Expansion: no "mandatory" group content, PLZ

First, by “mandatory” I mean “any content necessary to complete/explore the main story or complete your build.”

(For example: Season is not mandatory. HC is not mandatory. But the Pit is mandatory.)

The expansion will have a “New PvE End-Game Co-Op Activity”, so: PLEASE don’t make it “mandatory”, or let me do it alone.

PLEASE, don’t repeat Diablo Immortal’s mistake.

I don’t play any games with “mandatory” group content for a reason. PLEASE, I don’t want to quit this game.


10/10/2024
This thread was created right after the first mention of the Dark Citadel, when we still didn’t know what it was going to be like.

I haven’t tried the Dark Citadel yet, but the little I know is that it is not mandatory (I hope I don’t get disappointed)

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I agree. I play Diablo to get away from the toxicity that WOW raids breed. If this is something I can complete with mercs or best gear isnt locked behind it fine. Im sure a lot of soloers are delaying their pre orders because of this co op dungeon.

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Pit isnt mandatory. Its only needed for masterwork to push HIGHER in pits.

No masterworks needed at all for every other contents hence pit is not compulsory if chooses so.

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If your build involves (For example) achieving a resource regeneration or a CD reduction that can only be achieved by Masterworking, then it is “mandatory”.

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It can be achieved from aspect /tempering system where raw power is traded off. With tempering system, raw power is much higher hence don’t need so much even on tier 100 NMD.

Hence from a non pit pushing perspective, pit is not compulsory but desired contents for certain players.

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I agree.

Speaking of pit, i do like the layout and drive it offers to find mats the deeper we go, that is needed i think.

Only problem i have is that WT3 cant MW, so i cannot for example max out a sacred character and call it there, if i want to MW i must build for WT4 etc. Not a big deal just a thing i discovered while playing a alt.

I guess its a shame WT3 cant access since they now opened the HT journey going back to WT2, feels like WT3 needs to be more defined and offer something, its a tough one though in terms of what and how to work around it.

Was thinking pits in WT3 could have a level cap like NMD, but then what happens to sacred gears MW cap, perhaps T1 master working is the cap for sacred gear, and offer a WT3 sacred only crafting material to polish it off might work? idk.

Wad thinking it as a option to build for time poor folks, and less skilled players would benefit from all the fun of WT4 but have something more manageable. and easier to run.

It’s not about power, it’s about capability.

A build is complete when it does what it is supposed to do and not when it reaches a certain difficulty.

A clear example is farming/speed builds, low damage but very fast builds.

I always make “fun builds” and my “fun build” needs Masterworking to work.

Thats what I am saying. Masterworks is crucial if you need to balance functionality w/o trading power away. 2H weapon/aspect vs 1h + source where CDR + RCR can be rolled. If you need high raw power, you want to stack right aspects on 2H weapons oppose to utility stats hence need masterwork to buff these stats in their respective limited spots.

Builds does not need to be completed depending what role it serves. For farming and speed builds in HT for example, whether you crit for 50k vs 50mil is essentially the same. Hence can divert dmg to utility w.o using masterworking.

First of all we have to establish what mandatory means to you. To me nothing in the game is mandatory, at all. It’s not mandatory that I get to level 100, it’s not mandatory that I go into a NMD, it’s not mandatory I go into pits.

All of these are options for me to enjoy the game. If I want to level I have a few options, now some may be more efficient than others but they aren’t mandatory. NMD are currently the only way to level up glyphs, but again depending on my goals, these aren’t mandatory. They will make harder content easier though.

I think what you mean to say is you don’t want content trapped behind systems where we feel obligated to complete them because there is no other alternative. NMD and Pits currently fall into this category.

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But my definition clearly says that “mandatory” implies “necessary to complete”.
If you have another definition, that’s fine.
We all have our own meanings for these things.

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Side tracked. New dungeon (raid) can be incentivized but not compulsory in groups. I am heavily favoured to group plays, but does not want to gimp solo players in the way current pit system gimp group players on rewards.

so as long as it doesnt drop required mats for upgrading, its not mandatory right? i can agree with that. it does sound fun though. never experienced a “raid” in an arpg before, this sounds fun

I don’t care if playing in a group is better, or has more rewards. Just don’t make it mandatory and I won’t complain.

Mandatory under the definition of the beginning.

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Lost Ark is the only one I can think of that has ‘raids’ per se. The open world bosses can be pretty brutal, but the 4 man ‘raids’ against dungeons and bosses can be quite tough depending on your gear score at the time.

I don’t think it will be what people are expecting based off the wording given in the description. Obviously we’ll have more information soon enough. I’m curious of course, but not jumping to any conclusions just yet.

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It’s a lot of fun… until you don’t have enough players or you get kicked out for playing the way you like.

It’s not fun for those of us who play at odd hours/days or “fun builds”.

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It’ll be dumb anyways if you don’t play 1 of the 2 broken builds for your class no one will want you in the group.

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The real dumb is the one who plays something that does not entertain him…

Yep. If you arent playing the best builds you can forget LFG because few want to play with people who arent running strongest class builds. If raids were in this season bash barbs and summoner necros would be picked over almost everything else.

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I agree with no mandatory group play. Don’t care if it is more/less efficient as long as its not mandatory for progression.

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In terms of s4 pit, it will be immortal shatter sorc + golem necro + support barb + another sorc/necro or flay barb/HS Rogue for some more consistent single target boss damage. Bash barb doesnt have enough upside and its bleed holy bolt spec overlaps and inferior to sorc/golem on AOE damage.