D3 never had developer designed roles. The players themselves did that and Blizzard barely tolerated it, nerfing the tools players derived for their purposes on multiple occasions.
The players didn’t even like it. Multiple classes endlessly complained about being relegated to support status. Players complained about rat runs constantly.
It was, in the end, merely tolerated for its efficiency over other options.
Broadly speaking I agree with this sentiment, but the problem is that they have to make content for people who play hundreds of hours per season and content for people who play tens of hours. If the content can be beaten at level 50, or even 75, then it is trivial within days for the hardcore, vocal players who play many many hours. So they have an incentive to add more and more content to WT4 and to level 100+.
I think they basically have two options: make it take insanely long to reach 100 so that you have done everything over and over when you get there, or make it relatively quick to get 100 and then pace out a gear grind above that so that you are continually unlocking new stuff to face as you get stronger.
They tried the first approach at launch and what they found was that steamers were going to look for the most grindy, unfun ways to level because getting more XP was always better when you weren’t yet 100 (because it also leveled up the loot you find). When they tried to nerf those grindy ways, people complained they were nerfing the “fun”.
So now they are going the other way: compress the leveling portion so the content they have doesn’t drag while you level, add concrete progression other than levels (filling out codex, finding manuals), and then massively extend the possible level of challenge in the endgame.
I think they made a mistake with the campaign skip and the way they set up seasons to be post-campaign. They could have had way more interesting progression if you had to do the campaign on your first character each season (assuming it was built in a way that wasn’t agonizing to repeat, that is, without all the fetch and escort quests), and then got an actual progression of endgame bosses to fight through instead of a ladder with 2 rungs.
But that isn’t how it works, so compressing the leveling and opening helltide from the start makes sense. No one wants to spend 20 extra hours on the same content they’ve already done hundreds of times to reach the new Pit / masterworking stuff. By doing it with the WT buffs, it’s something they can walk back a bit later, as long as they fill the time with fun.
I agree with this as well. Their main mistake is with the lack of design with the dungeons, the lack of procedural generation, along with the boring repetition of the bosses. The second mistake is the lack of interesting character progression, no real choices with your character growth. This makes the actual content you run through boring and repetitive as sin, which just makes you want to accelerate through as soon as possible.
Only you can answer this. The best thing to do is try it yourself and make a decision for yourself. You dont need strangers on the internet to tell you what to do. Think for yourself.
For me as loot player the game is perfect. (As long as i get something nice now and then) a mount or a mount armor. I made 1 mistake and thats joining an social media group for the game. I saw all those show off loot and i instantly wanted TOO MUCH. But ubers have just a low droprate. And leaving the group wont fix it. When i did helltide at high lvl i already got more loot hungry. But now the group shows their ubers i want them too. But i also read someone who has every uber and he got bored. But when i started playing the game i was just mostly a solo player, exploring everything (except at a world boss) but once i added ppl to friend list for duriel runs it went a different way.