Guys, this kind if cynicism won’t help, and this kind of downplaying the most important issue in the game really hurts
The problem is that this game is NOT DESIGNED with failure in mind, it’s designed for “smooth sailing” and neglecting the negative experience/s in it… BUT since there are so many classes, skills,aspects, tempers and so on - can’t always guarantee a good or decent state of them all, and therefore ends up in this “recommended round robin” build rotations
The things that get left out feel ABSOLUTELY DREADFUL, the game does NOT have a good failure experience (it’s comprised of 2 extremes - either not being able to kill a single spawn or getting one-shot)
Been stuck in D2 for example, never have that felt as bad as it is in D4… The reason why is there was some “dancing” around and different reasons to get stuck, and that’s actually a good thing to have
The “failure experience” has to improve (I know it sounds both contradictory and controversial but IS important). Just as NO CAR is a good car that can run at 5th gear or get stuck in mud, same with this game - can’t be a good one with that kind of drastic difference (like orders and orders of magnitude) between success and failure
The game feels REALLY BAD when not achieving “top tier” results
I’ll give you a very simple dumbed-down comparison => Imagine 8.1 stage in Mario where due to whatever reason at times you can’t use the sprint button, THAT’s the difference (and game/design decision) in D4
No-one’s asking for “guaranteed success” (in fact we had that in S2, it was just outright terrible), but make the game run at a reasonable pace (and reduce the drastic rate of difference), otherwise the REASONS FOR WHY the game gets hard (when it does) just feel across the board all awful
TLDR ? - I know this is controversial and contradictory but it is supremely important:
- They have to re/design (and diversify/improve) the experience of failures in D4