What you need to do to diablo IV

endgame-
‘‘if they eventually come to Daily challenge quests, weekly challenge raids with boss mechanic 10-12 people (without simple faceroll and 1shot random mechanic), and maybe add arena where gear doesnt matter in pvp, and ± balance open world will be a gg game’’

D4 actually failed on a good endgame.
Look at the mapping systems of PoE (mine) or LE (monoliths).
THIS is how endgame should be.

Reduce, rework, or even completely remove Scaling (one of the 3)

Reduce:

  • Reduce all Glyphs to Max lvl of 15
  • Reduce all Crit Damage affixes by some 30%
  • Stop mob HP scaling at pit 60, add armor, resistances, and corrupted attacks instead, then from there on further nerf sources of high-damage

Rework:

  • 4 baseline damage types (Physical, Non-Physical, Vulnerable, Overpower - each invested and powered-up by Str/Int/Dex/WP separately and respectively)
  • Weapons no longer multiply your baseline but add a (separate) component of damage

Remove:

  • Gear no longer has IPs, or if it has no longer depends on level alone
  • Milestones allow increase of gear quality (Kill a rare elite - gain access to new kind of affix, Kill a boss - gain access to new kind of affix, Do an entire Helltide - gain access to new kind of affix, Do a NMD - gain access to new kind of affix, Kill an endgame Boss ? - gain access to new kind of affix, Do X strongholds ? - gain access to a new kind of affix), e.t.c.
  • Game no longer scales in a big or fast manner but if wanna get better item drops (regardless of level) need to do something

Those are like the more drastic measures possible (personally I’d go for the rework route but hopefully something lesser can do)

Lesser things ?

  • Horde runs are rarer but bigger event, available even early
  • Monsters have a small chance of an augmentation that reduces damage taken from “big damage” sources
  • Pit boss fights gain a new mechanic (shields to prevent high dps builds reduce the fight to a rubble and some kind of interactive mechanic - such as a giant ballista for example - to help lower DPS builds)

But even then behind any of these approaches:

The best thing is to simply rework/redesign and improve/diversify the experience of leveling (more individual impact of runs and less chores to repeat)

Basically re-prioritize the game to be:

1 - Playful-first rather than Efficient-first (and at least for a while ignore all cries for “more” efficiency)
2 - Harder game (baseline) than Unfair with the scaling

Will they do this ?, IDK, perhaps they do something of this, hopefully :thinking: