Endgame is so freak boring...!

I am confused…

Which part of endgame is not understood?

If you’re at the end……

Not sure you are understanding the argument. It was said there was nothing you had to earn to unlock more content and I pointed out that actually you had to be strong enough in the pits to unlock Torment 1 which made available the boss ladder and Ancestral items/affixes. Depending on your class and build this was not extremely difficult but tougher for some. The point remains it is there.

Even Running baal is much better than running pits … that is the problem …

What are you on about ? I’m in endgame now ; all I have left to do is 20 paragon levels and all content is cleared ….

Nice try pal

Endgame is not the best, but there are two bigger problems: bad balance and terrible loot.

Speaking of the nice DIV loot. Im still having fun grinding and hunting for an ancestral unique crossbow. I have the strange feeling this hunt will never end. :thinking:

Well i hope you get an achivement or something when you get to paragon 300?

I’ll leave my opinion the endgame is boring not because of the lack of content (currently) but because of the game’s base:

The character build is weak, simple skill tree, many skills in items (aspects) that could very well be inserted in the skill tree (I’ll never stop repeating this), the decision to make this part of D4’s itemization the same as Immortal’s I’ll never understand, but I’m sure it’s Rod’s doing. With this change alone I think it would increase the feeling of reward when leveling up, in my opinion, because we would put more emphasis on the character’s evolution.

The total focus on reaching level 300 right away to have all the points on the Paragon Board (even though you don’t need to reach 300 to do all the content in the game) is harmful to the game because we have the false feeling that we must reach this point or nothing will be good enough, especially since I currently see that many people compare themselves to other players/streamers. I think we could very well earn Paragon points as we earn skill points, turning the Paragon Board into a passive skill board that tracks the character’s progression from level 01 to 100.
Building a character from level 01 to level 100 is more than enough to keep a player engaged if the design is well done. The quest to increasingly scale the character’s power that Blizzard has been doing since Diablo 3 takes the game to a lazy development side, as the recipe is already ready and it just needs to be adapted to another game and repetitive for the players. Although this worked to a certain extent in Diablo 3, it is not enough to sustain Diablo 4. A long leveling process will keep you engaged to a certain extent, but it will come up against the obstacle of boredom due to always doing the same activities just to earn more points to be able to do the same activities on a higher difficulty where the only things that change are the HP and damage of the monsters.

Glyphs could be evolved without being tied to a fixed activity, but in a natural way, as we use related skills. For example, a glyph that increases damage over time could level up as the player gains experience points using skills that cause bleeding or poisoning. Glyphs that increase the points of normal/magic/rare nodes usually have a bonus linked to skills and would gain experience when we use these skills. This change, allowing me to evolve my character without being tied to an activity, makes the process of doing that activity more enjoyable because I know I won’t need to do it 500 times to level up the glyphs. I believe that this way, by leveling up the glyphs in a more natural and free way, without the RNG with the possibility of failures (here they turned the glyphs into legendary gems using the same recipe, in other words, lazy development), this process becomes more enjoyable and we don’t have to be stuck in just one activity. The game’s crafting is very simple, full of RNG and still limited… I can’t turn lower-grade items like magic items into rare items, I can’t turn rare items into useful legendary items (because it’s missing an affix), I can’t turn legendary items into ancestral items, I can’t turn a legendary item (ancient or not) into a unique item. All of this is available in two other competitors, and even if you don’t always use this option, it can be useful at some point to get the perfect item.
And besides, the crafting doesn’t make much sense, I mean in the logical sense, we melt two mythical items (a ring and a helmet, for example) so that they become a spark and then it becomes a giant weapon. In other words, it’s simple so that the player doesn’t “waste time” thinking about how to adjust the item and can focus on doing the activities, and it can happen that the same player who doesn’t focus on anything other than doing the activities comes here and complains about not having anything to do and that the game is boring.

See, a well-designed leveling that takes about 50 hours to complete may seem long to someone who only has 2 hours a day to play, but if it is well-designed where you feel like you are evolving, you are seeing that your character is evolving both in skills and in glyphs and paragon, where the player spends some time (maybe not 1 hour but about 20 minutes) adjusting their item and realizes that it was relevant, with less RNG with a more accurate and deterministic farm and crafting (but without guaranteeing specific items, there is no problem in guaranteeing a unique item, but do not guarantee that it is item “X”), at the end of this time I believe that the player feels more satisfied with the progression and the player would not be doing the Pit level 100, he would still be somewhere around level 75 and here would begin the hunt for the final items and the touch-ups in the character’s build.

For me, the problem with Diablo 4 is much more than the lack of an endgame, because I think the activities we have today are cool, I just can’t say that about Dark Citadel because I didn’t do it and I don’t intend to do it (I’m one of those who complains that D4 is turning into an MMO). The Pit is cool (because the rifts were cool), the NMDs are cool (they just need to be more relevant), the Hell Hours are cool, the Hell tides zones are cool, the Uber Bosses are cool, even the new seasonal dungeons are cool (I hope they stay in the base game). The big problem in my opinion is tirelessly evolving the character just to do the same activities but on higher difficulties where the only thing that increases is the HP and damage of the mobs and tying the evolution of the glyphs to a fixed activity, a quick leveling but that becomes extensive and annoying along with work to make everything simpler for the player to focus only on leveling, I say this for the simple itemization, simple skill tree and simple crafting full of RNG.
The problem with Diablo 4’s Endagame is the basis of the game, because they can put all kinds of content and people will always complain about the same problem, a boring and tiring game. Another problem is also the immediate maximization of the character by players who insist on comparing themselves to streamers who are paid to spend the whole day playing. No one will have more mythics than streamer X or level more than streamer Y. Not reaching level 300 or not having all the mythics should not be a demerit, mainly because this should not be something that excludes the player from doing a certain activity, this should just be the refinement of the build.

I apologize for the long text and if it was a bit repetitive

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only thing I can really contribute here is if you’re into maxing out your character with uber gear for endgame purposes. If not, the only thing I can suggest is create another character

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AI summary of your wall of text

  • The character build system is weak due to a simple skill tree and reliance on item-based aspects.
  • The focus on reaching level 300 quickly to maximize the Paragon Board is detrimental to the game’s long-term engagement.
  • The leveling process, while long, becomes repetitive due to the lack of meaningful evolution beyond increased difficulty and damage.
  • Glyph progression is tied to specific activities, limiting player freedom and enjoyment.
  • The crafting system is simple, relies heavily on RNG, and lacks depth and customization options.
  • The game’s foundation, including character progression, itemization, and endgame activities, contributes to a sense of boredom and repetition.
  • Players should not feel pressured to maximize their characters immediately, as it can lead to frustration and burnout.
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sadly D4 has content for maybe 3 weeks. than its “been there, done that already a couple of hundred times” … no real rewards worth playing more than necessary

thank you very much!! :smiley: