Said this before and will say it again:
The problem is not “the game itself” but more like the secondary game, i.e. “the game that happens while you are playing the game itself”
THAT is bad and needs to change. The whole “secondary” game of D4 is these 2 things:
1 - Angle-adjusted Treadmill
2 - Slot Machine to spend currencies that you obtained during that treadmill
THAT is the issue with the game (and have to think “outside the box” to fix it). The game needs more “surprises” and unpredictable things (or things with unpredictable outcomes at least)
Can’t go on for much longer with that Slot-Machine-Treadmill (people will get exhausted one way or another, someday)
While I DO like the Release state of the game a bit more, the problem with both is the same
Every single activity/event in the game has 2 things:
- Predictable goals
- Predictable outcome
This will bore people to death (if not already has), have to mess that “seemless sequencer” up a little bit here and there
We need “rare deviations” and “rare (unstandard) rewards” that may or may not keep people hooked-up with the game… Can start earlier, can do later. Personally would rather start earlier but the important point is - there should be a small but not entirely negligible chance for small surprises (akin to Butcher) that the player mostly (if not totally) unaware of them
Step 1 - Load a Pit (the usual, say level 66)
Step 2 - A certain or a certain few elites in that Pit run gain something totally “random outside of the set” ability to cast or an elite affix upgrade:
- Cast boulders instead of charge
- Rotate boulders instead of having a waller affix
And when you kill them there’s a chance they drop stuff you can obtain nowhere else. Not always, but there’s a chance (thematically the mob augmentation itself would “hint” what they could drop however)
- +4 to Boulder (Aspect to Imprint, one-time usage), OR
- LH: up to 15% chance to cast a Boulder (same, one-time usage Aspect)
We need THAT, more “individualization of final impact” (as opposed to having the game totally keep everyone and everything “within certain set of parameters”). The same could be done with NMDs as well
And now to the final question - it works both ways - in current state of the game this would need to be an “end tier” mechanic (lvl95 at minimum), and in the “original game”, this kind of unpredictability could (and probably should) be incorporated earlier (say starting from lvl35) - that would give people a sense of completion and an impression of milestones as well