Arguably agreed. There were balancing issues back then (that today also exist but are pushed for pit levels as opposed to regular levels)
Itemization update was a “miracle cure” to fix a few things at once, but yes, early game suffered in quality quite a bit in return
The main reason is slower speed of progress makes every design (or activity, or feature, or reward even) viable. Fast progression creates issues of hoarding, piling up, abundance, e.t.c.
But, not every slowing down is a good slow down, this requires more work (and more importantly vision) than just adjusting some numbers
Same as above, need more clear “milestones” within leveling itself or slowing progress down will have no purpose
By adjusting HP ?
jk, wanna point out that things need to be taken a better, bigger, more detailed look…
Difficult things aren’t good cause they take longer to beat, difficult things aren’t good cause they have a couple of deadly/ier attacks, difficult things are good cause “combined” they pose something that I deem as very important and that’s “diversity of challenge”
Here’s the thing:
There should be better ideas/visions to how progression/impact will work (for ALL sources of power in the game)
ALSO - all that mindset (or approach) of looking for “easy fixes”, “game changers”, “miraculous cures” must go away… Need have VISION first, not some kind of barely possible obsession to “fix all at once” (or sacrifice earlier game to fix something that happens later)
And step - by - step things need be adjusted (and improved), complicated or simplified, depending on that vision - on a longer stage and a longer run
My personal idea/approach/way to make that possible, is to make the game LESS PREDICTABLE and LESS DEPENDANT on account-bound bonuses… Make leveling up runs more differ more from one another
Does not have to ALWAYS be different, but start from there
- Remove ability to craft NMD Sygils (or at least the ability to reliably salvage and craft)
- Remove ability to reliably open Rifts/Pits
- Remove all “reliable” sources of activity and individualize them (even from early as lvl35)
A pit scroll dropped when fighting a boss at lvl35 ?, fine, open up a pit with monsters at lvl40 (why not be able to MW earlier stuff ?)
A NMD “recipe” dropped ?, nice, combine it with another to create a real NMD run
In return individualize/differentiate the types of rewards for these kinds of runs
TLDR #2 ? - the game should be EXPLORABLE FIRST, as opposed to RERUNNABLE FIRST type design
Yes, there are some easier/ideas of how to improve/fix stuff in the game but the overall paradigm/approach should change… The “right things” in the game should be added from right kind of approach as opposed to being a rare instance of luck