OP is complaining and he isnt new to the game yes your very first playthrough might take 30-40 hours if your getting everything. After that it takes 15-18 hours for someone who knows how to kill mobs.
In S4 with the next buff it will be 20-30% faster with the xp buff.
I think the game should be made more interesting so there is no need to want to rush to the end. If the game is fun to play, and there is meaningful progression while doing it, people will not worry about getting to 100 just to âstartâ playing the game.
If my employees cannot set reasonable expectations for themselves and the company, then they should become a YouTuberâŚas they will not have a happy life with my company.
Besides. It is a good way to get hated amongst your peersâŚ.and that never ends well.
Letâs assume that we want to attract more people (and retain existing ones), what is more likely to do so:
1 - SSF mode
2 - PvP arenas (or arenas of more kinds)
3 - more post 100+ stuff
??
Iâm saying the 1st one has merit, 2nd one has merit as well to some letâs say competition-first which is a limited playerbase, but 3rd ?, thatâs what is already in the game, plethora of
And no, I find it interesting when I complain that the game is not challenging for too long and yet people mistake that with itâs not easy enough (or should be shorter to level up). How about not guarantee the level up ?, and actually make things a bit trickier ?
You guys say effort should matter ?, sure, but guess what - success shouldnât be guaranteed either so it evens out, it will work both ways better - those that play long hours will spend less hours fighting vs lvl130 and more vs lvl105-110 (with less chances to ask for âmoreâ when done fast), and those that donât play long hours will meet some meaningful content at lvl ~70-ish/75
I think with a good codex unlocked, updated powers, and with tempering itâll hopefully fell much better to level and try new builds. This isnât even considering improvements to base skill damage based off weapon damage, minion improvements, new tags on skills/abilities, and so forth.
Now for me the early levels do no just zip by. When I log into the game i literally just start doing seasonal quests, events, and maybe run some dungeons for experience. I donât zoom to WT3 in 3 minutes like others do. This is why Iâll be trying out the PTR tbh.
These changes are definitely going to make leveling alts a looooooooooooooot quicker and far more enjoyable I think. Now they just need to work on making NMDâs more interesting and fun to do when leveling glyphs, since that is a real chore that is not fun at all.
They need to either tie seasonal mechanics into NMDâs and potentially keep a few of them. Or, they need to add ways to gain glyph exp while doing other content, like stuff out in the world or other things. Either way NMDâs need something changed. S3 Vaults where kinda fun, I think mostly bc of the mob density, since traps could be ignored lol. And the End room was kind of fun just blowing up waves.
Honestly getting glyph xp from world bosses, legion events, and reclearing forts if they respawned could be one way to do that. Also perhaps some xp for Helltides? Wouldnât have to be the most efficient but something for it might help.
I could propose literally tons of ideas for how to make NMDâs somewhat more interesting. For example, there could be a bonus boss room with any chapter boss in it, buffed up, and once finished you get a chunk of glyph xp in that NMD. Call these Fractured Dungeons much like fractured realms from D3.
Perhaps like in PoE Maps, you can customize your NMD Sigil key and add affixes, bonuses, and more to increase that key levels danger but also rewards the way you want via Tormented Sigil Affix crafting. You could even go crazier and have, like youâre tempering it, unique stones that will spawn a select pool of mobs from any season or area of the game, and even rare unique/legendary/uber unique boss rooms.
SSF would just keep current players happy because a few dozen have asked for this. It would be an incentive for newer players, but not the main factor.
PVP Arenas, again would help keep a few dozen players happy, but everyone knows you donât buy a Diablo game for the PVP, itâs a known fact.
Now more Post 100+ Stuff with faster leveling to reach it sooner would make perfect sense. People would get into the game, see all the bells and whistles, see what was at 100+ and probably think to themselves, well I can have fun while leveling, but it really gets interesting when I hit 100 and I can do even more. So now I want to get to 100 as soon as possible.
Not that your way is bad mind you, but think of the core audience Blizzard is trying to attract here. The casual player base who doesnât have a lot of time on their hands, so they make the systems easier for them to engage in all the content the game has to offer. Itâs not rocket science, itâs quite literally casting a wide net and seeing what you can catch, which will in fact be the majority of the player base.
Now Iâm not saying your way of playing the game is bad, by any means, but itâs not what Blizzard is going for clearly. Youâre thinking it from your perspective only, and not Blizzards. If you watched the Campfire and heard Joe talk, he specifically said they want to get people to 100 sooner so they can have fun in the endgame content. You may disagree, but itâs the current direction they are taking.
OK, have at it guys, just expressing my experience and concern, and frankly some frustration. Doing same stuff for longer without pause does not strike me as a casual-friendly experience tbh, but if thatâs what people feel like, thatâs fine, will try adapt, redo the approach, and provide ideas some for improvements (sooner rather than later)
Letâs see how Leving will turn out⌠there should be unique Tier 1 and 2 exclusives that favor little-used skills. Starting with 9 potions, more altar statuses and 8 more skill points is not fun. They should be delivered accordingly with the season missions. Make some sacred items become ancestors and some ancestors become 925. Maybe a prize from a season mission. This makes some items useful in the end game. The climb should be more challenging and fun.
I think they do a pretty good shaking things up season to season. Every season brings a new theme with a new questline, different zones, new powers, new rewards and different ways to play your builds. Not sure what more can be done to make releveling every three months more fun.
And I canât speak for players that think this is WOW and rush to endgame only to complain that there is nothing to do. ARPGs are suppose to be about the journey, not the destination. People that want to rush to endgame need to stick with MMOs and stop trying to ruin this genre.
The base game without seasons needs to be more interesting. The main thing would be to improve the dungeon/boss/glyph systems and the entire skill tree and system as well.