So i have levelled every character to 100 and even some classes twice. Levelling and getting to endgame is fun, that has to be said. But once you hit 80+ and get into the endgame, the game gets less and less appealing. Here’s why (in my opinion).
Tempering and Masterworking
Lets start with this. There are many aspects i like to tempering, but also quite a few i dont like and i have seen many people complain about this on reddit as well.
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Levelling up with tempering
This is completely broken. Rolling a high level temper on low level gear basically trivializes all content. It makes levelling obviously easier, so i consider this a pro. But it could also be considered a con, because everything will die with 1-2 casts due to the double proc chances. Also the extra damage you can roll on rings/amulets/weapons and gloves is in my eyes a pro, but basically makes your base damage go through the roof. Then the defensive tempers with Health and Armor make you practically unkillable by any open world content, even to enemies which are 30 to 40 levels above your current level. -
Item Bricking
While i can understand that the Devs don’t want to allow people to just infinitely reroll items with tempering, there is nothing more frustrating then getting a 2GA or 3GA item and then bricking it because the temper goes the wrong way. It would be nice if we could reset it it, or keep going, but with increasing costs. Similar to enchanting basically. Or maybe at a cost of extra/other items like the armor/ring upgrading materials of which we have more than plenty by now (well i do). -
Masterworking
There is too much RNG on this. There is no way to know what happens at ranks 4, 8 and 12. If one goes on the wrong stat, it means a reset, 5 mil down the drain (which is ridiculously high for most casual players) and another round of materials and gold for the next attempt. It would be nice if we could get a system similar to enchanting. Where we can choose to keep our current, or try again at increased cost. This would also be quite nice for tempering and would make the endgame more approachable for the casual players.
This brings me to the next issue.
The Pit
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Bosses, Scaling and One-shot mechanics
So i haven’t gone much higher than Pit 100, but i think the scaling in HP for bosses is ridiculous. Also the way how the boss mechanics work are just tedious and frustrating. Because those red ghost attacks are scripted and not actually attacks considered by the boss himself, a lot of damage reduction modifiers just do not work on them. Which turns them into oneshot mechanics and it has nothing to do with the bossfight. It would be nicer if the boss actually did more damage and you would leave that red stuff out of it. And instead of just giving bosses massive amounts of HP, give them abilities like elites in dungeons. Fear, Lightning Pillars, Drifting Shades, or other modifiers (at random). Stuff we can actually use our defensive modifiers against. -
Solo Pit vs Group Pit
So at first it was just plain stupid on how the rewards at the end were distributed. 66% for the person who opened the pit and 33% for every other party member was just not fun and not at all promoting group play. Then the devs changed this to 100% and 50% for the other people. But this is still a sucky choice. It does not motivate me at all to play in a group. Why should i waste my time, on bosses who get even more hp due to the party, which then also take even longer to kill, only to get half the rewards at the end… Nope!
Give every player the same amount of masterworking materials. Remove those stupid rune shards from the game and let everyone profit from the same rewards. Actually promote playing together for a change. -
Pit Rewards vs Masterworking costs
It is just insane who thought this system up. While the hardcore players who play more than 3 hours a day probably won’t have an issue with this. To the casual players who just can’t afford to play hours a day, this system is starting to feel like work. Farming the pit, over and over again, solo or in group is boring. Only to get a wrong masterwork on your item, draining your gold and materials, only forcing you to do more senseless pits. There is currently no benefit in doing higher pits, because all it gives you is 1 crafting item per pit level extra, but it does punish you with massive amounts of HP on the final boss. Getting to the boss is no problem in most cases. But then when you get there, aside from getting easy or difficult bosses and mechanics, you run into this massive HP wall and forced “dancing to stay alive”, is just not worth the effort. And doing lower pits, which are not challenging at all makes it boring and unnecesarily time consuming. Either nerf the bosses like i suggested above, or give us more materials per pit level. Or decrease the costs on masterworking materials and gold.
We dont all have 5 bilion gold lying around on a shelf. Most of us have to play a lot to get enough gold to do 1 or 2 masterworking resets. Whispers are underwhelming in gold rewards, with the exception of the greater chaos option. Doing NM Dungeons rewards almost no gold either and selling items means you dont get crafting materials, which can bite you in the behind in the long run. I hate being forced to do helltides just to get gold. Or to do whispers for the same reason. Make the need to have gold for crafting less needed. Increase repair bills or something if you want a gold sink, but the current system just doesn’t work (for me). -
Stygian stones.
The droprate, even after the most recent patch is still ridiculously low. I would like to suggest you implement a procentual increase per pit level on the drop chances for stygian stones. For example 1% per pit level above level 1.
So at level 10, that would mean 10% chance for a stygian stone to drop, at level 50, this would be 50% chance and at pit 100, a 100% chance. And obviously any higher, there should be a chance on multiple drops. Because currently its still abysmally low. I have run hundreds of pit runs so far and maybe only seen 5 stygian stones dropping. Its just not rewarding at all and because of that, not fun.
Lastly, my rant about teleporting in general and teleporting to other players.
Why are we being forced to teleport to Gea Kul or Zarbinzet when we are in a specific zone? Most of us prefer to go to towns like Cerrigar or Kyovashad. Please give us the ability to set a default town to teleport to. It is tedious to every time go to the world map, drag that thing around to teleport to a town of our choice. Also the notification “Teleport to -location here- with the Yes and No choice” is unnecesary and just contributes to the tediousness of this process.
Teleporting to other players is also stupid. It was 100% better in the previous Diablo III game. Why don’t we have a similar right click menu to teleport to our party members from anywhere in the world? Why do we have to go through 2 seperate loading screens to first go to a major town and then to teleport to our party members. It was possible in Diablo III, what is the excuse here?
Dont get me wrong, i like many aspects of the game, but the stuff mentioned above needs to be adressed in some manner i think.
Thanks for reading if you stayed with me all this way