The whole point of leveling rework is to reimagine the early/er gameplay experience for different kinds of people

Title :slight_smile:

The whole point of redoing leveling is to make leveling feel different and provide different kinds of challenges to different people

(Not provide a “booster” in case of having some items or some other starting-bonuses lol)

That being said, the stat-squish, or more specifically the scaling squish of stats => should make this possible

Example/s:

  • Normal = normal,
  • Hard = monster HP and damage + 25%, elites gain 1 extra affix
  • Expert = monster HP and damage is now +50%, elites gain 2 extra affixes and monsters cast spells more frequent and more often
  • Penitent = monster HP and damage is +100%, start with -25% all res and monsters often gain a baseline augmentation (such as increased HP or increased Regen, champion auras, e.t.c.)

That was the whole purpose of the stat squish, so people can “fine tune” their leveling GAMEPLAY EXPERIENCE (not just speed it up or slow it down)

Not everyone that opts in to play the game has the motive to “get to max fast” and “try a build out”, some just want a journey that isn’t necessarily 2 months (or 2 weeks depending on build) long

IN FACT if that was the reason (option/excuse to boost players that otherwise may or may not get bored) - why just not add some/more shrines for XP/Gold ? :person_shrugging:

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It’s all about the shareholder meetings. When you work in a big corporation, you start to see how things operate. In 2024, only 15% of players reached the max level of 100. By 2025, 85% of players will reach the new “max level” — but what they won’t mention is that the new max level is 60. They’ll highlight the increased player engagement, claiming annual growth, even though it’s just a result of lowering the bar. It’s all about the optics for investors, not the player experience.

there pretty much is no earlier gameplay experience. you level ridiculously fast.

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99% of Diablo 4 at this point is about endgame. I have never understood glamourizing the leveling experience. Endgame is what really matters and ofc you want to get there as fast as you can. Giving an artificial dragged out leveling experience you need to do every 3 months will just make the game less popular.

With S6 we seem to be back to a worse state than S5. I hope im wrong.

That was the whole point of the rework though

Find ways (and improve) how it can be not “dragged out” and feel better even if lasts somewhat

That was the whole point of the PTR (or at least first part of it) lol

The leveling I’m talking about is actually the paragon levels. It seems to be quite the drag, but i guess its to please the “forever paragon levels” D3 crowd somewhat. Level 1-60 character level seems fine.

I guess their idea might hold true for super casual players, but for everyone else. It’s a huge downgrade.

How can fixing a game’s “first encounter” be a downgrade ?, no offense, people are the problem not that. It’s bad when having expectations for performance (especially upfront) set too high

I mean the whole point of the “resizing” (and “downsizing” even) was to make slower progress viable (i.e. not rely on crazy multipliers and high performance)

I get that people can be impatient but impatience must not be allowed to be a driver (and a motivator) in a game

In fact there’s not a single good game out there that caters to impatience and ego right now (perhaps there might be in the future ?, but right now I’d argue there’s none)

B.T.W. got super into it for a while (somewhere around 35-40) and was about to praise the game and give a feedback how it started feeling about right => Realized resistances other than Cold were down at 30% :smile: