You have to stop wasting time and energy on something that will disappear

(I’m not talking about Video Games, In the sense of “spending time on video games”… JUST IN CASE. Also, I’m just “venting” a little :sweat_smile:)

I think too much effort is spent creating a Season story, aesthetics and mechanics only for them to almost completely disappear.

It’s good that not everything “stays” but it’s bad that almost nothing stays… it’s a big waste of time.

Seasonal mechanics should be thought of as something that will ideally always remain in the game, and only go away if they don’t really work.

Taking risks in the “safe” environment of the seasons is very good and a very good idea, but taking them with the idea that everything will disappear later is a bad mentality that leads you to make decisions that will surely have to be reversed.

The mentality behind it should be:
“I think this is a very good idea, it is a risk, but it could be very good, although also very bad” and not “this will surely fail, and we will surely have to remove it, but it doesn’t matter because then it disappears”

Season should be the developers’ playroom. The Sandbox of mechanics and development. Go crazy, but with the goal of improving the game, not just filling space.


Now, to be honest, everything I said before is how I would do it if I were forced to make exclusive seasonal content every season.

The truth is that I think Season should actually be a place where rules are broken and not where new content is added. A place where you can use items you normally can’t use, break limits that shouldn’t be broken. Something like “the seasons of legal exploits.”

When Diablo 3 started doing it it was amazing even though they were extremely simple things like being able to equip an extra item.

Being able to do what you have always wanted to do, but couldn’t due to the limits of the game, is one of the best feelings that the season could appeal to.

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Completely agree

I think its sad that many good things we had as Seasonal content went away and only very few remained in less exciting variants (like on uniques or aspects)

The key to end up with many more activities to do in the game is to stop deleting the activities they create

There are lots of things in game that came from seasons. Varshan came from S1, Lord Zir came from S2, many aspects we have now as part of the base game came from seasons. (Unless Im using a unique, I always use the evade bats for my boots) . Some of the new uniques came from seasonal powers.

Having said that, I wouldnt mind more bosses. Every new season should introduce a new boss or two who become part of the base game.

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Also the best mechanics of the hell tide come from the season.

But lately the seasons are just Hell tides with different colors… that won’t stay in the game.

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True,but helltides now works a lot like bloodtides did in S2. Same events and almost always up. Hopefully they add some of the new witch tides to it as well for next season.

Yes… but that is very little if you think about it… a whole new tide just to add at the end some small extra mechanics to the Hell tide? Plus a couple of aspects inspired by the most popular powers of the season? It feels like almost everything is lost.

If they add the witch tide events to helltides it will make helltides even better. Im sure some witch powers will be added to aspects or new uniques created for the base game . But of course not everything. Im sure the poison frog will go the way of the S3 robot.

What remains is surely of good quality… but it could be more if there was no story in the season. The one about The Vampires was slightly interesting and I quite liked the one about Zoltun Kall… But it is something that has much less value than it seems.

Also if they used seasonal events (summer season, winter season, etc.) instead of a new and totally different aesthetic they could do even more.

With how famous Blizzard is for being greedy, I don’t see how they haven’t thought of this.

The point is really that too much is wasted, not that the result is bad.

The result is good… like a good dish… but as small as a French restaurant dish… :sweat_smile:

Thats a bad way to bring them back IMHO

They should keep the powers separate, just tone them down if they think they introduce too much power creep

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I like the seasonal quests. I’d appreciate them tying them into the wider world lore a bit more, but I think overall they do a decent job with them. I would miss them if they weren’t there. They also serve a function to guide us into the season mechanics.

Not sure they should stay though… it would have quickly become too much.

I think overall they are doing a decent job of identifying what works and incorporating them into the core game. Helltide reworks came from seasonal stuff, for example. The Pit came from Abattoir which was introduced as seasonal.

In early seasons I was hoping they would keep the Blood Powers, Construct etc as mechanics, somehow limiting you to just one of them. But seeing the difficulty with balancing even the mechanics we have I see now that would be too much and just result in even more unexpectedly OP builds.

Leadership just doesn’t want to learn from PoE. I guess that’s the point? Seems stupid to me.

Butthe other issue is that mostof D4’s seasonal content is really boring and not worth keeping.

For example, Realmwalkers, Vaults, Malignant Tunnels… all trash boring content.

Season content are not definitely lost. They can pick some content any time again, or change them a bit for another season, like currently witchcraft menu is quite like the S2 vampire power menu, and some power are quite the same but changed a bit. Also I bet we will see the frogs again in another season :slight_smile:

I actually liked vaults. I wish they were optional though. Like Infernal Hordes or Root Holds. I thought it was engaging and rewarding. Granted, I play as a sorc so I can cheese much of the traps

As we make changes, I’d also suggest Andariel drops be changed to allow a mix of all the bosses versus just another Duriel.