Let me tell you a simple story (a one that started in 2023)
The game was great, until it wasn’t, and then they decided that “leveling needs to be sped up” so what they did is increase monster density (a.k.a. kill build diversity)
Then as a result of that the next “batch of fixes” also removed every single resemblance of monster CC (because it’s not the same getting webbed or shelled by 4-5 spiders or 10, and not only that it’s not the same getting shelled by a group of 7 archers or 15)
Which brought down the game experience in 2 ways, monsters were barely doing any damage (had to go down due to density increase, until scaling caught up at higher levels which was double the worse than it was previously), AND people were no longer interacting with the game, they were just doing blind button mashing
Then, because the monsters got gutted down to absolute oblivion - they added the Pit (along with few questionable mechanics)
Then they had to redo entire system of leveling, since the Pit was added the game had to cut down leveling from 100 levels down to 60 (with LoH that became 70) because 100 levels and 150 pit levels were simply too much exhausting for quite everybody
See my point ??, just because people wanted to “speed up” they did sooooo much damage to the game that the consequences can be seen/felt even today..
Which b.t.w. wasn’t true to begin with, what people wanted to happen is the game to break the monotony at higher levels of gameplay, i.e. not fight the same monsters from lvl30 all the way to lvl100 (like add a new attack or new ability to a higher level monster to make a difference, a bit)
Likewise the loot stopped evolving at ~75-ish (last 25 levels not a single new affix or a new item that could’ve broken that monotony), yet alone the fact that the affix pool was worse in the late game (too much affix redundancy: vs stunned, vs knockeddown, vs immobilized, vs frozen => one affix, vs chilled, vs mobility impaired, vs slowed => again, one affix, vs burning/bleeding/poisoned/cursed/affected by shadow => same, one affix)
But sadly the “popular” narrative out there was to simply remove all this (“damage on tuesdays” as they said), so the game struggled to even find proper gearing mechanism for longer period/s of time additionally
Why do people not like the extra powercreep ? - first of all makes stacking curses & crits a must-do (i.e. devalues alternatives) and more importantly it increases the amount of time they spend in the Pit
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What could’ve been done instead ?, a few extra monster types in WT3/4 (i.e. later stages of the game), and a new attack/ability of monsters later in the game (monster evolution). And as far as gear is concerned a few new affixes that “upgrade” the rest rolled previously (buff duration %, spellpower %, damage vs elite %, damage by resource %, lucky hits trigger twice, lucky hit breaks barrier, evade grants overpower, overpower does more % vs elites, something like this)
As far as “slowness” is concerned => XP gain could’ve been increased by adding XP shrines or simply some special type of a garrison event (or caravan in the open world, or even Arena maybe, which at the end of things became the Horde ultimately)
Instead of that they increased monster density (rendering useless everything except mass AoE and mass CC)
Yes, it’s “easy” in hindsight to notice and point out all of this but it’s also worth noting that it’s NOT THAT HARD if guided by the principle of “whatever the change, make sure not to break functional things”
Again - just because people appear to demand something doesn’t mean they mean it.. They’re just EXPRESSING dissatisfaction and negative emotions for a certain something that doesn’t work properly
IF monster design was so damn bad to begin with the game wouldn’t have had a starting rating of 9.3
Same with S14 - what people were expressing was dissatisfaction that they can’t spend their new currency in smart ways. That does NOT automatically mean remove all caps, it means a call for some analysis
I don’t blame the devs in this regard because it was a rather complex problem to identify (they clogged the process of gearing by forcing people to get same items but incrementally stronger repeatedly). It’s a hard problem to solve (better not do it but if done so - chaos armor only)
BUT, that doesn’t stray away from the fact that removing the cap completely was the wrong thing, because there are 2 consequences as a result of it:
- Renders every other activity less valuable than reaper spam (cause the only place where one can get the new currency)
- Renders every non-Unique gear useless (or at least much less considerable than it used to be)
Just increasing the “ceiling” doesn’t mean it increases the gameplay quality (in fact much more likely will make matters worse by disrupting the balance of activities). It was a red herring back and a subsequent mistake at S1 when the game got reduced to Helltide spam in S2, in S13 is again the same case
That being said, it’s foreseeable that people at one point or another will get “fed up” fighting the new boss repeatedly (like once Duriel was back in S2) mainly when people want to be DPS-pushing (cause in order to do it they’ll be looking for GA version of gear they have already, and in order to do that they’ll have to have a good abundance of the new currency)
Again - the “gear toilet clog” phenomenon - when people/players can only improve by getting a higher number of what they got already..
- The right thing would’ve been to first of all not do this mistake, but since it was done already just re-add chaos armor in the mix (only this time prevent weapon slot to roll in armor)
That way when people find a good chaos armor piece that “overlaps” with their single-crafted mythic, they MIGHT consider sacking it and craft another so that they use that chaos armor piece (and THAT is what does the unclogging)
The removal of the cap introduced 2 side-effects
- Having to spam reaper repeatedly, AND
- Rendering useless every non-Unique
So - every single change is a ying-yang tradeaway, not a simple ying gain (you always have to consider what gets broken in the way). You’re welcome discussing this further if you like.
Making sure that the cure does not become worse than the disease is KEY
Whatever the change, side-effects should be reduced to as minimal as possible (especially at the state of things where people seem to be generally pleased)
Giving people willy-nilly what people are (or appear to be) asking without making sure that there’s no sledgehammer used to break what works is always a potential Catastrophy in the making (perhaps you won’t see it on day 1, 2 or 3, but you’ll see it like day 20)
Otherwise they might as well continue with massive overhauls and reworks one after another - for the sake of a change cause people get “bored” with one or another part of the game, and in all that chaos and dysfunction hope that “Thanos” will one day snap the fingers in the right place and set everything in the right place 
If this is a problem, you can surely go back to where you were happy.
(If you’re generous somewhat or wise enough, you might want to share back this message)