Progressive Content & Power Scaling 2bornot2b

Type 1 (Season) - Progression with a defined level cap. Most players should achieve this or close to it 3/4 of the way through a Season. Either with exceptional RNG and/or playtime, players may bring this down to under 1/2 of a Season. Some players will achieve this at the end of the Season or not at all.

Type 2 (Eternal) - Roguelike with near infinite progression. Progression slows with diminishing returns past Seasonal cap. Seasonal mechanics from the previous Season get introduced to Eternal while the newest Season is active making it one Season behind effectively. This lets players finish out a Season, skip one, and always have something to look forward to.

The bones are there but Blizzard is not using them.

or maybe just implement this idea starting after pit 65 where torment 4 is unlocked…

Which just makes it a separate game mode.

Let me remind you of your own qualification:

How can we make more power available to players who want to push higher and higher in the pit without making all torment tier content trivial for players who don’t care about pushing pit.

All of the suggestions have been to make it a separate game mode. Even if you do it at 65+ you’re now just moving it to a separate game mode. This in effect trivializes all torment content. Gear stuck in pit = trivializing gear outside of pit.

I need to be clear. You’re not the first person who has asked for this kind of thing nor is this the first game which will eventually try to make it work but it never works. Endless mode hasn’t worked in 3 decades of trying for it. And why not? Because endless mode is, by definition, frivolous. If every next step is worth x% more power then the prior step is pointless and void and the current step is empty and meaningless.

All of the prior ideas are being listed but they already existed. All of them. They don’t work. They haven’t solve the problem. What you seek would require a really revolutionary way of addressing the issue that would be beyond mere characterization because you need both some kind of stat bounding but also some form of uncapping and it can’t be through the same conduit, i.e. better items and stat squish aren’t the way forward, you would need an entirely separate system, a truly separate but universally accessible stat function to get it to work.

Yeah, there will always be some players who want lots of reward with no challenge. this isn’t new.

D4 tried that in S5. I finished the season in 2 days.

Thanks for all your input. it is clear you have no interest in playing this way. Many will share your opinion. Many will not. Such is the nature of a large game with a diverse player base.

I tend not to try to argue with people who say things are impossible. I just get on with trying to make them possible :wink:

Or in the words of a fictional “Ancient Chinese proverb” i once saw someone invent to convey this idea…

“The man who says it is impossible should not interrupt the man who is doing it to tell him”

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Let’s just forget about this season and the joke SB is. Next season, no one will be clearing Pit 150. No need for any power scaling. If you consider that the current Pit design is offering challenge but is not scaled high enough, you should again be satisfied next season.

There is unbalance between the classes and unbalance between the builds within a class. This is how the game works and I am not seeing that change anytime soon. For me what is important is that everyone can make it to Torment 4 and be more or less comfortable there provided he has good quality gear.

As for the Pit, it is fine that not everyone gets to the same level. Make sense, not all builds are equal. What matter is that there is challenge for everyone and challenge is not increasing enemies HP and adding a timer.