I’m nowhere too. Pit doesn’t interest me, I optimize for killing the mobs t4 level; normal. That way I got a lot more options, but I end up taking the damage of course. The way I like it, physical and without cc; hybrid bow and dagger. It’s always exactly that, and it works fine for t4 I think, I’m having a good experience overall.
The bosses does not interest me. I can run them a couple of times, np; then I’ve completed them. Primarily I am interested in roaming the world relentlessly. Which there are several obstacles in the way of.
- Obducite. Obducite must be procured within the dungeons, through the council or tributes. It is required for mastery crafting, which is required for advanced building.
Which is fine, a good implement but it lacks the roaming aspect needed: “Aha! A dungeon, I shall cleanse it from evil and reap the rewards” It can’t be spontaneous like that because you use a certain stone to open a certain ‘nightmare’ dungeon which u then teleport to. - The world events completely dominate, you always go to an event and you teleport there for expedience.
The world itself doesn’t hold enough points of interest or wealth to compare with the seasonal areas or the helltides. Therefore you can’t just rush out of town and into the fray, you have to open the map and examine the timers and find a suitable area to teleport to.
You don’t happen upon a seasonal area, run that for a bit, or find yourself in a helltide. Rather you seek that particular place and that makes traveling randomly erratic. - Inventory fill up rapidly. There’s villages spread around but rather you port out and back. This stops the flow of the game in my view. The constant need to rid myself of an overflowing inventory. And add to that the numerous occasions sorting the storage is required.
The villages must’ve been thought to be natural stops for salvaging and selling, possibly buying. But it is absolutely not working out like that. And that’s besides that no one likes to stop for this stuff unless there’s something of interest in the bags, which there rarely is. - Difficulty. There’s no variance on difficulty with areas. Ideally, in my opinion, area difficulty would be like the seasonal areas but fractured into smaller splits. The parts of the world would range from 65-75 = normal to normal+, 75-90, 90-110, 110-150. Something like that. Like you’d encounter mobs you can’t beat sometimes, too tough. With a friend u might, which gives a natural incentive to group up a bit if things is getting harder. And it gives a natural incentive to move around, because things will get too hard or they’re too easy.
At least I think it’s a good idea, that. But idk. A big need I have, roaming, is difficulty, and varying difficulty for the interest to remain.
I just feel lost. Where do I go and why? That’s why roaming is natural in this kind of game, you don’t ask then… u just go. That was the ideal in D1. For D2 the bossing meta was introduced. Run a track and there’s a boss at the end, seems a good idea. But it hurt the roaming aspect which is crucial to the genre. Or at least in my opinion it is. And it hurts the perception that there is a world. Like in D1 there is a world and levels to that world: The cathedral and its catacombs leading to the molten caverns entrancing hell itself. D4 feels fragmented due to all the portaling and instancing.
This too is an idea I had some days ago: Scosglen is of course famous for their woodwork, as such better bows drop there. If u want to find a fine bow, u go to scosglen. Kehjistan has famous iron mines and weapons of steel is in abundance there. But the natural resources of kyovashad is unmatched and finding material is easy around those parts. For mystical purchases, find runes and trinkets in blabla… I think all areas should have a specialty, a reason to go there; which tie in with my roaming fixation.
Edit: Sorry for the digression. Just this stuff on my mind rn. I am still bumping this for material dumping attention. Need options on that.