open world / all dungeons / all visuals are all gone after you start doing pits
the rest of the game dies
too easy
what a waste of good space and visuals 90% of the game is shutoff once you start doing pits cuz the rest of the world is boring and EZ RIP strongholds RIP regular dungeons RIP seeing all the cool places that are no longer worth even exploring
When D4 was developing, Zelda breath of the wild was a successful open world game. You ride your horse, climb mountains to explore the world to collect items and gain new powers. Remember blizzard originally wants everyone to collect Lilith Altars every season. I think they wanted to follow that model. Even my kids though I was playing Zelda when I started playing diablo 4. What they don’t understand is this does not work on seasonal games. People do not like to do the same thing every three months.
In other words, blame the players not the Devs.
Yep, you got it. What do you suggest Blizzard should do to solve this problem?
Its because the open world is designed for everyone. Its a shared space for content. Jimmy needs to be able to do world content also with all points into basic skills. And its the same open world, same instance that Tim is in with an optimized barb build.
It can never be proper content. Its like running around in Westfall with a maxed out Dragonflight charachter.
Because when you design end game content to need increasingly better gear, everything else falls behind it. The only way to solve that is to have everything increasingly scale to you but with all the gear combinations that’s not an easy task. Also, a lot of people don’t like constantly scaling content because they never feel stronger.
I use to like exploring in Skyrim and running into the occasional dragon. Here there are no surprises and little if any sense of wonder.
We solve it with Mindcage which have been suggested by many