What will happen to side quests?

They are completely useless. I don’t do any of them because they’re not rewarding. Isn’t that a shame?

It’s a shame, because their rewards don’t offer anything interesting. If they gave rare materials to obtain, like those from the pit or summoning, then many of us would do them. I’m not saying that all of them give you that, but at least the longer or “complicated” ones could do it, so at least there would be a reason to complete them and they wouldn’t be a constant blue dot on your map.

See if most things that aren’t from “the last few seasons” are already outdated. The Nightmare Dungeons will become a thing of the past with Season 6, and we’re forced to do side quests once to “extract” rewards from the regions. Besides side quests, there are many other things in this game that don’t make sense. I think that in the case of Diablo 4, having a large team didn’t help bring anything interesting. Quite the opposite… They got so fixated on itemization because instead of a seasonal activity in Season 4, they did a rework of items, got “applause” from players, and praise that it was heading in the right direction, and now the result is that we’ll have a complete item rework every season!? While the changes in Season 4 made sense and were needed, in Season 5 we got more changes, and it was going in the right direction… But in Season 6, they went too far. The game shouldn’t look different every season in terms of items but rather in terms of content. There’s a lack of content, a lack of class and spell balance, and a lack of viable builds to play. All the systems created from Season 3 and earlier need refining and fine-tuning… But Blizzard got applause for something, and now they don’t see anything else in the game to change. How, with a team like that, are there no changes introduced other than items? Not to mention, the only thing they do to strengthen mobs is change the numbers for their HP…

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It’s true that the game seems to be going a little bit aimlessly. They don’t offer anything interesting other than “let’s get the numbers up”, that already happened in D3 and ended up being pointless, yes, you reached a higher Greater Rift but… for what?.
The game needs interesting content, not some seasonal missions that you finish in two days and then farm and farm to be able to reach enough power to be able to complete the journal because you need to kill an uber. This season I haven’t even been able to finish the last chapter of the journal despite having all my team with 8 or more max, and then I think “maybe my paragon points aren’t right” but… well thought out, why do I have to do exactly what they want? Why can’t I with my imperfect configuration finish something that should be feasible for everyone? And the answer is the lack of balance between player and content. If there was interesting content I wouldn’t spend my two, hopefully three hours of gameplay a day doing a boring task like farming materials, so I could hopefully get to level 6 of the infernal hordes.
The truth is that it’s taken me too many attempts to do that thing so I can finish the journal and dedicate myself to what I like, which is to raise another different character and try out configurations.
Anyway, at some point this will change or the game will die before its time.

Definitely agree. Btw , side quests could go to a place that offers alot of endgame content. For instance of you do all of them in a region you get a puzzle pr a serious boss that gives rare runes or something like that.

In the past I offered, let’s say that some quests would allow socketing a third socket for a single time.

Looks like the people in charge of the implementation are doing amazing jobs but the architecture of the game is a mess

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This isn’t a video game. It’s paid torture.

They have proven with the eternal realm item level reset to 540 that they don’t care about the consumer at all.

They let us all farm super lit items and now those items are gonna be literal trash. And they’ve done that 6 times in 15 months.

It’s crazy people think the way they manage this game is good in anyway. The game itself is great. The management is a tragic failure.

In D3 you did it for leaderboards cause they were actually good.
In D4 there are no leaderboards like in D3
and it’s a shame it would be cool to see
how many uber bosses you kill and how fast
how fast you completed the hardest PIT or infernal hordes
instead they have leaderboards for activity that no one cares that much about :smiley:

Leaderboards are a poor excuse. It’s not like being in the top 100 or something gave you anything exclusive, so it was a vain attempt to create interest. Personally, I ignored them.

Just remove them! Never bother it!

It’s not just about the rewards; mostly, it’s about competition and comparing builds with others. However, in my opinion, it doesn’t really matter right now because everyone plays the same builds, and you can’t blame anyone but Blizzard for that, as the pool of viable builds is limited. I don’t know how to explain this to them. They don’t play their own game, so they don’t understand the real issues

The thing with the builds is really disappointing. There’s no way to escape the ~10 relevant builds instead of having a system to create high variety for the basic skills of the character. You end up changing the build during the game and getting more of the same. I’m really hoping that s6 somewhat addresses this. And I hope they are reading some of the threads in this forum.

Btw I don’t care that every season resets everything. I appreciate the development efforts. But they focus on the wrong things

Unfortunately, Season 5 was supposed to change that… However, there’s still no noticeable difference. The builds that were strong are now even stronger… The ones that were weak can now do things they couldn’t before… But the progress stops in seasonal activities. They can’t overcome the barrier that Blizzard creates with the current seasonal activities. The entire design is based on meta builds. Besides, for anything to change, there should be more options for character building added to the pool of affixes, and the Overpower mechanic should be available to every character. We will have runewords, but gems should be replaced with other runes that have a specific pool of affixes, allowing for additional character-building options. We should be able to trade everything we drop (and glyphs shouldn’t be tied to a specific class or build; they should be universal, with only unique or mystical glyphs tied to classes, and some universal ones as well). The game lacks a purpose… As a hack-and-slash genre, I don’t feel like I’ve dropped something extraordinary, something I might only find once in my life… I want to feel rich when I get a rare item… But instead, every time I think, “eh, what am I going to do with this?” On my Sorcerer, I only drop items for Sorcerers, so I’m limited to trading with other Sorcerers. At the same time, if I don’t drop ga 3-4 unique, I have nothing to offer… And the only valuable items are those used in meta builds (which are 1-2 builds per class)… Everyone builds for crit; items with high crit chance and crit DPS are priced at 200+ billion. Dropping them is more of a “WOW” moment than finding mythical items. Another thing, you have a mythical item… Great, but it limits the number of aspects that are crucial for the builds (without them, many things don’t work; at the same time, mythical gear gives a big boost, whether for defense or attack, but it takes up a specific slot that requires an aspect that is key), and it becomes a vicious cycle. While the design of meta builds revolves around a limited number of aspects with one key aspect, the rest require more, and we lose the ability to maximize DPS or suffer a huge loss in defense. And now, when you drop the best-in-slot item (in terms of stats and buffs), you can’t equip it because of the aspects. Even if it’s the best item, you lose something that makes the build not work. And even if it’s the strongest weapon, it’s still weaker than what you have with the required aspect for that slot.At the same time, you don’t feel like it’s the most powerful weapon because you know it will only worsen your situation and not increase your strength. And even if it boosts your defense, you lose something that allowed you to survive longer than with that best-in-slot item. So, aspects are the flaw that makes a regular legendary item better than the rarest and (theoretically) strongest weapon in the game.