You have the potential for what seems like an actual flavorful living world, with events and mechanics which you even tried with Black Citadel boss and travel mechanics.
And instead the game has devolved into a dungeon tile spam gear farm simulator with little else or any attempt to immerse the player in the world and setting.
Highly cinematic and atmospheric world bosses or legion events abandoned with awful rewards and boss fights that end in seconds, and those boss fights that don’t end in seconds end players in seconds instead, which is why every build is designed to skip the mechanics of these bosses.
Herald of Hatred and Belial and even the likes of Zir and Andariel feel like actually fun mechanics if by T12 they weren’t massive pools of HP with similarly massive one shot mechanics.
Potions have lost all their meaning in terms of an HP managing resource and stats like thorns, life regen, life on kill, and other such triage based combat concepts quickly become obsolete as the game always ends up falling in health spiking territory of either going 100-0 in under a second or said health bar never moving at all given enough stats.
This game seems like so much missed potential with stellar and immersive campaigns, voice acted NPC’s and events, improvements to map development and exploration with the hidden statues, the secret fishing easter eggs, and occasionally some cool puzzles.
All sidelined for the loot casino into pit pushing pipeline.
Why? Why abandon the other concepts ARPGs have just to solely pursue a single gameplay loop of gear treadmill through a few select 2 minute dungeon activities?
Why degrade the combat with massive mob density that just makes visibility and reactivity to mechanics fall apart? Instead of mob density, dealing with more meaningful combat with the mobs that doesn’t amount just running through faceless hordes, but elites feel actually like elites with a choreography you want to dance around, where the dodge button is used more than just to get out of the way of a fire on death aoe.
The best part of your game is starting an expansion campaign and having some reasonable cadence to the combat where the HP for both the player and enemies aren’t just ping ponging all over the place, talking to NPCs and discovering and feeling some sense of impact in the world. Then it quickly gets abandoned for getting through enemies and activities as fast as possible for the right loot to complete the season’s journey.
So much could be done with the combat and open world that isn’t just a sea of VFX vomit and dense hordes of mobs covering all the floor and your character and the only determinant of combat success is whether you’ve stacked enough damage multipliers and damage reduction multipliers alondside max life.