- Man, these droprates friggin suck, I can’t even max my aspects to complete my build, I didn’t see non-trash item for over a week now
- NAH RATES ARE FINE, YOU NEED TO HAVE THINGS TO CHASE, THAT WOULD BE BAD IF YOU ACHIEVED EVERYTHING WITHIN FIRST TWO WEEKS
- Dude, you play Spiritborn that is OP AF, you cancelled any kind of progression for yourself in the first place, and you are exploiting bugs to play the game on freaking tutorial mode, BTW these bugs have to be fixed ASAP as they break the game balance
- NOOOO DON’T FIX SB BUGS, I LIKE TO FEEL POWERFUL WITHOUT HAVING TO WORK FOR IT TOO MUCH
This is completely expected given the player base. We range from very casual players where Diablo is the only ARPG series they play (and this community on the forums seems to significantly undercount how many of these people exist) and hardcore sweaty ARPG fans who want to play this game more than a full time job a week. I’m not sure it’s possible to appease both of these groups at once. They have contradictory expectations and needs. One side wants complexity and length, the other side wants simplicity and ease of access. If you were a game designer, how would you reconcile that? It’s way more difficult than people expect
The funniest part is - these are not even different playerbases. It can come from single person.
I literally see a lot of posts on Reddit being like:
“I HAVE NO PROBLEMS WITH DROPRATES, I’M BLASTING PITS 110 ON MY SPIRITBORN, I DON’T SEE ANY ISSUES” xD
% this. Now granted I would say the vocal minority on these forums aren’t what I would consider casual. I consider myself semi-casual, but I have friends who still haven’t gotten through the campaign for VoH yet just due to them not being able to play that much. Their play time can range between 4 to 8 hours a week typically. Even lower depending on the time of year.
Anyone who has played any Blizzard game knows their goal audience is the casual player. By contrast you take a game like PoE that caters to a specific subset of players for a very specific subset of the genre itself.
There’s nothing wrong with either approach mind you, however expectations run high regardless. There will never be a game that caters to every type of player, Blizzard has known this for years, so they cast a much wider net to get the majority of players (the casual player base) to purchase their products.
But the problem is that current state of the game are two extremities existing at once with nothing in between.
Extremities for casuals:
- You can cancel any progression by just playing OP class and blast through everything without even thinking too much what you are actually doing - so casuals can do things that ARE NOT planned for the casuals - like pits 100+, this is not for them, yet they are allowed to do this by playing incredibly OP ez-mode class
- Torment levels literally doesn’t matter, T1 and T4 are pretty much the same thing - so ultra casuals that hop in for 30 mins a week to kill few mobs and then log out don’t really miss out that much, because there is nothing to miss really
Extremities for neckbeards:
- Droprates nerfed to the ground, so their feeling of elitism is not disturbed by middle-class players being able to catch to them without grinding 24/7
- Trade economy is completely destroyed, average player don’t even want to look at that stinky hole, but for neckbeards these are dream conditions actually, because middle-class players doesn’t even want to trade most of the times
- Paragon cap being so high that there is no way that any normal human would grind to that level (but that’s not a big issue actually, because paragon is not that important)
- RNG crafting that bricks items and requires A LOT of material grinding and and they are the only audience that is not hurt that much by these systems as they grind 24/7 anyway
And what’s left for the people in the middle:
- On one hand game is too easy (after you are able to do like pit 80 everything beside higher pits level is too easy)
- On other hand it’s too hard (rewards for everything suck, while levelling gaps between Torment levels seem HUGE, without good drops you may be stuck on given Torment level for quite long)
Blizzard generally speaking failed to balance “overall difficulty and progression speed” this season. It’s either non-existent or way too hard to achieve to bother, barely anything in-between.
if only the ignorant people could acknowledge their ignorance. ignorance is bliss. such is life.
This I think about it often at this forum. It is funny to see “pros” flexing here and saying other they have to gitgut when there is no skill involved and all your progress depends only on RNG and all you can do is invest more time.