewildering things like how the mounts are controlled or dreadful fetch and return objectives in dungeons.
An example of a blatantly timed mechanical change was the EXP nerf that came with patch 1.1.0 wherein as you level up in a difficulty tier, past the entry point monsters are always five levels below you (primarily applicable to WT3 and 4) until you are 5+ LVs above the tier’s highest level range. This was implemented just prior to season 1 starting, where we’d gain access to the EXP “boosts” from the battle pass.
From Maxroll (the most easily readable explanation vs. other sites implementations):
That hefty -50% EXP modifier more than outweighs the pitiful +8% EXP “boost” we get from the Soul Ashes. Leveling up is actually more obnoxious now even with the “boost” than it was previously. Unless you do what they’re trying to make you do, which is funnel you into nightmare dungeons (NMDs) and Helltides almost exclusively. You see the EXP penalties they implemented thanks to monsters always being five levels behind your character past a certain level in a world tier applies not only to the open world, but the regular non-nightmare dungeons as well. This includes the dungeons marked as Whispers. If the intent was to make the game feel more fluid and less of a slog, this is not how one goes about it.
If the devs would quit leaning on mechanics that effectively shoot themselves (and their credibility by proxy) in the foot the game would be in a much better place. Making things as difficult and/or convoluted as possible for your players is a surefire path to driving them to other games. It’s the reason Path of Exile, while a great game at its core, has thus still been limited to such a niche audience. Diablo 4 isn’t a game you just pick up and enjoy, it’s one you almost have to work on, and that’s what drains the most fun out of it.