I want to start by saying that I’m genuinely happy with the direction the game is taking. The recent changes and what has been announced for the upcoming expansion show clear effort from the development team to improve the overall experience. There is visible progress, and that deserves recognition.
However, I believe that expanding content alone is not enough to sustain long-term engagement. Alongside new systems, there are still core design issues that need to be addressed.
1. Skill Tree Expansion and Build Diversity
The expansion of the skill tree is a very positive step. It increases build possibilities, encourages creativity, and should naturally improve diversity. However, this only works if players feel safe exploring those possibilities. Right now, balance changes—especially nerfs—often discourage experimentation instead of supporting it.
2. The Current Nerf Philosophy
There is a critical difference between adjusting a build’s power and destroying its identity. Many nerfs go beyond numbers and directly impact how builds function, such as reducing summons, lowering projectile count, or increasing cooldowns in builds designed around speed and flow.
These changes don’t just weaken builds—they make them less fun. Players can accept lower power, but not losing what made a build enjoyable.
3. Itemization as a Balance Tool
The game already has a strong system for balancing power through items. Instead of heavily nerfing skills, balance could rely more on adjusting items, reworking synergies, and introducing new gear.
This approach preserves build identity while still allowing the meta to evolve, and it supports players who enjoy experimenting with off-meta builds.
4. High-Tier Item Balance
High-tier items, such as Mythics and similar categories, currently have no meaningful limitation on how many can be equipped. This leads to stacking the strongest items and reduces diversity.
A potential solution would be to limit the number of these items per build (for example, one per character). This would allow them to be stronger individually while creating meaningful choices and opening space for more item variety.
5. Endgame Over-Reliance on The Pit
The biggest issue lies in the endgame. The Pit is not the problem by itself, but it has become the dominant activity. It concentrates difficulty, progression, and rewards in a single system.
6. Forced Gameplay Instead of Player Choice
Players are not engaging with The Pit because it is the most enjoyable activity, but because it is the most rewarding and necessary. Glyph progression being tied to it reinforces this.
This creates a repetitive and forced gameplay loop.
7. Pit-Centric Meta
As a result, the entire meta revolves around The Pit. Builds are judged almost exclusively based on how far they can progress in it. This reduces diversity and funnels players into a small number of optimized builds.
8. Builds That Disappear (or Never Exist)
This is one of the most important issues. When everything is balanced around a single activity, builds that perform well in that activity are often heavily nerfed.
Over time, this leads to:
The loss of builds players once enjoyed
Fewer new builds emerging
Reduced overall diversity
The game doesn’t just lose balance—it loses possibilities.
9. Lack of Real Endgame Choice
Players are encouraged to explore builds, but there is only one meaningful place to test them. This makes exploration feel limited and reduces the sense of freedom.
10. What Should Be Done
The solution is not to remove The Pit, but to rebalance the endgame:
Multiple viable endgame activities
Comparable difficulty across systems
Equalized rewards
Progression systems (like glyphs) available in more than one activity
Players should feel free to choose how they play, without being penalized.
11. A Positive Example Already Exists
The game already improved in one area by expanding how Mythic items are obtained. This reduced forced gameplay and improved player experience.
The same philosophy should be applied to endgame systems.
12. Final Thought: A Needed Shift in Philosophy
What is the point of expanding skills, items, and systems if players are still funneled into the same builds and the same activity?
The issue is not a lack of content—it is how the game directs players into that content.
Conclusion
The game does not just need more content. It needs a shift in philosophy:
From forced efficiency → to player choice
From one optimal path → to multiple viable paths
From reactive nerfs → to sustainable balance
I truly hope that the upcoming expansion, along with the new endgame systems such as the Plans of War, can address many of these issues. There is a strong opportunity here to improve the game in a meaningful way.